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Post by CastleDan on Jun 9, 2017 14:36:36 GMT -6
Oh boy, every major gaming website that posted this news is full of comments like: "the graphics look like sh*t" / "the animations look like sh*t" / "the movements look like sh*t", and the best of them: "this is MN9 all over again". Seems like this is the only place on the internet that isn't flooded with negativity. It's really sad, people have set their standards too high with indie games that it has become impossible to please anyone nowadays, it's just complaints on top of more complaints and a lot of toxicity. I really hope all this negativity doesn't drive away people from Bloodstained. Yup there's a lot of exaggeration out there like always. The game will review well unlike Mighty no 9 and once it does maybe those people will open their mind up to it again. Could the game look prettier? Sure, but this is 100% an igavania experience from the animations to the style just in 2.5d. Don't know why anyone would expect something much more than that. Especially when they were never the greatest with the 3d games. Dracula x Chronicles wasn't exactly a looker, but graphics don't rule over gameplay imo
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Post by Enkeria on Jun 9, 2017 14:38:17 GMT -6
Oboy, will reply to a few quotes here. Might be a long post Thank you for these links @ I didn't watch all of the videos but notice the Chapel area had their version of the flee-men, and that "Soma Cruz's Soul-Spear-Throw" was back á la Miriam. I hoper we can try out the demo soon. HYPE!! 😊 So amazing! I have to go rewatch it 1000 times! I am very excited to see the new footage and a cool boss. Same here, or at least, I will watch it plenty of times. Also there's already gameplay footage all over the place That makes me wonder if we (the backers) are getting the demo too, as it seems a few others have gotten hold of it. If it works like Blizzard Entertainment's business, family and friends gets it first, then later on (in our case, backers) a few youtubers and such. And with it a policy that allows us to stream, record and take "the game apart". If there are NO mention of this, all of it should be fine, but if there are any of it - these terms should be respected.
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Post by Redogan on Jun 9, 2017 14:39:04 GMT -6
Love how the game looks! I especially like the new font used in the menus, on enemy names, and on the damage numbers. The new font is larger, clearer, and overall easier to read. Very pleasant on the eyes for me.
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Post by Scars Unseen on Jun 9, 2017 14:51:00 GMT -6
Pure Miriam Actually, we were never given a choice for matching shading styles for characters and background. The shaders for the characters were essentially for realistic or cel shading, but all of the background shading options were just variations on realistic shading. I've been pretty consistent with my criticism of that. I don't plan on stopping now because I still feel that inconsistent shading is a bad decision from an artistic standpoint. That doesn't mean I dislike the overall direction the game is going in. But this is going to be a complaint you'll be seeing elsewhere, and unlike some other complaints like people complaining about Miriam not moving like characters in other Castlevania games(which she does), this one's got a pretty strong foundation. Art direction itself is very subjective, but consistency in art direction is something more likely to be desired than not.
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Post by akuwa on Jun 9, 2017 15:06:08 GMT -6
this has gotten rid of all my doubts for this game. this is truly shaping up to be a great game, but obviously still looks early development as most of what is shown has very few enemies, what enemies are shown the combat looks a bit slow, most enemies don't attack back (or it at least feels like it as other than the boss/ the knight the attacks just don't look menacing), and there's no music, also really needs more movement on screen to make it feel more lively, but with a year+ to go in development I'm sure things like that will get worked out.
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Post by estebant on Jun 9, 2017 15:07:55 GMT -6
So with the exception of White Dragons and Axe Knights we've got every Castlevania NES enemy covered, right?
EDIT: I guess Red Skeletons are missing as well
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Enkeria
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Post by Enkeria on Jun 9, 2017 15:09:24 GMT -6
Oboy, will reply to a few quotes here. Might be a long post Thanks for this crocodile I didn't watch all of the videos but notice the Chapel area had their version of the flee-men, and that "Soma Cruz's Soul-Spear-Throw" was back á la Miriam. I hoper we can try out the demo soon. HYPE!! 😊 So amazing! I have to go rewatch it 1000 times! I am very excited to see the new footage and a cool boss. Same here, or at least, I will watch it plenty of times. Also there's already gameplay footage all over the place That makes me wonder if we (the backers) are getting the demo too, as it seems a few others have gotten hold of it. If it works like Blizzard Entertainment's business, family and friends gets it first, then later on (in our case, backers) a few youtubers and such. And with it a policy that allows us to stream, record and take "the game apart". If there are NO mention of this, all of it should be fine, but if there are any of it - these terms should be respected. Cool, thanks! I didn't know why people are comparing this with Hollow Knight. There will always be people that compare, its in our nature. Things we love are things we want more of, and out of fear they might compare about that too. I have never heard about Hollow Knight, and I compare Bloodstained with Symphony of the Night all the time, and I can't help it! So it seems we get familiars like the Aria/Dawn sort of way in the form of enemies that have a shard? I hope it doesn't mean the familiar system is similar to that one because I liked the deeper approach where they level up, learn new things, have personality...etc. Familiars.. This time around it seems that we will get the more easier models and features that are auto. Perhaps a leveling system that puts out damage according to your level somehow, but not much more than that. I would happily be wrong. I would however see a more advanced approach and get a way to evolve/ mutate the familiars if the game Bloodstained 2 will be released. I know many would love to see this since Curse of Darkness was such a great hit around the different aspects of familiar-usage and evolvment. Freeze at 0:13 for a painting of IGA? =P That is correct. I hope finding all of them will give us the entrance to defeat him in a secret battle. And thus getting the Swordwhip! Woooo! There are some additional screenshots posted over at NintendoLifeThank you!
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Post by estebant on Jun 9, 2017 15:26:37 GMT -6
Vampire Bat: Dullahammer Head Zombie: Morte Black Leopard: Gieremund Merman: Seama Medusa: Decarabia Raven: Mafeius Black Knight: Lance Armor Skeleton: Morte Bone Red Skeleton: NONE Eagle: NONE Hunchback: Ape Bone Pillar: Morte Cannon Axe Knight: NONE Ghost: Amy Skeledragon: NONE
I guess we still have a few missing
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Post by RichterB on Jun 9, 2017 15:55:05 GMT -6
The biggest delight of the trailer for me was to see that they will be using camera tricks with the 2.5D graphics ( ). When I played Capcom's new 2.5D Strider game on PS3, I was hoping to see some of those same techniques in Bloodstained. So, kudos there. Seeing a room with the pool of water in the background center was also very neat. Here's what I find strange: The trailer itself I felt lukewarm about, but the individual gameplay videos that have been posted since somehow just feel better. It may be that the trailer wasn't cut quite right or that this type of game doesn't do well in a "sizzle reel" because of its inherent internal methodical pacing. I think part of it is getting used to seeing a game like this in 2.5D, especially one that is still deep in development. The brain has to adjust to what it's seeing on the fly. All things considered, I am feeling positive, though not overwhelmed. The first shot with Miriam getting the ability looked off to me in terms of the environment (and the stained glass effect might need some extra effects to it, as well). Some of the environments seem to overpopulate things like candles and pillars too close together, or just look cluttered, and some of the textures look a little more like plastic or claymation--which seems to be a side effect of HD graphics in more than one game I've seen over the years. I agree with others here that the chandeliers need some animation (though it is worth noting that they did not in many previous IGA games, IIRC); I'd still like to see a few more things like ropes and such swaying with the ship (the chains are, though, so that's good). Shower curtain could do with some ripples, too. The bell crashing down to reveal another area was just used in the Lecarde Chronicles 2, as I recall, so I'm glad to see some more interactivity like that in this game. The floor shattering animation needs to be touched up as has been said, but this I'm sure was still another piece that was a work in progress. Overall, I think it's coming along nicely. I supported this more as a longitudinal Castlevania fan than an IGAvania fan, honestly, so I'm never going to be in love with the "floaty" jumping; but that's been a part of these kinds of games for a while. Some asides: Maybe I need to hear the new music isolated, but it was just "middle-of-the-road" for me, as most of the soundtrack to date has been. The dulahammer heads...any chance they'll be like Medusa heads? The boss was interesting, but like the one from the previous E3, I have been surprised how anime-inspired they are in look/attitude. I don't mind it, but I somehow didn't picture that originally when this was announced. (As I said elsewhere, it's more Soul Eater or Akame ga Kill than Vampire Hunter D in its approach to anime flavoring.) I suppose I should have expected this approach considering the main character's design. I just want to see some creepier and moodier vibes in this as it goes along. So far, it's leaned a little more toward "playful" and "cartoonish" it seems. I may be overstating this a little bit, however. Being Team Whip, I was happy to see the whip in there. Maybe I need to rewatch this, but it seemed like the whip will be more like a slashing weapon than a ranged strike weapon. That'll take some getting used to, if true. Looks like it has some decent "verticality" and variance to its structure so far, which is heartening. Anyways, I am impressed how much the team has shown with these various videos. A lot of great work has been done. Keep it up!
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Post by estebant on Jun 9, 2017 16:26:03 GMT -6
I've been re-watching these videos all day and I just noticed.... is every single enemy going to just ragdoll then disappear as a death animation? I sure hope not! One of my favorite things about old Igavanias was the ridiculous unique death animations all enemies had. The old demo had Buer explode with purple blood. And you could decapitate and burn Morte depending on your weapon. I hate when games do boring deaths. I'm looking at you From Software.
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Post by estebant on Jun 9, 2017 16:36:51 GMT -6
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Post by Squirrel Taskmaster on Jun 9, 2017 16:46:05 GMT -6
This is looking pretty damn sweet. Also; BOOKMERANG!
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Post by Enkeria on Jun 9, 2017 17:30:20 GMT -6
I've been re-watching these videos all day and I just noticed.... is every single enemy going to just ragdoll then disappear as a death animation? I sure hope not! Probably ragdolls are ment for you to feel powerful when slaying. They will probably be fixed. And not all are ragdolls. I guess they are trying out some different outcomes when you use different weapons. I could appreciate a ragdoll effect if I really smack them hard with an axe or use some kind of explosives, all in all, everyone of them will be changed and weighted. The effect is pure fun if done right and all attacks (numbers upon impact perhaps?) could decide how hard you actually strike. The deathblow should have a natural flow towards hit -> sweeping in the air -> hit wall / floor etc. and it is that "sweep"-effect that needs to be balanced. If say I would play through the game once, and keeping my level of power and do a re-play, shouldn't I be a bit more powerful and sending medium enemies out of reach off the screen? It would make sense, and would be an absolute blast if, like I wrote, done right. I do see the ragdoll having problems with weights, mostly on the Harpy monster (can't remember name now, sorry), the wings have too much and making the ragdoll become more of an yoyo when hit. How this is made perfect I do not know, but I have seen it before, and I have always expected and seen fixes upon those effects later on. They are still learning and ragdoll effect was something I totally missed out on seeing in even earlier development. Also, if you kill enemies with shard-skills, like for example fire, the animation might be different (or applied to the ragdoll effect). More information might come before launch of the game.
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Post by Dragon_of_Dojima on Jun 9, 2017 18:22:47 GMT -6
Overall I liked the trailer. First time I watched it was on my phone during break and I was a bit confused since I thought it looked slow too. Then I remembered how it felt when I actually played it. It's not slow, but I don't blame the average person who either hasn't played SOTN in ages or who's only experience with the movement speed of SOTN is watching speedruns with those backdash cancels for thinking it is slow.
Second time I watched it, I definitely noticed all the improvements people were raving about. Though there is definite room to grow. I'm still on the "take your time" train. I hope they iron those kinks because they definitely got the basics down.
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Post by CastleDan on Jun 9, 2017 18:37:24 GMT -6
I feel like the trailer was put together because they needed to start showing off the game in a bigger way since it's supposed to come out next year. It's very clear that the trailer is mainly just a gameplay sizzle of locations within the demo area.
A good castlevania trailer was the Lament Of Innocence one and I'm sure later in development we will get a more hefty story focused one with a mix of gameplay.
Did anyone else notice that in the church footage when Miriam attacked the wolf enemy near the wall the blood actually splatters against the wall and more shows up as you slash at it more? That's some awesome detail. Well done team, the more subtle details in this game the better it will be
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Post by Lestaroth on Jun 9, 2017 18:56:15 GMT -6
Bloodstained Hype Revival June 2017... Success! That said, I'll wait to play the demo to say anything, since I don't want to spoil myself.
Needless to say, I'm so glad it's finally here. All haters and doubters will have something to calm them down a little, not to say convert some!
Let's hope the future of the game will be bright!
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Post by Yän on Jun 9, 2017 19:05:09 GMT -6
There's a thing that got me thinking... It's a church level right? In a game about stained glass? Then why is there no stained glass to be seen? Wouldn't the church be the perfect opportunity to show of a whole lot of the stained glass aesthetic?
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Post by fatihG on Jun 9, 2017 21:01:11 GMT -6
Looking through all the footage I can at the moment. Gotta say I really like what they did with the dress of Bloodless. However it doesn't seem to affect her gameplay much? Her moveset seems to still be the same despite her 'lacking blood' on the dress.
ok.. checked out a few high res screenshots... and Damn I really like the design of Bloodless. The slit throat transitioning into her dress is a cool little detail.
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Post by Kitti_W on Jun 9, 2017 21:27:06 GMT -6
I haven't read this thread and am typing this in a rush on my break time. Will come back to read the whole thread later. But...
What!?! Why so many negativity on Youtube? Slow? Bad animations? In my eyes this is perfect! It's just like SOTN on modern hardware, which is the whole point of this project. IGA did said this from the beginning(I forgot which interview) that "we're not shooting for innovation here, we're giving the Castlevania experience the backer have been waiting for many years".
If Mana or any staff members reading this, atleast in my(and I believe many of you here)'s opinion, you're going in the right direction. I just hope that you don't change course because of some bad feedback. You know what you're creating. You know what you're after.
Great trailers!
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Post by LordKaiser on Jun 9, 2017 21:29:36 GMT -6
It should look good when the texture, details and adjustments gets added to it. This trailer should not be near representative of how this game will look as it looks too rough to be even considered.
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