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Post by CastleDan on Jun 9, 2017 21:41:46 GMT -6
DOnt know why but the gameplay vids look vastly better visually than the trailer.
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Post by Replay on Jun 9, 2017 23:23:37 GMT -6
So Hyped!!!!!
Beautiful work so far. Keep going IGA and team.
I can't wait!
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Post by JoJo on Jun 9, 2017 23:25:57 GMT -6
the animations speed does make a lot of people concerned even my brother agrees on that when he watched the gameplay though I'm sure CastleDan will defend the speed though
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Post by Mr. German on Jun 9, 2017 23:33:12 GMT -6
I am REALLY impressed how this game improved since the last demo. They did a bloody fine job so far! But I have one BIG issue: Miriam doesn't carry her weapons visually. They just appear out of nowhere when she attacks. I really hope they change that. And I see that this is a LOT of work.
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Post by Scars Unseen on Jun 9, 2017 23:39:40 GMT -6
Mr. German Weapons have pretty much always been that way in Castlevania games, so I don't know why they'd change that now.
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Post by Mr. German on Jun 9, 2017 23:44:54 GMT -6
I had to look it up, because I didn't believe you. but you 're right....... thx, well then I will just accept that. I guess I just expected that as a Diablo player!
I also love to finally hear some heavier music in the game. I was a bit worried.
Also I didn't expect them to polish the ship level up THIS much. They really are passionate about this project unlike some certain kickstarter failure....
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Post by Rixuel on Jun 9, 2017 23:52:28 GMT -6
New antagonist character o.o
I bet it's the boss you fight before reaching the final boss lol
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Post by zoned87 on Jun 9, 2017 23:57:48 GMT -6
Wow this is awesome! I was expecting a bit of media around E3 but I am impressed. The game is looking fantastic so far hype meter refreshed! Youtube comments are just horrendous. I wouldn't give them much credit because it's the same people that complained about the aesthetic shortly after the campaign and then praised the demo to high heavens. The average commenter seems like a sad folk full of hate and with childish mindset. In any case people like these piss me off A LOT. On the other hand, you have some legitimate critiqued which are more or less the same emerged in the update thread. The "too slow" thing is a non factor for me since the demo was okay in that regard (AND NO ONE COMPLAINED ABOUT IT AT THE TIME lol). I am absolutely happy with the trailer, and the things that need improvement will be improved, that I am certain of. Alot of the negativity is coming from people who were burned on Mighty No. 9 and Yooka-Laylee. Though as far as the movement speed goes it is a bit slower than SOTN but I think that's mainly because I backwards shuffled all the time lmao
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Post by seraph on Jun 9, 2017 23:58:56 GMT -6
estebant thank you =) Scars Unseen i remember you talking about the shading process. I think you already know, but, as a reminder, the shader options was voted by the backers and non-backers. Long time ago, we had shader options, and they could combine or not. In the end, two different shaders on, one specific for characters and a second one for the scenario and background. I wanted to talk something about our already beloved Vampire Lady Bloodless. First, it would be good if Bloodstained Bosses could have a bit more lore, scenes and dialogue. It would be fun. Bloodless and Vepar have awesome designs to be just "whateaver" bosses. Now, what i really wanted to talk about is...Does anyone remember about the BOSS REVENGE MODE? They described it as this: -Control several different bosses -Utilize their special attacks to wreak havok -Explore a new BOSS REVENGE area -Turn the tables and defeat “Hero” Bosses in your pursuit of humanity's destructionThey clearly say "different bosses" so, that means we will not control ALL bosses, right?, since some of them, like Vepar, doesn't fit a gameplay area, since they said that there will be a Boss Revenge Area. I am the only one that thinks Bloodless was created, among other things, to be USED at the Boss Revenge Area? I would LOVE to play with her! I'm pretty sure she is going to be playable, mechanically speaking Bloodless doesn't fight like a boss, she fights just like Miriam. She can run freely around the stage, jump and control how much time she stays on air, horizontal weapon swing, backdash, throw projectiles with a hand wave and point her umbrella + aim it up and down. She will likely follow the same control scheme that Miriam has. Hell, she even has a flinching/staggering animation when getting hit for no reason (The only castlevania bosses that do that are playable characters), she might already be playable to some extent.
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Post by CastleDan on Jun 10, 2017 0:08:09 GMT -6
the animations speed does make a lot of people concerned even my brother agrees on that when he watched the gameplay though I'm sure CastleDan will defend the speed though I defend it merely because it felt absolutely fine in the demo we got to play also because it's very clearly a similar speed to how Alucard and many of the playable characters in later igavanias moved. So yeah, I don't want them to increase the speed as it would change the feel too much. We have speed upgrade items within the game so if people want to move faster than there's your answer.
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Post by Galamoth on Jun 10, 2017 0:11:08 GMT -6
For all we know at this point, "Bloodless" just might be one of the three playable characters for the main castle-traversing Story Mode.
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Post by seraph on Jun 10, 2017 0:53:07 GMT -6
For all we know at this point, "Bloodless" just might be one of the three playable characters for the main castle-traversing Story Mode. The Main characters in the story mode need to be relevant to the story (i bet one of them will be Gebel). Bloodless doesn't seem important to the plot, she has (as far we know) no background or relationships with anyone and after the fight she dies and gives you a shard, she is probably a normal boss you kill and forget. Which i hope it's not the case and she has at least some story relevancy or maybe a boss rematch. Bloodless' red gothic dress design contrasts to Miriam's blue in a way that reminds me of X/Zero and Dante/Vergil, it screams "Badass rival who is much cooler than the hero".
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Post by Elfina Ashfield on Jun 10, 2017 1:35:27 GMT -6
estebant thank you =) Scars Unseen i remember you talking about the shading process. I think you already know, but, as a reminder, the shader options was voted by the backers and non-backers. Long time ago, we had shader options, and they could combine or not. In the end, two different shaders on, one specific for characters and a second one for the scenario and background. I wanted to talk something about our already beloved Vampire Lady Bloodless. First, it would be good if Bloodstained Bosses could have a bit more lore, scenes and dialogue. It would be fun. Bloodless and Vepar have awesome designs to be just "whateaver" bosses. Now, what i really wanted to talk about is...Does anyone remember about the BOSS REVENGE MODE? They described it as this: -Control several different bosses -Utilize their special attacks to wreak havok -Explore a new BOSS REVENGE area -Turn the tables and defeat “Hero” Bosses in your pursuit of humanity's destructionThey clearly say "different bosses" so, that means we will not control ALL bosses, right?, since some of them, like Vepar, doesn't fit a gameplay area, since they said that there will be a Boss Revenge Area. I am the only one that thinks Bloodless was created, among other things, to be USED at the Boss Revenge Area? I would LOVE to play with her! I'm pretty sure she is going to be playable, mechanically speaking Bloodless doesn't fight like a boss, she fights just like Miriam. She can run freely around the stage, jump and control how much time she stays on air, horizontal weapon swing, backdash, throw projectiles with a hand wave and point her umbrella + aim it up and down. She will likely follow the same control scheme that Miriam has. Hell, she even has a flinching/staggering animation when getting hit for no reason (The only castlevania bosses that do that are playable characters), she might already be playable to some extent. Take another closer look at her I noticed that the blood dress she's wearing is actually bleeding(?) from her throat... That's something badass.
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Post by JoJo on Jun 10, 2017 1:37:01 GMT -6
the animations speed does make a lot of people concerned even my brother agrees on that when he watched the gameplay though I'm sure CastleDan will defend the speed though I defend it merely because it felt absolutely fine in the demo we got to play also because it's very clearly a similar speed to how Alucard and many of the playable characters in later igavanias moved. So yeah, I don't want them to increase the speed as it would change the feel too much. We have speed upgrade items within the game so if people want to move faster than there's your answer. Well, I only want to increase the speed just by10% at most because I try speeding up the video on youtube by 25%, feels too fast imo
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Post by Pure Miriam on Jun 10, 2017 2:02:28 GMT -6
Scars Unseen i see. I understand you. I still think it loks good, but it is also a matter of opinion. I'm not the best one to make rational analysis over this game, since i'm a dying fan of Iga and Igavania games and i want this one to suceed so much, that this clounds my rational judgment and i honestly admit that. So, i take constructive criticisms like yours as a way to put me back to the rational side that i wander off constantly. estebant about Castlevania and Bloodstained enemy equivalents, i think Dullahammer Head is the expy of Medusa Head. About the Death Animations, i totally agree with you. I hope they get more varied and unique, that was a good thing at older Castlevania games. I will never forget the Owl Knight, crying over when his owl was killed before him, kneeling down, moaning and going back to beat your ass. About the Church name, yes, i got that too, but i forgot to research about it, nice call. seraph and Galamoth i'm pretty sure she will be part of the Boss Revenge Mode. Be the third playing character? Although i don't think so, for the same reasons seraph has implied, i gotta remember that, since this is a alpha build, maybe she will have a larger backstory and could ended up being playable at the main game. Killing her doesn't mean much, considering Joachim from Lamment of Innocence barely had any backstory whatsoever (mostly at the manual), is killed in a single fight and became a playabe character. So... Who knows? Elfina Ashfield someone commented about it and i noticed it too. Basically, her dress is made from her own blood that is constantly overflowing from a cut at her throat. That is really really badass. What i really liked about Bloodless is that all her moves are more or less linked. Blood Arrow is actually one umbrella turning into a fast projectile. That Blood Ray (whose name i couldn't hear properly, but it "sounds" like Blood Cycle or something like that) and the smaller blood throw, alongside your own attacks, helps "paint" her room with blood that she uses it later on for Blood Rain, where the blood from the celling rains down and you can protect yourself with her umbrellas and Blood Steal, where she absorbs the blood from the scenario to heal herself. That is really creative and i really hope other bosses can be as creative as she is.
Now, i wanted to give a tip to everyone, that i already said before. We don't know fully what soundtrack the church will have. It could be Holy Wisdom, but it can also be still part of the entrance. Anywyas, since it is the biggest scenario, do the experience i did. Open up both the church video AND the video of Luxurious Overture on loop, each one on a tab. Put the Music video at around 70% volume, start the music and then go to the church video, start and watch it. Here are the links. Church Gameplay Luxurious Overture music on loop I used Luxurious Overture because there is no Holy Wisdom on loop yet. Also, when the player reaches Bloodless, stop the video before the curtains opens up. Change Luxurious Overture video for this one, Vepar Boss Music, and start right after the curtains opens, at the cutscene. Don't forget to put the music video at around 70% volume. Vepar Boss Music We don't have Bloodless Boss theme yet, so, this will have to do. See the HUGE difference music does at the game. I may be wrong, but i wonder if the lack of music isn't also affecting people's opinions. For the people complaining about speed, does the same thing above, but put the church video at 1.25 speed and see how it goes with the music.
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Post by Dengojin on Jun 10, 2017 2:27:16 GMT -6
Everything is looking great! especially from an Igavania fan prespective, a lot of people are complaining about the floatiness and call it "slow" or lack of animations.. but it is actually not the case because if you take a look at all of the Igavania games you will notice the same floatiness on all of his 2D games.
When my sister first watched the trailer she also said that the game is way too floaty so I had to compare jump animation frames side by side with SOTN and that actually convinced her, but should we do this to everyone who complains about it ? nope.. they basically don't know much about Iga's style then, because they may want to take a look at the previous titles and complain about them as well.
For example if we take out the floatiness from Smash games or Kingdom Hearts it will kill the gameplay style, the same could be said about Bloodstained.
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Post by Ryngar Acia on Jun 10, 2017 2:38:16 GMT -6
So, I think everything looks VERY nice... just one little thing I'm not a fan of is the colour for the summons. I understand the need to tell the difference between friend and foe but.. yeah.. wish they would'a tried something else.. :/ Everything thing else though looks (and sounds) amazing!
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Post by Kitti_W on Jun 10, 2017 2:45:58 GMT -6
Don't know why no one mentioned this yet but I love that whip! Gonna whip all day when the game comes out god dammit.
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Post by Goobsausage on Jun 10, 2017 4:15:55 GMT -6
I'm pretty sure she is going to be playable, mechanically speaking Bloodless doesn't fight like a boss, she fights just like Miriam. She can run freely around the stage, jump and control how much time she stays on air, horizontal weapon swing, backdash, throw projectiles with a hand wave and point her umbrella + aim it up and down. She will likely follow the same control scheme that Miriam has. Hell, she even has a flinching/staggering animation when getting hit for no reason (The only castlevania bosses that do that are playable characters), she might already be playable to some extent. Take another closer look at her I noticed that the blood dress she's wearing is actually bleeding(?) from her throat... That's something badass. You know what Bloodless' bleeding neck reminds me of? This moment from DC's "The Omega Men," which came out a couple of years ago (it's from early in the series, but spoiler'd for image size). I'm not sure if anyone involved with Bloodstained reads western comics, but it'd be pretty cool if one of the artists saw that page and went "this bleeding neck is an interesting visual, I wonder if I can include something similar in Bloodstained and crank it into overdrive." As for Bloodless being playable, I'm all for it. Seeing her in action put her in my contenders for the 3 playable main characters. But if it turns out that's not the case and all the bosses have this much detail, well, that's still a good sign since it means the bosses are receiving a lot of attention.
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Post by Enkeria on Jun 10, 2017 5:25:19 GMT -6
1. If Bloodless is badass enough, we might encounter her more than once during one gamethrough. 2. Playable characters should not be limited to those skills Bloodless uses, the need of a floor and ceiling to play a character is not a good design. I would suggest Zangetsu Miriam and Johannes, each with different endings: bloodstainedfanforums.com/thread/2120/alternate-endings-bloodstained
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