Busterific
Hairy Old Man
Loyal Familiar
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Post by Busterific on Jun 10, 2017 19:41:28 GMT -6
I wanna take a bath with that boss. I don't care how hot she is, something about jumping in a bathtub full of blood with a chick that has her neck slit seems wrong to me on multiple levels, even if technically she's not dead because of the fact that she's a demon. Actually the fact that she's a demon probably adds to that wrongness.
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Post by chocolatestain on Jun 10, 2017 20:07:04 GMT -6
I wanna take a bath with that boss. I don't care how hot she is, something about jumping in a bathtub full of blood with a chick that has her neck slit seems wrong to me on multiple levels, even if technically she's not dead because of the fact that she's a demon. Actually the fact that she's a demon probably adds to that wrongness. If loving her is wrong, I don't wanna be right.
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Lelygax
Loyal Familiar
[TI1]Its useless, its all useless.
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[TI1]Its useless, its all useless.
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Post by Lelygax on Jun 10, 2017 20:22:16 GMT -6
All these videos and screenshots... It was totally worth of the wait!
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Post by seraph on Jun 10, 2017 22:36:19 GMT -6
It's very interesting to see how many people think Miriam looks "slow", from a technical standpoint i think her move-to-ground-covered speed is identical (if not faster) than every igavania protag. Sense of speed in general is more psychological than mechanical, it's not the kind of thing you can simply solve by making the animation faster. Remember how fast Alucard looked? Actually Alucard "looked" slow as hell because his sprite is ridiculously overanimated, from the start to normal running he has like 30 frames: www.castlevaniacrypt.com/img/sotn/sprites/alucard-4.png But you still thought he "looked fast" because Alucard had afterimages to literally everything he did, giving the fake idea that he was super fast. But then why is Miriam "slow"? IMO it's because instead of sick afterimages she has a long blue scarf that sloooowly goes up and down when she runs, jumps and stops. It's a 3D thing with physics so it's constantly moving at 60 fps right besides her. It makes her look much slower and "floaty" than she should be. Edit: I went back to look a video from the previous E3 demo and i realized that they actually changed Miriam's scarf. It used to have it's own "aura", it leaves a trail of blue/purpuish smoke as you run and drops very small white sparks that fade away (or petals i dunno). Now it doesn't do that anymore, it's just a piece of cloth. I think this might be the issue lol, the trail used to make you "feel cool" when running so it distracted you the scarf itself, now that it doesn't, you focus on how the scarf moves and Miriam "looks slow".
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Post by Goobsausage on Jun 10, 2017 23:20:16 GMT -6
I don't care how hot she is, something about jumping in a bathtub full of blood with a chick that has her neck slit seems wrong to me on multiple levels, even if technically she's not dead because of the fact that she's a demon. Actually the fact that she's a demon probably adds to that wrongness. If loving her is wrong, I don't wanna be right. Whatever you do, just make sure you ask for consent first and respect eachother's boundaries. And maybe have a safe word, like "OH MY GOD WHAT'S GOING ON THIS IS WEIRD PLEASE STOP AAAAAH!"
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thrashinuva
Master Alchemist
[TI2] I'm interested in this.
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Post by thrashinuva on Jun 10, 2017 23:47:38 GMT -6
One of the only things that bugged me was the weird blue color of the familiar. Why is that a thing? It kills any detail that our little buddies should have. I get that maybe they want to differentiate from the actual enemies but why not just make it a different color. So for example if we get a demon familiar, instead of the familiar using the purple color of the enemy in the game, it's a red one as a familiar. No weird blue glow highlight thing but the texture of the enemy in a different color. I noticed the monkey summon did the same thing. It actually took me out of it a bit. On the positive side, the effects in this game look killer. It makes me super excited for special weapons we might find. For instance the Bloodless umbrella weapon she swings looks so damn cool. It has a really neat blur effect with blood flying as it swings. So pumped. Hopefully there's loads of unique cool weapons like that for MIRIAM to use. I admit the blue form did bother me. That was until you see her start summoning identically colored monkeys. It dawned on me that these are not creatures, but crystal manifestations of power.
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Post by nekurors on Jun 11, 2017 1:09:03 GMT -6
About the blue spirit form of the familiars, it would be better to just keep it's original form and then add some detail to differentiate from the original, like a piece of shard coming out from inside of it or something like that, it really bothered me, but that is easy to fix.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 11, 2017 2:48:08 GMT -6
Galamoth and Enkeria about Skill Shards and progression abilities overall, i believe they will follow more or less the same route that Aria anda Dawn did. Progression abilities (inside Skill Shards or other types) are mandatory, so, you can't put them at any random factor. Any enemy that has a progression ability to give, will give at a 100% drop rate, for sure. Now, about if Skill Shards will be found only at pillars or also at enemies, that's something to think about. Dawn of Sorrow, for instance, had several bosses with progression abilities (Gray souls and other types of souls). I think thatwastes good powers potential from bosses. Let's take Bloodless for instance. We don't know what Shard she gives us (the demo ends right after Miriam farms it, damn!) but it is Trigger. Considering all her neat powers, it would be a waste if her shard would be something mandatory like high jump or some gimmick to break walls. By putting those things at Shard pillars, you can save Bloodless shard for something neat, like Blood Arrow (throwing a bloody umbrella like an attack) or even Summon Bloodless herself! CastleDan thrashinuva nekurors i totally agree. There is one video, i don't know if any of you noticed, one of the small ones, where Miriam uses a Shard we didn't saw she farming. Giaramund's Shard (the dog) and it is also a summon Shard. She summons Giaramund that shows up and attacks in a jumping arch of sorts. It's pretty neat. And...blue. So, Dullahammer Head familiar, Ape and Giaramund's Summon shards are all blueish. That is really odd, because at the 2016 Demo, we got a Summon Shard, from Amy. And it wasn't blueish like that. It was Amy with a purple flame, instead of a blue one. I really want them to change that. If all familiars and Summon Shards were to be like that, that will be...quite a visual problem.
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takobot
New Blood
I draw stuff (^o^)丿
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Post by takobot on Jun 11, 2017 3:51:23 GMT -6
What if the ape enemies are just normal mischievous apes that snuck into the castle and the other monsters don't like them either?
Somewhere in the monster breakroom: "Dammit, my Capri Suns! Your names better also be 'Morte', you jerks!"
Hope that cutscene makes it in
K, seriously, I think it'd be cool if whenever you collect a shard that you already possess, it replenishes a little of your MP instead (without the elaborate stained glass animation). That way you could potentially gain something each time making all shards, new and old, useful to the player.
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Post by chocolatestain on Jun 11, 2017 5:40:07 GMT -6
If loving her is wrong, I don't wanna be right. Whatever you do, just make sure you ask for consent first and respect eachother's boundaries. And maybe have a safe word, like "OH MY GOD WHAT'S GOING ON THIS IS WEIRD PLEASE STOP AAAAAH!" She's a manifestation of my two worst ex-girlfriends. There's no saving me.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 11, 2017 5:56:53 GMT -6
"Miriam looks slow" ?
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 11, 2017 6:28:59 GMT -6
(...)
K, seriously, I think it'd be cool if whenever you collect a shard that you already possess, it replenishes a little of your MP instead (without the elaborate stained glass animation). That way you could potentially gain something each time making all shards, new and old, useful to the player. It has already been confirmed that Shards can be leveled, and you level them by collecting more of the same Shard. So, they already have a use, by collecting more than one. But yes, healing a bit of MP would be nice even with that. Although i don't see a problem with Miriam's speed, i agree that, if you put Bloodstained video at 1.25 speed, it actually looks better, in my opinion (but i also like the way it is now). Also, although i understand it is almost the same speed as Symphony of the Night, we need to remember that SOTN is a 20 years old game. So...it is a bit hard to use it as a comparison for the new players that probably born after Symphony of the Night was released. I don't see a problem with Miriam's speed, nor with Alucard speed, but for the new players, comparison to a 20 years old game maybe doesn't mean much, i'm afraid. But yes, you nailed it. She has the same speed as Alucard.
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takobot
New Blood
I draw stuff (^o^)丿
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Post by takobot on Jun 11, 2017 6:55:05 GMT -6
(...)
K, seriously, I think it'd be cool if whenever you collect a shard that you already possess, it replenishes a little of your MP instead (without the elaborate stained glass animation). That way you could potentially gain something each time making all shards, new and old, useful to the player. It has already been confirmed that Shards can be leveled, and you level them by collecting more of the same Shard. So, they already have a use, by collecting more than one. But yes, healing a bit of MP would be nice even with that. Nice! Didn't know that! Thanks! Gonna shard out muh skillz real good.
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Post by Ph.D Steel on Jun 11, 2017 7:02:51 GMT -6
Sorry if it's already been mentioned in the thread, but has it been said if the E3 2017 demo will be made available to backers?
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Post by CastleDan on Jun 11, 2017 8:07:39 GMT -6
(...)
K, seriously, I think it'd be cool if whenever you collect a shard that you already possess, it replenishes a little of your MP instead (without the elaborate stained glass animation). That way you could potentially gain something each time making all shards, new and old, useful to the player. It has already been confirmed that Shards can be leveled, and you level them by collecting more of the same Shard. So, they already have a use, by collecting more than one. But yes, healing a bit of MP would be nice even with that. Although i don't see a problem with Miriam's speed, i agree that, if you put Bloodstained video at 1.25 speed, it actually looks better, in my opinion (but i also like the way it is now). Also, although i understand it is almost the same speed as Symphony of the Night, we need to remember that SOTN is a 20 years old game. So...it is a bit hard to use it as a comparison for the new players that probably born after Symphony of the Night was released. I don't see a problem with Miriam's speed, nor with Alucard speed, but for the new players, comparison to a 20 years old game maybe doesn't mean much, i'm afraid. But yes, you nailed it. She has the same speed as Alucard. I will never quite get that SOTN is a 20 year old game means. The speed didn't change much in the DS games either, order felt slower in fact. Speed isn't a time thing, IGA games feel this way that's how he makes his characters feel. It's a developer design choice. This isn't an archaic animation type of situation like classicvania strut, it's just the speed and floaty feel he likes his characters to have. People claiming it's slower than the old games are wrong and I think that's the main point of the video. That those who claim the other games weren't like this are wrong. Anyways, yeah your point about the Amy being a different color is right, that's how these summons/familiars should have been handled.
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thrashinuva
Master Alchemist
[TI2] I'm interested in this.
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Post by thrashinuva on Jun 11, 2017 8:23:47 GMT -6
Let's not forget that an Igavania is not designed for you to speed through all the environments to race to the end of the game. The speed of Bloodstained being highly representative of the speed of SOTN is an example of the style of product that he advertised in the beginning, and is a testament to itself.
If you want fast, though, there's a couple of new Sonic games coming out.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 11, 2017 8:33:53 GMT -6
CastleDan it means it is a old game. Order of Ecclesia itself is a old game, it has almost 10 years. What i'm implying is that, for new players those comparisons doesn't mean much. But i need to reinforce that i do not see a problem with Miriam's speed or the game pace overall. For me, it can stay that way. EDIT: thrashinuva i agree. Igavania games are naturally slow, because they are meant to be enjoyed by exploration, rather than hacking slashing everything. About Shards. That is a deeper discussion. If we take Aria/Dawn of Sorrow (that are more close to the Shard System) we can see some specific design choices, clearly made to help programming things easier. Since this kind of system automatically makes the main character having 100+powers, of course you need to have some ways to make things easier for the dev team.I can see the same at the Shard System. Enchant Shards, for instance, doesn't require any animation, making them easy to create. Summon Shards is almost a category on itself. Trigger Shards were Miriam summons a copy of the enemy. Program-wise, it is easy to do that, because you don't need to create anything, just reuse the same enemy graphic. Familiars may be a bit harder due to programming their behaviour, but, again, you just need to reuse the same enemy graphic. So, for me, it is really strange that they decided to, it seems, create a pattern, by making all summons blueish for some really weird reason. Enemies that are hard to see (like Ape) could had a brighter pallete swap or color, a color filter on top of their original self. They could simply copy the enemy's graphic and change it's color, like they did with Amy. We just saw one familiar, Dullahammer Head, but it uses the same idea, so, i'm fearing all familiars will be like that too. To be fair, i'm more concerned about this than almost anything else i read complains about.
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Post by freddythemonkey on Jun 11, 2017 8:48:01 GMT -6
Pure Miriam : despite that, a good opinion is an informed opinion. Players (and especially backers of a project) should understand what a game goal is, and what it sets out to do. Criticizing Bloodstained's speed is pretty much ignoring that the game wants to recreate a certain feel which is part of the style of the director. It's like criticizing Metal Gear Solid for having characters with weird powers in an otherwise absolutely realistic environment: I may not like it, but it is part of Kojima's style, and therefore if I have an informed opinion I would have to admit that it may not be for my taste, not treating it like it's a fault of the game.
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Post by freddythemonkey on Jun 11, 2017 8:48:19 GMT -6
Pure Miriam : despite that, a good opinion is an informed opinion. Players (and especially backers of a project) should understand what a game's goal is, and what it sets out to do. Criticizing Bloodstained's speed is pretty much ignoring that the game wants to recreate a certain feel which is part of the style of the director. It's like criticizing Metal Gear Solid for having characters with weird powers in an otherwise absolutely realistic environment: I may not like it, but it is part of Kojima's style, and therefore if I have an informed opinion I would have to admit that it may not be for my taste, not treating it like it's a fault of the game.
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JoJo
Most Bizarre Adventurer
Master Alchemist
[TI1] I'm Fabulous!!
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Post by JoJo on Jun 11, 2017 11:01:02 GMT -6
I will write this as my early post on this thread may have caused a very big misunderstanding I have no problem with the movement speed, in which the speed she moved from one place to the other, I have no quarrel on that, as after playing the original demo again, they do feel good, nothing is wrong with that What I have a legitimate concern is the animation speed only, like how fast her actions are
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