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Post by CastleDan on Jun 23, 2017 0:35:08 GMT -6
Yeah, Shovel Knight is a prime example for people when comparing Yooka Laylee and perhaps the Bloodstained trailers, when discussing the notion of doing Retro but improving upon it with modern understanding of game design. Luckily Iga's worked on games a little more recently than the likes of Banjo, and he's worked in the 2D gameplay space long after 2D was more or less mastered (yes there are still ways in which it can evolve, but the level of changes in the 2D space in the last 10 or even 20 years don't match that of 3D space, especially in terms of control.) Shovel Knight did have it a bit easier though: It wasn't trying to be a direct spiritual successor. It wasn't sold on the nostalgia of a direct franchise, just games from the era in general. They also weren't trying to revive gameplay styles they themselves pioneered. All in all while it was reminiscent of the style, it was still their very own brand new game, so they still had a lot of freedom with what they did with it. It just had to look and feel retro. It didn't have to look and feel and play like "Mega-Man" or "Banjo" or "Castlevania." I think when you start making modern day spiritual successors of decade old titles, that becomes a lot harder. It becomes more difficult to take a step back and look at the bigger picture to see the inherent flaws in your old work and how you'd update to the modern age. It tends to be more along the lines of what they would have added 10 years ago to a typical sequel. (I.e. Bloodstained's omnidirectional spells.) Especially when you're specifically selling it on the concept of like "It's like the old games!" Not only is it hard to figure out how to expand this, but I think it's also hard to gauge the line of what you can change, caught between wanting to improve the title and wanting to keep faithful to the fans who funded your project based on the old ways. Which I guess begs the question: What sort of things would the fans be okay with? If we drastically changed the movement style of Bloodstained to modernize it, it might not feel like Castlevania anymore. It might feel objectively better to those who didn't grow up with Castlevania, but would us backers be okay with something like that? Iga's got a lot of pressure on his hands to make the best game he can while also keeping as faithful as possible to what his backers expect from this. The second to last paragraph sums up my feelings on this "modernizing" conversation perfectly. We were sold on an IGA styled game not a modernizied formula. When his games have a certain feel and he decides to change that feel than you risk hurting the people who actually backed the product for a reason. Though as I said this topic was made to point out the hypocrisy of some people and getting to the root of why that happens. It's not a topic stating people shouldn't criticize the game or that the game is perfect.
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Post by crocodile on Jun 23, 2017 5:05:52 GMT -6
I think a lot of what I'm specifically talking about is fans who say they have played the other games and claimed the other games weren't like this. That's not true, it's those people I'm speaking about. Not those who are new to this completely, not those who loved the old games for that time but want a modernized version. I'm specifically talking about the confusing aspects of people who defend those old games but lay it on heavy with bloodstained. I personally don't see anything about IGA's game design that is out of date but that's just me. Could things be better? Sure, id love a game that was far less copy paste, copy and paste room design. However, what a lot of people don't get is a lot of these other metroidvania titles aren't typically packed to the brink like IGA's games are. That costs a lot of money, costs a lot of time, and if you want to play the game in a decent time frame there will be some shortcuts taken. You are right Croc that criticism is important. I've made that point time and time again myself but I'm speaking to something entirely different. Its the people who say: Complainer : The level design sucks. Defender: The level design is typically this way in igavanias. Complainer: no, order of ecclesia had great level design. ...what? Complainer 2: Man, Miriam looks incredibly slow and floaty. Defender: have you played it? It feels just like how the other games. Complainer 2: no I haven't. I know the other games and this isn't how it feltz Defender: shows comparison. Complainer: *jumps through hoops to keep the complaint alive. its a willful ignorance more than anything. These aren't people saying it needs to be modernized now, it's people who say they loved how the old games felt and played but all of a sudden try to deny this feels and plays the same way. The kickstarter was pretty upfront about it being THAT type of game. So again, criticism is fine. I also think IGAVANIA games should improve their level design I've been saying that for years.... but thats not the point, the point is WHY are people ignoring and forgiving the other games and all of a sudden taking issue with this. I think to that end you have three issues Nostalgia: People remember the previous Igavanias being faster than they were or, even if they played them recently, they have such strong positive memories associated with those games that its hard to evaluate those old games Changing Standards: What people liked 10 years ago isn't always what they like now. Even if they still generally like Metroidvainias or specifically the Iga rendition of the formula, they may not be able to stomach games of the same speed as much as they once did. We gotta remember they are describing what they are seeing not what they are feeling or gameplay generally (since most haven't and can't play the game). Animation: You already touched upon this since its the initial premise of your thread but things do animate and look differently in 2D vs. 2.5D. I wouldn't phrase it as "hides flaws better" more so that you've got to model/draw/animate somewhat differently using 2D/3D to get the same results - the number of dimensions you use matters. So yeah, that is 100% turning some people off - there's nothing you can really do about this and Iga made his choice for his reasons. I mean he could make tweaks to Miriam's animations or framerate but its not clear to me he has any desire or intention to do so. As such, everybody on each "side" of this issue is just going to have to accept mild disappointment/disagreement.
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Post by Just Sayin' on Jun 23, 2017 6:43:23 GMT -6
Gotta remember too, Bloodstained is getting a lot of exposure to new comers also. That's not gonna explain everything, but thought I would throw that in there. It's recieving critisim based as a stand alone game and not the typical 'Igavania' genre.
I will be coming back to this thread, I find it really interesting
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Post by CastleDan on Jun 23, 2017 8:02:10 GMT -6
I think more than anything people need to get their hands on the game and play it for themselves. What looks weird on video can feel much better in your hands playing. I know originally it seemed a bit slow for me too till I played it. Then it clicked and was like...yup this is IGAVANIA. I still think maybe the animation might be what's off though, not the speed or the floaty feeling but the animation for all of that.
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Post by Akatsuki belmont on Jun 23, 2017 10:42:40 GMT -6
Honestly,IMO this is true. 2d does hide the flaws better than 2.5d,but that's not the point here.2.5d is its own thing with its own charm and you cant compare other 2d castlevania titles to this one in terms of character speed, animations and what not. It just doesn't feel right . i think the team is doing an excellent job at this game so far considering their budget and small work force AND its their first time doing it through crowdfunding.
but one thing i would really like to point out is that if you want to compare castlevanias to bloodstained you have to keep in mind that castlevania was never known for its aesthetic character or level designs, its plot (honestly it just kept repeating in a way) or the character speed and what not...it was known for its dark tone, classic horror villains, little easter eggs (bartender skeleton,,tsuchinoko anyone?) and its ABSOLUTELY BEAUTIFUL music (i honestly remember having anxiety attacks when i would see a door leading to another part of the castle because i knew that the music will not disappoint) these things kept you immersed in the game play and it was easy to accept a lot of the drawbacks of its design, its just because people were used to it.
Bloodstained is not going to be perfect and i feel that all this criticism is because people feel the need to shape the game exactly how they want it simply because they can and feel like it should be how they remember it to be but i think the team knows where they are going with this. i don't want to change every little detail to my liking i want to be surprised at what the team puts up. but suggestions for improvement are always welcome to help the team add new ideas to the game.
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Post by Pure Miriam on Jun 23, 2017 12:46:47 GMT -6
A Lot has been said, so, i don't have any meaningful contribution to make at this thread. I agree with most of what you all said. I just wanna advise that there are always some trolls ,and you all should ignore those people.
I Saw one guy once saying that Miriam design was horrible and that she looked like a cheerleader. You know, Miriam, that character obviously inspired by Shanoa, to the point they have the same color pallete (black and blue). That is not a useful criticism, is just trolling. It would do you good to step further away from that.
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Post by Busterific on Jun 23, 2017 13:01:51 GMT -6
I Saw one guy once saying that Miriam design was horrible and that she looked like a cheerleader. You know, Miriam, that character obviously inspired by Shanoa, to the point they have the same color pallete (black and blue). That is not a useful criticism, is just trolling. It would do you good to step further away from that. I don't see anything wrong with goth cheerleaders wielding swords and kung-fu boots. On the other hand I can see why some would consider her designed skewed towards fan service since the character design doesn't look like one you would normally see fighting demons which is part of the point of the storyline if I understand correctly.
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Post by MorningSun on Jun 23, 2017 14:04:45 GMT -6
In all honesty. I think no Castlevania game has ever been really fast anyway, even the older ones (maybe especially the older ones). While there are parts in which you are required to use faster reflexes, the series has always been about more precise platforming, exploration and mostly knowing how to time your attacks, dodge, make good use of your extra weapons, and so on. Most of the earlier games had incredibly intense moments where you had to jump, crouch and basically avoid attacks coming from all types of directions (like the famous Medusa Heads flying in one pattern, next to the Axe Knight that throws the axe like a boomerang, or the various moments with stairs/falling blocks/pits where you couldn't even attack properly).
These games need you to take your time, analyse the situation and learn how to get through the challenges offered. None of the games were about rushing through the stages as fast as possible (rushing mindlessly generally gets you damaged or killed in some way), and it's just the nature of the game, if it was super fast it would be counter-intuitive, while there are some speed upgrades in the IGAvanias, it's never some super speed anyway. You can play fast if you master the gameplay and enemy behaviour, but that's about it.
If you think about it, the only games where the slow speed really was a problem were the earlier Game Boy games.
I don't think the speed in the Castlevania games are really a flaw, because these aren't the type of games for a fast paced gameplay anyway, think of Contra, another Konami game from around the same time, Contra is a more fast-paced game, the enemies are faster, the bullets are fast, everything is fast. And it's just natural because that game is a Run n' Gun, so it naturally requires you to run, shoot and overall react really fast to the objects coming at you.
But in contrast, Contra is very straight forward, in the most literal way, the platforming is pretty simple, you go either in a straight vertical or horizontal path and that's it. The focus is on combat, if you try to play it in a slower way, it might get you killed. It's frenetic. Castlevania on the other hand, has focus on the platforming, avoid enemies, you have a little more time to react most of time, it has precise jumping in some moments, and it has the weapons are slower, generally low-ranged, but you are given more options, there's some more strategy other than just being fast.
Which is completely normal.
While I don't mean there are no flaws in these games, I just mean that sometimes the speed is ideal, even if we just don't notice. I know some games suffer from having player sprites that are too big or too fast, or both, since the stages conflict with those mechanics.
That said, I'm sure this will eventually be changed, since the game is still being worked on. And I'm also sure there will be in-game power ups to make the player faster.
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Post by Pure Miriam on Jun 23, 2017 16:02:54 GMT -6
I don't see anything wrong with goth cheerleaders wielding swords and kung-fu boots. On the other hand I can see why some would consider her designed skewed towards fan service since the character design doesn't look like one you would normally see fighting demons which is part of the point of the storyline if I understand correctly. I don't see any problem with that AND with fan service I have a huge love for the wacky AND / OR sexy designs of japanese mangas, games and anime. But anyways, the thing is this is common at japanese media. Final Fantasy has tons of characters with a design that doesn't make a single bit of sense for their roles. Mostly, japanese characters are designed to be stylish, and not to make sense.
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Post by lovelydumpling on Jun 23, 2017 16:42:25 GMT -6
None of the games were about rushing through the stages as fast as possible I know it's the exception and not the rule, but I wanted to point out that Harmony of Despair was basically exactly this. And Castlevania hasn't been about precision platforming and taking it slow to critically avoid making mistakes since 1997, save for Chronicles afaik. The closest to that was Circle of the Moon and from what I understand, even that chilled out once you got a good handle of the DSS system. Maybe Ecclesia brought some of that back? I haven't played it. But from the looks of it, precision platforming still isn't a factor.
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Post by purifyweirdshard on Jun 23, 2017 16:52:27 GMT -6
lol nah, it's not, Harmony of Despair has more precision platforming than OoE.
And speaking of that game, HoD is definitely an exception, and mostly so just because it was a multiplayer game. The stages had a time limit, after all. Dragon's Crown has a similar design. Even if you can theoretically dodge a boss' attacks and damage it for 1 HP for 3 hours until it's dead, the game has measures against you doing that. I don't like it myself, but these games aren't exactly -that- difficult in terms of dodging and getting around things, so they felt like they had to make compromises, seems like.
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Post by Enkeria on Jun 23, 2017 18:01:32 GMT -6
And I'm also sure there will be in-game power ups to make the player faster. Yes, there will be a sprint / dash skill. You already have the kick after double jump, the slide once you (in this new build) equip the kung fu shoes, a thing you could do without the shoes in the e3 2016 demo. You also have the back-dash thingy that will rip up the dust from the ground. There will be faster weapons too and magical skills. More passive skills too. The speed is no issue in a game about exploration.
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Post by crocodile on Jun 24, 2017 7:21:08 GMT -6
I'm not going to lie, I'm getting a bit of a chuckle with people suggesting "actually a slower speed is good because the game is all about exploration" as if those who were criticizing the game were asking for Miriam to move as fast as Sonic, as if you can't explore and be fast at the same time or as if most Igavanias actually required precise platforming and what not. Now "Classicvania"-style gameplay would be harmed if you went too fast. That is all about taking your time and precision platforming and enemy placement becomes super important. None of these apply or apply as much to Igavanias. None of the games were about rushing through the stages as fast as possible I know it's the exception and not the rule, but I wanted to point out that Harmony of Despair was basically exactly this. And Castlevania hasn't been about precision platforming and taking it slow to critically avoid making mistakes since 1997, save for Chronicles afaik. The closest to that was Circle of the Moon and from what I understand, even that chilled out once you got a good handle of the DSS system. Maybe Ecclesia brought some of that back? I haven't played it. But from the looks of it, precision platforming still isn't a factor. There is an optional area called the Training Hall in Order of Ecclesia that has some of the best actual platforming in an Igavania game. I'm hoping Bloodstained takes more after that than standard Igavania level design but we'll have to wait and see I guess. Not looking like it so far. A Lot has been said, so, i don't have any meaningful contribution to make at this thread. I agree with most of what you all said. I just wanna advise that there are always some trolls ,and you all should ignore those people. I Saw one guy once saying that Miriam design was horrible and that she looked like a cheerleader. You know, Miriam, that character obviously inspired by Shanoa, to the point they have the same color pallete (black and blue). That is not a useful criticism, is just trolling. It would do you good to step further away from that. I've seen a few people call Miriam a "combat maid" and they felt it was a turn off. I don't agree with that or the cheerleader comment but how is that trolling? Some people don't like the more "fanciful" designs of the later Igavanias (and even then there was a decent amount of variety among Igavanias). Like take for example upcoming Castlevania Netflix series: Like these guys are going off to kill the exact same type of monsters and vampires and other silliness that Miriam will be doing but the sense of aesthetic is way more grounded. I don't think someone is a troll if they say prefer how these characters look more than the character designs in Bloodstained.
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Post by CastleDan on Jun 24, 2017 8:05:15 GMT -6
I'm not going to lie, I'm getting a bit of a chuckle with people suggesting "actually a slower speed is good because the game is all about exploration" as if those who were criticizing the game were asking for Miriam to move as fast as Sonic, as if you can't explore and be fast at the same time or as if most Igavanias actually required precise platforming and what not. Now "Classicvania"-style gameplay would be harmed if you went too fast. That is all about taking your time and precision platforming and enemy placement becomes super important. None of these apply or apply as much to Igavanias. I know it's the exception and not the rule, but I wanted to point out that Harmony of Despair was basically exactly this. And Castlevania hasn't been about precision platforming and taking it slow to critically avoid making mistakes since 1997, save for Chronicles afaik. The closest to that was Circle of the Moon and from what I understand, even that chilled out once you got a good handle of the DSS system. Maybe Ecclesia brought some of that back? I haven't played it. But from the looks of it, precision platforming still isn't a factor. There is an optional area called the Training Hall in Order of Ecclesia that has some of the best actual platforming in an Igavania game. I'm hoping Bloodstained takes more after that than standard Igavania level design but we'll have to wait and see I guess. Not looking like it so far. A Lot has been said, so, i don't have any meaningful contribution to make at this thread. I agree with most of what you all said. I just wanna advise that there are always some trolls ,and you all should ignore those people. I Saw one guy once saying that Miriam design was horrible and that she looked like a cheerleader. You know, Miriam, that character obviously inspired by Shanoa, to the point they have the same color pallete (black and blue). That is not a useful criticism, is just trolling. It would do you good to step further away from that. I've seen a few people call Miriam a "combat maid" and they felt it was a turn off. I don't agree with that or the cheerleader comment but how is that trolling? Some people don't like the more "fanciful" designs of the later Igavanias (and even then there was a decent amount of variety among Igavanias). Like take for example upcoming Castlevania Netflix series: Like these guys are going off to kill the exact same type of monsters and vampires and other silliness that Miriam will be doing but the sense of aesthetic is way more grounded. I don't think someone is a troll if they say prefer how these characters look more than the character designs in Bloodstained. I respect your opinion if you want the game to be quicker and less floaty ( but you should really get your hands on it first ). Here's my thing about all this though. Let's look at Sonic games for a second, whenever Sega makes sidescrolling sonic games one of the main issues that people start with are the physics don't feel right. The feel of sonic doesn't feel correct. Sonic games have a certain style, is it out of date? Is it out of style? If anything it has it's own style and feel. They don't change it too drastically because they it wouldn't feel right and it wouldn't feel like Sonic. Now in this case you have a game that is very clearly aimed to be a game that looks, feels, and plays like IGA's other games. Is that out of date? I don't think so, he has his own feel to his games. People keep talking about speed but everyone on this forum knows you get various upgrades for travel in these games and the contrast between the slow start and the quicker latter game is nice. We know she has a dash ability as seen in a recent update. More than anything when has anyone ever complained to this extent about the feel of his games? It used to be a pro in this series that his games felt great. The complaint that its too slow and too floaty has arisen out of nowhere on a wide scale. The fear to change the game to a snappier version, with more speed isn't that it couldn't work but then he's not making a game in his style but he's aping other games on the market and how they feel. That's certainly not what I signed up for, I signed up for an IGA game. It's like Sonic Maniac, they're making a game that is clearly filling a void for fans except in this case people have issues with obvious things about it. You think fans of Sonic Maniac would were hoping the game would feel a void would ignore the traits of the games it's filling the void of? You think it'd do well if it didn't FEEL like the other games? I honestly believe that the ONLY reason this is an issue when it wasn't before is simply because it's 2.5d. It just doesn't look as right animation wise in 2.5d. We are all used to seeing 2.5d look and move snappier and to see one of the only games out there to do a more slower floaty take of it sticks out. I don't have a problem with that look because i've played it and it feels so damn right to me. I admit that, that could be the issue here.
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Post by Galamoth on Jun 24, 2017 8:18:12 GMT -6
While this isn't related, I feel I should bring up the "Prequel Mini-Game". That promises to be a "free 2D, pixel-based, retro-styled" mini-game for all backers at $28+ tiers.
If people REALLY want the classic 2D pixel-art experience in Bloodstained at this point, I think they should be pandering for the mini-game.
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Post by Enkeria on Jun 24, 2017 11:13:08 GMT -6
While this isn't related, I feel I should bring up the "Prequel Mini-Game". That promises to be a "free 2D, pixel-based, retro-styled" mini-game for all backers at $28+ tiers. If people REALLY want the classic 2D pixel-art experience in Bloodstained at this point, I think they should be pandering for the mini-game. Dude. I just want to feel good about myself killing evil things.
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Post by Galamoth on Jun 24, 2017 12:32:14 GMT -6
While this isn't related, I feel I should bring up the "Prequel Mini-Game". That promises to be a "free 2D, pixel-based, retro-styled" mini-game for all backers at $28+ tiers. If people REALLY want the classic 2D pixel-art experience in Bloodstained at this point, I think they should be pandering for the mini-game. Dude. I just want to feel good about myself killing evil things. As do I. But then again, I also desire to slay Alucard.
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Post by crocodile on Jun 24, 2017 12:59:12 GMT -6
I respect your opinion if you want the game to be quicker and less floaty ( but you should really get your hands on it first ). Here's my thing about all this though. Let's look at Sonic games for a second, whenever Sega makes sidescrolling sonic games one of the main issues that people start with are the physics don't feel right. The feel of sonic doesn't feel correct. Sonic games have a certain style, is it out of date? Is it out of style? If anything it has it's own style and feel. They don't change it too drastically because they it wouldn't feel right and it wouldn't feel like Sonic. Now in this case you have a game that is very clearly aimed to be a game that looks, feels, and plays like IGA's other games. Is that out of date? I don't think so, he has his own feel to his games. People keep talking about speed but everyone on this forum knows you get various upgrades for travel in these games and the contrast between the slow start and the quicker latter game is nice. We know she has a dash ability as seen in a recent update. More than anything when has anyone ever complained to this extent about the feel of his games? It used to be a pro in this series that his games felt great. The complaint that its too slow and too floaty has arisen out of nowhere on a wide scale. The fear to change the game to a snappier version, with more speed isn't that it couldn't work but then he's not making a game in his style but he's aping other games on the market and how they feel. That's certainly not what I signed up for, I signed up for an IGA game. It's like Sonic Maniac, they're making a game that is clearly filling a void for fans except in this case people have issues with obvious things about it. You think fans of Sonic Maniac would were hoping the game would feel a void would ignore the traits of the games it's filling the void of? You think it'd do well if it didn't FEEL like the other games? I honestly believe that the ONLY reason this is an issue when it wasn't before is simply because it's 2.5d. It just doesn't look as right animation wise in 2.5d. We are all used to seeing 2.5d look and move snappier and to see one of the only games out there to do a more slower floaty take of it sticks out. I don't have a problem with that look because i've played it and it feels so damn right to me. I admit that, that could be the issue here. Most of us on this board know about speed upgrades you tend to get later on in Igavanias (which again throws some water on the "actually its supposed to be slow" argument). Many of those criticizing the game don't know that. Also, you can't really say "don't worry you'll get speed upgrades later" to someone who says "X looks slow" because people can really only criticize what they can see/play and to be honest if none of us here (who follow the game way more closely than your average backer or just person who looks into the game every once in a while) had squinted our eyes to see that .05 sec bit in that trailer with the speed dash, then we would have to be making assumptions too! I'd also add that 10 years ago, Facebook and Twitter were in their infancy and the forums that are still around today were smaller in the past. Just because you didn't hear people who had these complaints about Igavanias in the past doesn't mean they didn't exist. With regards to the Sonic comparison, I think there are just more people who like Classic Sonic games than do Castlevania games, there are fewer alternatives to Sonic games (there is a huge variety in how Metroidvanias play but its also a well explored genre with lots of quality titles) and I would still say Sonic Mania seems/looks a step above previous Sonic games with regards to level design and other matters. I see what you're trying to say but I'm not 100% sure its a 1 to 1 comparison? Maybe I'm wrong I dunno While this isn't related, I feel I should bring up the "Prequel Mini-Game". That promises to be a "free 2D, pixel-based, retro-styled" mini-game for all backers at $28+ tiers. If people REALLY want the classic 2D pixel-art experience in Bloodstained at this point, I think they should be pandering for the mini-game. It's hard to talk about the mini-game because we know literally nothing about it. It would just be 100% speculation. It's nice to dream sometimes but I figure it has its limits I'm still glad its going to be a thing though
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Post by CastleDan on Jun 24, 2017 13:26:40 GMT -6
I respect your opinion if you want the game to be quicker and less floaty ( but you should really get your hands on it first ). Here's my thing about all this though. Let's look at Sonic games for a second, whenever Sega makes sidescrolling sonic games one of the main issues that people start with are the physics don't feel right. The feel of sonic doesn't feel correct. Sonic games have a certain style, is it out of date? Is it out of style? If anything it has it's own style and feel. They don't change it too drastically because they it wouldn't feel right and it wouldn't feel like Sonic. Now in this case you have a game that is very clearly aimed to be a game that looks, feels, and plays like IGA's other games. Is that out of date? I don't think so, he has his own feel to his games. People keep talking about speed but everyone on this forum knows you get various upgrades for travel in these games and the contrast between the slow start and the quicker latter game is nice. We know she has a dash ability as seen in a recent update. More than anything when has anyone ever complained to this extent about the feel of his games? It used to be a pro in this series that his games felt great. The complaint that its too slow and too floaty has arisen out of nowhere on a wide scale. The fear to change the game to a snappier version, with more speed isn't that it couldn't work but then he's not making a game in his style but he's aping other games on the market and how they feel. That's certainly not what I signed up for, I signed up for an IGA game. It's like Sonic Maniac, they're making a game that is clearly filling a void for fans except in this case people have issues with obvious things about it. You think fans of Sonic Maniac would were hoping the game would feel a void would ignore the traits of the games it's filling the void of? You think it'd do well if it didn't FEEL like the other games? I honestly believe that the ONLY reason this is an issue when it wasn't before is simply because it's 2.5d. It just doesn't look as right animation wise in 2.5d. We are all used to seeing 2.5d look and move snappier and to see one of the only games out there to do a more slower floaty take of it sticks out. I don't have a problem with that look because i've played it and it feels so damn right to me. I admit that, that could be the issue here. Most of us on this board know about speed upgrades you tend to get later on in Igavanias (which again throws some water on the "actually its supposed to be slow" argument). Many of those criticizing the game don't know that. Also, you can't really say "don't worry you'll get speed upgrades later" to someone who says "X looks slow" because people can really only criticize what they can see/play and to be honest if none of us here (who follow the game way more closely than your average backer or just person who looks into the game every once in a while) had squinted our eyes to see that .05 sec bit in that trailer with the speed dash, then we would have to be making assumptions too! I'd also add that 10 years ago, Facebook and Twitter were in their infancy and the forums that are still around today were smaller in the past. Just because you didn't hear people who had these complaints about Igavanias in the past doesn't mean they didn't exist. With regards to the Sonic comparison, I think there are just more people who like Classic Sonic games than do Castlevania games, there are fewer alternatives to Sonic games (there is a huge variety in how Metroidvanias play but its also a well explored genre with lots of quality titles) and I would still say Sonic Mania seems/looks a step above previous Sonic games with regards to level design and other matters. I see what you're trying to say but I'm not 100% sure its a 1 to 1 comparison? Maybe I'm wrong I dunno While this isn't related, I feel I should bring up the "Prequel Mini-Game". That promises to be a "free 2D, pixel-based, retro-styled" mini-game for all backers at $28+ tiers. If people REALLY want the classic 2D pixel-art experience in Bloodstained at this point, I think they should be pandering for the mini-game. It's hard to talk about the mini-game because we know literally nothing about it. It would just be 100% speculation. It's nice to dream sometimes but I figure it has its limits I'm still glad its going to be a thing though Like usual we are at odds with each other. It keeps things interesting though so there's that at least! You start slow to build yourself up as a character. There's a reason you don't start with loads of abilities and a super fast moving character at the start because then there's nothing to build to. SOTN teases you with great equipment only for it to be stolen at the very start...So I don't exactly think it throws water on anything, the games are built around progression. As I said before I'm not talking about people oblivious to this series but people who talk about the other IGA games. You talk about diversity in castlevania but there Isn't MUCH diversity within IGA's games in terms of what you do and how it feels. If you are talking about the whole series sure but I'm specifying IGA's entries. Just most IGA fans who these people claim to be already know this stuff. So whenever I see a person talking up the DS games but crapping on what they're seeing here I'm thinking... okay what am I missing? My two current theories are the animations don't translate as well into 2.5D or people aren't used to seeing this style of movement in this visual space. Both come down to it being unfamiliar in the realm of 2.5d. Having played the demo a ton it's perfect to me but that's just my feel of it
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Jun 24, 2017 17:49:12 GMT -6
It's hard to talk about the mini-game because we know literally nothing about it. It would just be 100% speculation. It's nice to dream sometimes but I figure it has its limits I'm still glad its going to be a thing though It's fun to speculate, though.
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