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Post by Pure Miriam on Dec 2, 2017 0:05:29 GMT -6
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Post by Galamoth on Dec 2, 2017 0:25:59 GMT -6
IGA's Castlevania games have always had "cute" or "silly" options on the side that have nothing to do with the overall tone of the game, even if they don't directly show up on the player. In my opinion, choosing not to acknowledge that is either a sign of rose-tinted glasses or that you simply need to replay his games!
It never took away the "gothic" feel of the games for me, personally. It's always appreciated to have silly equipment in these games.
This is even the case for a certain few Classicvania titles that IGA had nothing to do with, including [but not limited to] the original Rondo of Blood.
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Post by kronfarfar on Dec 2, 2017 3:30:40 GMT -6
I don't have a problem with the game per se and that giant rat is awesome!
I've never been a fan of how Miriam looks, why is she even wearing like a maid's skirt in the first place? Shanoa looked more bad ass in my opinion.
If everybody give positive feedback on the cute stuff then ofcourse they're going to add more, so I just think it's important that they know that not all of their fans like that stuff.
I've put down $300 on this and it's my most hyped game for 2018 so this is my only gripe.
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Post by Jango on Dec 2, 2017 8:19:12 GMT -6
Busterific (EDIT: Tagged wrong) Jango kronfarfar I respect your opinions, but let me say something. You two really think a game with a Giant Rat with multiple eyes, bones sticking out from it's back and a overly gross look like this: And a vampire boss that slashed her own throat to form a bloody dress over her naked body and attack by spraying blood everywhere like this: Is a "lighthearted cute game"? Just because Miriam has stylish stances and some cute costume adornments? I do think that. Im surprised as much as anyone that the game can have enemies like those and still manage to bake in so much "cute" in our protagonist that its almost all you can see. To be clear, my feelings about this issue have little to do with this update. If these new items were the extent of my feelings then I wouldnt have a problem, would I? I could just change whatever I didn't like. No, items like the bunny ears are just a symptom.
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Post by JeffCross on Dec 2, 2017 8:53:32 GMT -6
I see the gripe of the cuteness in the game but I don't think these outfits or tropes will take over the game... I think if you don't like it, don't use the item... or better yet I hope there is a glamor system so you can use the items without the physical change.
but again in most if not all of Iga-sama's castlevainia games there were some out of place cuteness in it and that just added to the charm IMO... but again this is only my opinion, so take it as that.
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Post by gunlord500 on Dec 2, 2017 8:53:42 GMT -6
Busterific (EDIT: Tagged wrong) Jango kronfarfar I respect your opinions, but let me say something. You two really think a game with a Giant Rat with multiple eyes, bones sticking out from it's back and a overly gross look like this: And a vampire boss that slashed her own throat to form a bloody dress over her naked body and attack by spraying blood everywhere like this: Is a "lighthearted cute game"? Just because Miriam has stylish stances and some cute costume adornments? I do think that. Im surprised as much as anyone that the game can have enemies like those and still manage to bake in so much "cute" in our protagonist that its almost all you can see. To be clear, my feelings about this issue have little to do with this update. If these new items were the extent of my feelings then I wouldnt have a problem, would I? I could just change whatever I didn't like. No, items like the bunny ears are just a symptom. Well, like I said above, if it's the protagonist--emphasis on protagonist--being too cute, given the range of customization we'll see you should be able to change her up to your tastes pretty easily. For instance, IMO Miriam looks tougher and less cute in an outfit like this: imgur.com/a/sA9whNo gently flowing scarf, but rather a tattered kind of cape, and a short, very no nonsense haircut. Definitely a fair bit less cute than the bunny ears, right?
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Post by XombieMike on Dec 2, 2017 9:37:25 GMT -6
Jango kronfarfar I agree with both of you. I don't think we three completely understood that the style of the game from the start was one that included the otaku culture you find in Akihabara. Sure, we saw that Miriam was in a Lolita dress, but that was our only clue that the "oh Japan" element was a part of the game's foundation. Our next clues were that the bosses Vepar and Bloodless were sexy monster girls, and we were shown customization images that included elf ears and color changes for her skin and hair. When the beast beret showed to be a kawaii corgi hat, it was solidly confirmed. Bunny outfit makes it clear that now there is no question Bloodstained has an underlying theme focusing on that foreign culture of Japan they have been enjoying for a long time which Americans also are fascinated by. One of you used the word "pandering" earlier, and I completely disagree with that sentiment. It's not pandering, it's just IGA being himself. He has no reason to make this style decision for other people. In fact, the more he strays away from the style of SotN in particular, the more he is just doing his own thing. At first I thought it was IntiCreates with their Gal Gun "oh Japan" style that were shaping this tone into Bloodstained, but I'm sure that is no longer the case and has not been so for a long time now. I'm sure you aren't the only two fans that feel this way. It's a surprise to me as well, but I am embracing this underlying otaku style element because I don't believe it will be overly obvious in a way that completely shifts the tone of the game. The monsters are unique crystal laden demons of the goetia. We have a boss that spews more blood than an Army of Darkness scene. We have seriously dark and gothic locations that exceed my expectations. The plot is tied to the Laki Volcano disaster that devistated the world. The fight with Zangetsu looks bad ass. All the little otaku things are optional. Silly things have been part of IGAvania games for a long time. Even in the original Castlevania ROM there are some things like this. Ladie's shoes? A blessed cup of ? A basket of kittens? A love letter? Castlevania has always secretly had more "oh Japan" stuff goin on. When IGA got involved it only grew. Because Japan. Bigfoot, the succubus bath, vacuum maids, Stella and Loretta Lecarde, hamburgers, miso soup, New York style pizza, curry rice, hard to eat peanuts, wall meat, creme soda with a cherry on top, canned tomato juice, there is a lot of silly stuff. In SotN one of the first items you find are cool shades and in this latest update now we see Miriam has some shades. There are a lot of IGA fans that like these things, and I'm certainly one of them. Yeah, Japan is weird and some of that is in Bloodstained. Let IGA be IGA and don't expect him to pander to you. We still have a Gothic exploration game that includes a giant demon filled castle, a dark plot, interesting characters and unique bosses. This is the first side scrolling IGAvania game to escape hand held systems since SotN. I'm absolutely sure IGA wants to please the SotN fans, and from what I have seen he is on the right track. I hope that like me, you can embrace this otaku stuff . It's a peek into a weird culture that I find interesting, and whether you like it or not it's always kinda been in the shadows of Castlevania. We can voice our opinions, but try to accept the things you can't change and please remain constructive. Not that you haven't been constructive, I just hate to see someone's hype deflate just because of a few optional style decisions that are on the fringe of the game experience.
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Post by Pure Miriam on Dec 2, 2017 12:12:42 GMT -6
I just want to add to XombieMike excelent comment that, as an Otaku MYSELF, sometimes it feels a bit...odd when people put japan things as bad things. I know none of you did that, i'm not talking about anyone here, but some people, comments around videos and such from Bloodstained, always have that "We are superior because we don't like japan things, this game sucks because it's too much otaku", and it's quite offensive. Personally speaking, i love those things. Sexy bosses with huge breasts and almost-naked bodies covered in a blood dress, colorful and overly cute costumes, exaggerated powers and absurdly irrealistic visuals, i love all that. But as i said, it's my opinion. No one needs to agree with me.
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Post by purifyweirdshard on Dec 2, 2017 13:21:24 GMT -6
Well, what I was going to say on this was pretty simple and Mike basically covered it already: there's no pandering to a certain audience here. It's Japanese people making a Japanese game. To not do that would be pandering.
I'm often seeing folks that have the impression that CV games are more gory/horror/dark and serious than they really are imo. One of my older posts about that:
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Post by Jango on Dec 2, 2017 23:45:21 GMT -6
Definitely not trying to be negative or anything. Like I said, I don't regret backing the game early at all. And I will definitely enjoy playing it. The evolution of the game's character (Not an actual character. I mean the game's overall personality.) is, Im sure, just how the creator's want it to be and I'd never ask for anything different.
The Otaku stuff is obviously popular with its demographic and those aspects of the game indeed appear to be striking a chord with those players. Im just not part of that demographic and those aspects aren't for me. I'd never ask for any kind of accommodation though. Its not Iga and co.'s job to make the game to my tastes. Maybe the next one will try another flavor.
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Post by freddythemonkey on Dec 3, 2017 3:18:38 GMT -6
Definitely not trying to be negative or anything. Like I said, I don't regret backing the game early at all. And I will definitely enjoy playing it. The evolution of the game's character (Not an actual character. I mean the game's overall personality.) is, Im sure, just how the creator's want it to be and I'd never ask for anything different. The Otaku stuff is obviously popular with its demographic and those aspects of the game indeed appear to be striking a chord with those players. Im just not part of that demographic and those aspects aren't for me. I'd never ask for any kind of accommodation though. Its not Iga and co.'s job to make the game to my tastes. Maybe the next one will try another flavor. I must say that it's really awesome to see your comments (also kronfarfar 's) regarding the matter. They display an incredible amount of politeness while maintaining a lucid critique to those aspects you don't like for one reason or another. I think it's one of the fundamentals of critique: showing that you like and respect a work, while pointing out things that, however, you don't like. It's especially rare in the internet days, when if you critique a certain aspect of a certain work it often passes the message that you mustn't have liked that work in general, which is really puzzling to me. Thank IGA that this community remains a solid example of a good environment to exchange opinions, comments, appreciation and critiques.
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Post by Pure Miriam on Dec 3, 2017 6:35:59 GMT -6
Jango i would like to add to what freddythemonkey said. Your criticism is valid and important to the dev team and, although we are on different sides on this, i respect your vision completely.
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Post by crocodile on Dec 3, 2017 8:55:35 GMT -6
A lot of meaty conversation since I last visited this thread. Some of my general thoughts below: A) I don't agree with Jango or kronfarfar on the nature of Miriam's mannerisms or design (but it is not an uncommon sentiment outside these forums) but I do think their feedback here is valuable To me, as Galamoth notes, IGAs games have been gothic horror but never with a tone ala Dark Souls or Bloodborne - they were lighter than that with a lot of silly elements. Note the recurring Persephone enemy as one of many examples B) I think Miriam's base design elements come more from a desire to give Miriam a softer edge than any outward appeals to "otakus". I think the origin of customization options more arose from the popularity of such features in SOTN that appeals to "otaku" as well. However, I admit there is still a lot about the customization options we don't know or how the system is narratively justified in-game. If we start seeing stuff like swimsuits then yeah you kind of lose all sense of plausible deniability LOL. As an aside, I wouldn't read the presence of Monster Girls as necessarily "otaku" bait either. Monster Girls have been a staple of Castlevania games for a while and the Monster Girl concept transcends Japanese culture. They've been a thing in Western artist circles for years before the influx of some of the recent high profile monster girl anime/manga. C) I hate the word pandering - so often people seem to use it just to say "thing I don't like" and its lost much of its meaning as a result."To pander" specifically means to appease or gratify in a negative, self-serving, dishonest and often destructive way. Giving Miriam a cute side with maybe some cute outfits is not pandering unless he was forced to do so against his own will and/or did so merely for sales even if it would clash with the tone of the game, hurt the narrative, etc. Conversely, though its too late now, if IGA heard feedback to take Miriam in "edgier" direction and did so, that's not pandering either as long as it was by his own will and doesn't clearly negatively affect other aspects of the game. As I've said 1000 times, artists don't live or create in vacuums. If they are doing their job, they will hear what others are saying, filter our good/bad ideas and, after some reflection, respond to and incorporate the ideas they agree with. D) Japan isn't a cultural monolith in terms of what it produces. I dislike "oh that's just the way Japan is" as a means to handwave criticism as Japan makes a ton of different stuff. People don't have to settle - if they want "more"/"better" they can ask for it and Japan is capable of delivering (I mean this broadly, not specifically to Bloodstained). E) Bloodstained is a Japanese game made by mostly Japanese artisans. However Castlevania is a series much more popular in the West than the East and it was mostly Western money and interest that allows this project to exist. While there is no power that FORCES IGA to consider and design with at least modest/significant acknowledgement of the preferences of the West, it would have been artistic and economic malpractice to not weigh the concerns and preferences of Western audiences (hence why he clearly did so to some degree). F) If a product is made in Japan by the Japanese but then sold internationally, it is judged by the standards of every culture worldwide, not just Japanese culture.The Japanese are free to do as they please but consumers in other cultures in turn do get to say "no thanks" if particular elements are significant turn offs. Definitely not trying to be negative or anything. Like I said, I don't regret backing the game early at all. And I will definitely enjoy playing it. The evolution of the game's character (Not an actual character. I mean the game's overall personality.) is, Im sure, just how the creator's want it to be and I'd never ask for anything different. The Otaku stuff is obviously popular with its demographic and those aspects of the game indeed appear to be striking a chord with those players. Im just not part of that demographic and those aspects aren't for me. I'd never ask for any kind of accommodation though. Its not Iga and co.'s job to make the game to my tastes. Maybe the next one will try another flavor. I must say that it's really awesome to see your comments (also kronfarfar 's) regarding the matter. They display an incredible amount of politeness while maintaining a lucid critique to those aspects you don't like for one reason or another. I think it's one of the fundamentals of critique: showing that you like and respect a work, while pointing out things that, however, you don't like. It's especially rare in the internet days, when if you critique a certain aspect of a certain work it often passes the message that you mustn't have liked that work in general, which is really puzzling to me. Thank IGA that this community remains a solid example of a good environment to exchange opinions, comments, appreciation and critiques. Agree with this 100%! I can't tell you how annoying and sometimes infuriating it is when people see you critique something, even fiercely, and automatically assume you must: - Hate the product
- Hate the creator(s)
- Hate those who enjoy the product as is
Can make conversations of this nature very difficult online. Thankfully that isn't happening here
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Post by Yän on Dec 3, 2017 9:35:18 GMT -6
B) I think Miriam's base design elements come more from a desire to give Miriam a softer edge than any outward appeals to "otakus". I think the origin of customization options more arose from the popularity of such features in SOTN that appeals to "otaku" as well. However, I admit there is still a lot about the customization options we don't know or how the system is narratively justified in-game. If we start seeing stuff like swimsuits then yeah you kind of lose all sense of plausible deniability LOL. There could be swimsuits - they'd just look kind of like this: static.messynessychic.com/wp-content/uploads/2014/04/bathing18.jpg rather than being modern swimwear.
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Post by purifyweirdshard on Dec 4, 2017 10:01:24 GMT -6
Right, I don't disagree with crocodile's thoughts on this, I often speak in generalizations to a loss of deeper (and sometimes important) concessions. For example, yes, it's quite important to consider western sensibilities for a product mostly inspired from western fans that very much helped this thing become a success (and continue to do so, as we are now). That is not to put too much weight on our effort, opinions and financing, but weight nonetheless. haha it's really hard to say something on the internet and it not be taken as a huge statement (similar to the above being pointed out, how a comment on something is taken to be the extreme finality of what they believe about something, such as the love/hate poles).
My main point from before about the pandering thing is that the team is making the game they want to make. It's their taste and what they do, the game they want, more than a desire to make it such a way for a demographic of people - i.e. the perceived idea of "pandering" whether that's its true definition or not. Yet still, I would agree that if after consideration he decides to change things to a different direction, that's still his creative decision and not pandering mostly because I know him to not be one to do that. We have experienced an example of this already with Miriam's design, the very old now change from a male to female character. What I would consider actual pandering happens more often in the mobile/gacha/DLC spaces where it's often exacerbated by compulsive gambling and/or nostalgia.
Anyway, that's too sad, so about something else: swimsuits and more drastic "sexy" directions. I don't think you all have to worry about this one way or another - the skeleton of Miriam's model is already pretty set and we know basically as a fact that her main outfit doesn't change, and when it does, it's to something fairly similar in the Pure Miriam costume (I'm thinking they achieve this look with some detail/texture adjustments to the original corset, add sleeves and that's the majority of the changes). To undertake something more sexy (or cute, or edgy) to wear as an outfit choice would most likely be prohibitively too much of an undertaking, for a move that potentially could be a problem reception-wise on top of that. It's just very unlikely.
The bikini or whatnot would also have to somehow allow scarf attachments. That could make sense somehow, but it'd be another headache and probably look bad with 90% of things lol.
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Post by Enkeria on Dec 5, 2017 9:03:51 GMT -6
Been out traveling, so I haven't had the time to go through this frame by Fram yet. But I will later tonight, and give feedback upon it. Collect feedback from group (s) on fb.
Off the bat I would like to see that the other twords playable characterso do not have different clothes, but rathere have color schemes you pick, or palettes, or a way to unlock during game play to 4oggle around their main piece of clothing (if they have any).
Anyway, getting back with an update on this post, below.
--
Feedback in a bit..
Update: Feedback was sent to Angel directly.
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Post by Stripey on Dec 12, 2017 10:30:32 GMT -6
I'm honestly just so overly stoked about the return of my most favorite weapon of SOTN, the Combat Knife!! XD It still looks fast! Though maybe not quite as speedy. I doubt it'll be as effective in Bloodstained (most likely an early game weapon this time), but... ah, a man can dream! I'm such a sucker for options & customization though, I love this game more and more every time I see it
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Post by Enkeria on Dec 17, 2017 7:57:10 GMT -6
I liked that spike hair like pure Miriam said.
I also feel that those rats belongs somewhat on galleon Minerva along with a sewer-system. Perhaps under the village which are usually the cases of these fiends.
The firesword was perhaps the highlight for me - it shows that elements are a thing.
After seeing the concept art of Miriam swinging in the air with a wolf spirit of some kind, I am thinking if all these medium to high tier weapons have some kind of additional attack like that, or if there is very few that are "epic" in that sense that they are producing such cool effect when attacking normally. It is also possible that the concept art of it never made it. It is after all only a concept and not even a promise.
Can someone confirm that hairstyle and armor isn't the same thing? Is there a customization tag that ignores pieces of armor so you can look how you want but still benefit from the best set of armor you've found?
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Post by Pure Miriam on Dec 18, 2017 1:47:43 GMT -6
Enkeria About the concept art, i believe that it was totally just that. A concept art. The dev team had just an idea of what they wanted to do. The game's magic system was undecided when they did that, so, they added that power at that concept art just to highlight that the game would have "powers". I don't think it will turn out in anything. Swords with skills like Symphony and Dawn is something whose status is still kind of a mystery. We will have to wait and see. About your second question of equipment, i took a screenshot of the official Bloodstained account answering people, addressing that matter more or less Considering that dialogue, it doesn't really matter if costumes will have a dedicated slot to them at the equipment menu, because, if the Bloodstained account's desires (Angel?) ends up happening, you will be able to "move" stats bonuses and attributes from one piece of equipment to the other, so you can have a end-tier powerful equipment with the looks you want, by swapping and moving around their stats and attributes. So, if i'm getting this right, let's say you have a powerful end-tier equipment for the HEAD slot called "Golden Helmet" and the "Spiky Hair" is also a Head equipment and it has no stats. Then, you would be able to move Golden Helmet stats bonuses and attributes to Spiky Hair, so you can keep wearing Spiky Hair, with end-tier quality. If that system of "moving / swapping stats bonuses and attributes" between equipments ends up in the game, there will be no need for costume slots at all, giving the player a HUGE amount of customization. By the way, a system like that, if ends up in the game, could let the player, create it's personal "ultimate equipment set" of equipment with the best looks (at his/her opinion) and best stats / attributes possible. If swapping / moving stats bonuses and attributes requires uncommon or rare stuff (materials, items) and if some pieces of ultra powerful equipment are one-of-a-kind or very rare to drop, the challenge of "creating the most powerful set in the game with the looks i want" could hugely increase the game's lifespan. It would require several new game+ replays in order to get everything you want to have exactly the stats / attributes / looks you want for your "ultimate equipment set" for Miriam. I believe it would be awesome if something like that could happen in the game. Imagine the possibilities if you throw some stats randomization / upgrading on all that... The game could even have a overly hard challenge area (like Nest of Evil from Portrait of Ruin or Large Cavern from Order of Ecclesia) that the only way to beat it would be with ultra-powerful customized sets.
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Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
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Post by Enkeria on Dec 18, 2017 6:55:15 GMT -6
So, if i'm getting this right, let's say you have a powerful end-tier equipment for the HEAD slot called "Golden Helmet" and the "Spiky Hair" is also a Head equipment and it has no stats. Then, you would be able to move Golden Helmet stats bonuses and attributes to Spiky Hair, so you can keep wearing Spiky Hair, with end-tier quality.
Sounds like too much fuzz. In Terraria and Junk Jack you have 2 tabs, one for armor and one for costumes. Both slots can be empty, but these allows you to use costumes OR any other armor if you like it's design. Below is an image of Terraria, the inventory in Junk Jack looks different and more like a minecraft grid. Green slots = stats you use. Middle = costume / skin. Left, additional colors. Now you can change on the fly. In Diablo III we also had dyes, one of which making any piece of armor invisible (but not items or weapons)
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