Busterific
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Post by Busterific on Dec 21, 2017 19:06:57 GMT -6
dareka I think the quote was "This castle is a creature of chaos. It may take many incarnations." The new environment is looking good. For whatever reason I kept thinking how empty it looked when watching the video, but I think that was just me hoping to see some enemy placement rather than just running through an empty environment.
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kipz
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Post by kipz on Dec 21, 2017 19:13:50 GMT -6
I have to agree with CastleDan I'm not really digging the level... something just seems off to me other than the music. Not to say that the level itself isn't beautiful in a way because it is stunning. It reminds me of a twist between Tristis Pass from Ecclesia and lower layers of the Catacombs from SotN. But I didn't come here to complain/critique, I came for the
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Post by DSLevantine on Dec 21, 2017 20:46:21 GMT -6
my only complain is.. the cave looks so "dry". I suggest they add lava river under the bridge.
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Post by CastleDan on Dec 21, 2017 21:27:23 GMT -6
I think I'm just becoming down on the whole 2.5d look. I was hopeful and I do think the characters look great and the enemies/bosses. It's just the environments don't pop for me for whatever reason. When you look at the above that's the kind of vibe we would get from the 2D games. The colors just shown through and the details in the environment felt prominent. More than anything when an area was grey it didn't feel as bland for some reason but in 2.5d....when something is grey it just feels so dry and so lifeless. I'm holding out hope there's areas in this game full of color all over like the below, I think the game would benefit greatly from it. I think the other thing is the objects in the background to give it more character feel so minimal. Look at the flag in the background in this. See how massive it feels or the lights in the FAR background. See that slight motion blur look to it? The color? That dark blueish/purpleish foggy hue in the background that makes the background pop more. Compare that background with the one here. The mood/vibe gone, that motion blur look gone, the hue gone....the atmosphere feels less oppressive. The background that felt huge in the prior pic feels small and without atmosphere in the bottom pic. There's something grand and beautiful about the size and look of the prior pic. A lot of the areas we've seen have gone the route of the second one. They feel flat, they feel a bit dead in the background and they feel small when at least in that prior pic it felt grand and moody. Funny enough the above concept video, the very first video for this game actually got the mood and 2D feel that pops right. Look at those windows, look at the beautiful light shining through, and look at the color. I'm nitpicking the crap out of it but it is one of the things where the visuals felt like a big downgrade from that. Where the atmosphere was like HOLY CRAP, and the colors popped, and then everything felt minimized. At this point you probably couldn't change this stuff anyways but I like to be as honest as possible with as small a criticism as possible. If someone listens cool, if not...no biggy. I think that kind of honesty is a good thing though.
I feel like I have to clarify that I'm super pumped for this game even if it sounds like I'm not sometimes.
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gunlord500
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Post by gunlord500 on Dec 21, 2017 21:58:34 GMT -6
Yeah, I'm with Castledan and some other folks here, I'm not really sold on the environment...YET. I guess Angel-Corlux will have to confirm, but I'd be willing to wager this is just a "rough draft" of the stage, where they're setting down the general atmosphere, art direction, and of course in-game layout. Aside from adding in enemies, items, and so on, I bet they're going to tweak the lighting, the water, and modify all sorts of little details so it looks nicer by the time the game comes out. But again, only the team knows for sure
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Dengojin
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Post by Dengojin on Dec 22, 2017 0:06:41 GMT -6
Great update. Angel mentioned before many times that lightning is still not finalized, while I agree that they could add more colors, but we all know that lightning effects will fix the washed out looking environment in a way or another. The music is on spot, the area is absolutely beautiful will even look better once they put more life to the background like flying creatures or particle effects. Enemies, candles and chests will be placed there and it wouldn't be empty anymore. The flying pig is super adorable. I'm also extremely happy to see my commission art featured, thank you Angel-Corlux -Corlux
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 22, 2017 0:10:09 GMT -6
dareka
Here goes, the gif you asked. I hope you like it. CastleDan
I like your criticism, you have a solid opinion that you didn't change yet. I don't think they can change too much right now, but your opinion is valid and your feedback is important. Even so, i believe one of your concerns, your fear that the game could end up being just "square room after square room" and corridors connecting rooms and such, was probably eliminated by now right?
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Post by kronfarfar on Dec 22, 2017 1:33:50 GMT -6
I too think that this level will feel better when they add the correct lighting so I'm not worried there. This music seems so forgettable though. Maybe we just got the intro of it but I hope that there is a better melody in it once it starts.
Are those trees in the ceiling upside-down?? A hint or maybe that's how they grow?
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Post by Scars Unseen on Dec 22, 2017 2:15:07 GMT -6
So for a bit of productive criticism(as opposed to my usual grumps about the textures). I know that they've got that leaf thing going on in the foreground, but I'm wondering if the way they have the inaccessible part of the foreground texture might be a bit distracting from a gameplay perspective. In the underground caverns in SotN, they had the rock artwork fade to black. For example: In the update, the foreground is very busy graphically in areas you can't go to. So I'm wondering if they should do something similar there. I made a couple of mockups to demonstrate. Nothing fancy here, literally minutes to slap together. Clearly, doing something like this would necessitate reworking the leaf decorations, but I do think it might make it easier to keep track of everything once you are actually fighting enemies in the area.
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Post by CastleDan on Dec 22, 2017 2:43:53 GMT -6
DengojinI don’t think it’s mere lighting effects. The background and environment detail look better. Like the background in that pic had a purple fog like look to it and the windows had a blurred out vibe. They just look better detailed. Granted lighting could improve but I think what I was stating is different. Pure MiriamYup, you will notice I haven’t complained about layout in a long time. My only fear is there won’t be enough areas that blow me away by their looks. You can have good layout but if there aren’t special looking areas or if a lot of stuff lacks color it won’t matter. You can’t really judge that without the full game tho so.... no sense going crazy lol.
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Jango
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Post by Jango on Dec 22, 2017 4:22:59 GMT -6
In stark contrast to the other recent updates, I really liked everything I saw and HEARD in this video. Natural environments have been minimal thus far and it's nice to see they do have a presence in the game. More than that though, this environment did something that no other has done for me until now and that's feel completely new and fresh AND feel completely familiar and at home in my Igavania expectations. It's a rare blend that I'm very surprised by. While it's not too shocking to see a cavern or other subterrainian location as we have with so many of Iga's entries, this version of that trope isn't the usual cold and dark tunnels or catacombs we're more accustomed to. It's like life is more abundant below than it is above. Very interesting concept.
It's also nice to see and hear the clearly traditional Japanese-influenced location. Nothing modern but more ancient and historical here with the red leaves and shrines. And this is without a doubt my favorite music track to date. But I'm a sucker for kotos and other traditional Japanese instruments. I do wonder with the concept art for the shrines if this place might end up being surprisingly creepy. Sort of like a few of the locations seen in games like Fatal Frame. If this is a shrine of some kind we might well should expect this place to be haunted by ghosts both at peace and otherwise.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 22, 2017 5:05:41 GMT -6
Since these Japanese Caverns are taken directly from a concept art, as i mentioned before, i just wanted to remind us all of the other concept arts that wasn't used yet.
Some kind of classic dungeon.
We already have the church so, this could be some special room at it or something else?
The first scenario at the first concept art and the first game sample wasn't showed to us yet.
That classic alchemy lab.
Can this even be considered a scenario?
Several pictures with great ideas. I wonder IF those areas will be used AND how they will end up in the game.
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Post by exile on Dec 22, 2017 14:04:37 GMT -6
CastleDan I agree with you. I'll always prefer 2-D to 2.5. The characters/enemies they've created, as well as the weapons ARE goregous, so I can't get too down about it. Still, the backgrounds, while certainly decent, just don't pop with the same personality as 2-D. Scars Unseen See, I like your version better. It actually helps me focus on what's important and aesthetically looks better to me. I'm sure many will disagree, but sometimes, little tricks like that really help the experience.
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Post by ghaleon on Dec 22, 2017 16:21:30 GMT -6
I like the environment too, but at the same time I can see where castle is going regarding a missing element when it comes to how colourful some of the older concept/proof of concept build stuff was. That said this is an underground area and well, I wouldn't expect it to have that level of colour, and the glowing liquid thing really does alot in that direction imo.
I might be missing something though, but why are the trees upside down.
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Yän
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Post by Yän on Dec 22, 2017 16:25:49 GMT -6
Maybe the trees are upside down because they grow towards the light (in this case the glowing fluid at the bottom of the cave)
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Enkeria
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Post by Enkeria on Dec 22, 2017 17:43:58 GMT -6
Maybe the trees are upside down because they grow towards the light (in this case the glowing fluid at the bottom of the cave) Light from candles. Or a magic well. Its not lava however, if that would be the case, those leaves would catch into flames.
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Redogan
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[TI0] Game On!
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Post by Redogan on Dec 22, 2017 18:08:58 GMT -6
Everything looks great in this update. The music is good to go here as well. The only thing I don't like is the sound effect when Miriam lands on these rocks. It defintely should not sound like landing/walking on a hardwood/tile floor with dress shoes. I know the game is WIP and undergoing lots of tweaks, but the landing sound effect is so off in this update that I can't focus on anything else.
Otherwise, great work IGA and team!
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Post by CastleDan on Dec 22, 2017 21:56:58 GMT -6
exile I want to be clear, I'm not saying I want 2D or something. I'm saying when we first saw the game the backgrounds looked more atmospheric. At least in the pics I posted. I don't know if they had to cut back for some reason but I do wish they could get back to that look. Scars Unseeni like it darkened out a bit as well. I think it boils down to making the game have more contrast. The blacks don’t feel black and it makes the world feel very grey. The color should pop and the shadows should be dark. imo. I think added darkness to the parts of the cave make it look better. i still stand by there needing to be more atmosphere like my other post pointed or t tho. At this point the only thing nagging me about the game isn’t the environments so far. Nothing has struck me as OMMMMMGG. Whereas that original pic I posted did.
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Post by abaddon on Dec 27, 2017 15:23:00 GMT -6
Hi, all I have a Concern about Copyright issues of the new stage level for Angel-Corlux. I know IGA had concept art for the Japanese Motif back in spring of 2015 but there have been others with pretty similar concepts that are already out like example PSO2 (there's became mainstream in spring of 2016). Not sure how common it is over there to have this concept. I know the market/out of market has been very touchy with these things lately and would like to know if it would effect things? samples: Sega's ConceptFor more pic's put in "PSO2 黒ノ領域" in google images. If I'm just being a doe head and worrying over nothing then awesome. I just don't want anything bad to happen towards IGA, Bloodstained and anyone else. Edit: Also check out the Music For that games level (mostly the battle part) at times it feels the same.
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XombieMike
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Post by XombieMike on Dec 27, 2017 16:00:21 GMT -6
abaddon Welcome to the forums. Thank's for sharing. I haven't seen PSO2 before, but I looked at the link you have provided. If IGA is going to have problems with similar games, I doubt that one will be the problem. I think the area art is inspired by Japanese culture in a way that just takes common elements and puts them together. Just because the trees and structural elements are similar doesn't mean any specific game could claim that style. Both games may have been inspired by the same theme, but I doubt there could be any legal ground to worry about. I'm sure Angel-Corlux will see your message though, so thanks for sharing. We hope to see you around here more often.
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