QUESTIONS to the dev team about stretch goals and others
Apr 30, 2018 2:32:35 GMT -6
ReySol, Cale, and 9 more like this
Post by Pure Miriam on Apr 30, 2018 2:32:35 GMT -6
Angel-Corlux
Bloodstained: Ritual of the Night is close to being finished (at least, that's what it looks like) the game will be released on 2018 and we have a lot of information about it already. I was, and i am, a huge supported of how the dev team worked around to be as transparent and open to the backers and non-backers as possible, and i believe Bloodstained is probably one of the best, if not the best kickstarter campaign ever made due to how much effort was given to transparency and dialogue.
Considering such values of transparency and good communication, there are some important questions about the game, specifically about the stretch goals, that i believe wasn't answered yet, and i think most of us would like to see them answered.
Time and time again, some questions pops up at some threads and discussions about the game, regarding such features.
I almost never asked anything to the dev team, because most of my questions were answered in past updates, comments or threads. But i think, since the game is close to being finished, it's about time for some features to be properly explained.
We all know that there are some bits of information that can't be revealed right now, and if some of the questions below cannot be answered, i believe most of us will understand.
Below, there are several questions, related to Bloodstained Stretch goals. Things that i believe aren't explained well enough, and that we should have an answer.
At the time, the dev team said that most stretch goals were created without a lot of thought, since the campaign was going so well they needed to pop out new ideas in a flash to keep the money going.
Again, if some of the questions below cannot be answered due to spoiler / marketing campaign / development process, i believe most of us will understand. I do know some questions below will not be answered (i can even predict some of them) so, it's all good.
So, breaking my tradition of questioning forum members about the game, this thread is aimed for the dev team (Angel-Corlux specifically) to answer about the game, although forum members can also answer them if they want or have official answers that i may have missed (with official fonts), without further delay, here goes:
1) Regarding Local Co-0p. Someone asked at Bloodstained Facebook page about that question on the survey, talking about local co-op. It was explained that the survey question is related specifically to the possibility of the whole game being capable of played by two players instead of just special areas. Can we have a better clarification of this? Local Co-Op, by default, will be special designated zones / mode of the game where two players can play together at the same device? And the question at the survey is to check if people would like to have a "full co-op" for the whole game?
2) Without having a clue of how many bosses the game will have, the "New Boss" stretch goals has absolutely no meaning whatsoever. The game can simply claim to have 15 bosses and say that it would "originally have 14" but thanks to this stretch goal, now have 15. It really sems that this stretch goal was created for no reason besides farming money from backers. Can we have any clarification of what we can consider as "New Boss" regarding this stretch goal?
3) This thread was created thanks to this question. Just for a clarification, as asked on some other thread. The Retro level inside Bloodstained's game has no relation whatsoever to the prequel (now spin-off) mini-game, right? Since the nature of the mini-game was changed, it would be good to know if that affects Retro level in anyway.
4) Classic Mode was explained as a "retro mode" using the game's graphics where we will play at least "six punishing stages" with old-school controls and difficulty. There is any new information that can be disclosed about it? Tying up with that, where the 8-bit songs will be used? At the same Classic Mode? And how is Mr Yamada status, since Inti-creates is not in the game anymore? Did he contributed to that single song and those 8-bit songs and that's it?
5) Symphony of the Night was IGA's biggest game, with 1890 rooms. When this stretch goal was reached, the dev team at the time, just said that they aimed for "at least" 1600+ rooms. Although Symphony of the Night has two castles and we all know the dev team cannot disclose if such thing will exist in Bloodstained, that begs the question: If Bloodstained ends up with 1600+ Rooms, below 1890, that will necessarily means that the stretch goal above wasn't fullfilled.
So, can we have a clear answer on this? Does Bloodstained: Ritual of the Night will, technically, have IGA's biggest castle? Or at least, the whole game will have a size higher than 1890 rooms?
6) Does ALL the game's tracks will be orchestrated? What will happen to their first original versions that we heard? They will be completely gone? Or will somehow be in the game?
7) The prequel mini-game is now a "spin-off" min-game, set in the same universe. What that means? It isn't canon, but uses the same elements (such as most games in Final Fantasy series) of Bloodstained universe?
8) It is most probably that the answer to this question will be "no", but anyways, Boss Revenge Mode will feature ALL bosses as playable characters at this special mode?
9) This question is not related to stretch goals, but i really wanted to ask this for a long time: There is any reason of why absolutely no demo, material or update featured a single Effective Shard yet? We don't even know what command is used for them and have no clue (besides guessings from how older Igavania games were) about how they will work. Just a small oversight or there is a "higher" reason for such secrecy?
10) At a very old update, (Update 15, shown HERE) when the game's magic system wasn't created yet, there was a power called Voltic Chain (a obvous nod to inti Create's Gunvolt) claiming that such magic is "a special “seventh" ability—not a demonic one." What that means? There is any news about this, or can we have any clarification about that?
11) There is a long debate if Miriam will have special attacks like Alucard, and / or if weapons will have special skills. Can we have any clarification over this?
12) The Secret IGA Boss is a backer-exclusive boss. So, at non-backer versions of the game, he will not be included at the Boss Rush? Or maybe he will not be included at all on Boss Rush Mode?
added in rquest of @ikai
That's all folks!
Bloodstained: Ritual of the Night is close to being finished (at least, that's what it looks like) the game will be released on 2018 and we have a lot of information about it already. I was, and i am, a huge supported of how the dev team worked around to be as transparent and open to the backers and non-backers as possible, and i believe Bloodstained is probably one of the best, if not the best kickstarter campaign ever made due to how much effort was given to transparency and dialogue.
Considering such values of transparency and good communication, there are some important questions about the game, specifically about the stretch goals, that i believe wasn't answered yet, and i think most of us would like to see them answered.
Time and time again, some questions pops up at some threads and discussions about the game, regarding such features.
I almost never asked anything to the dev team, because most of my questions were answered in past updates, comments or threads. But i think, since the game is close to being finished, it's about time for some features to be properly explained.
We all know that there are some bits of information that can't be revealed right now, and if some of the questions below cannot be answered, i believe most of us will understand.
Below, there are several questions, related to Bloodstained Stretch goals. Things that i believe aren't explained well enough, and that we should have an answer.
At the time, the dev team said that most stretch goals were created without a lot of thought, since the campaign was going so well they needed to pop out new ideas in a flash to keep the money going.
Again, if some of the questions below cannot be answered due to spoiler / marketing campaign / development process, i believe most of us will understand. I do know some questions below will not be answered (i can even predict some of them) so, it's all good.
So, breaking my tradition of questioning forum members about the game, this thread is aimed for the dev team (Angel-Corlux specifically) to answer about the game, although forum members can also answer them if they want or have official answers that i may have missed (with official fonts), without further delay, here goes:
1) Regarding Local Co-0p. Someone asked at Bloodstained Facebook page about that question on the survey, talking about local co-op. It was explained that the survey question is related specifically to the possibility of the whole game being capable of played by two players instead of just special areas. Can we have a better clarification of this? Local Co-Op, by default, will be special designated zones / mode of the game where two players can play together at the same device? And the question at the survey is to check if people would like to have a "full co-op" for the whole game?
2) Without having a clue of how many bosses the game will have, the "New Boss" stretch goals has absolutely no meaning whatsoever. The game can simply claim to have 15 bosses and say that it would "originally have 14" but thanks to this stretch goal, now have 15. It really sems that this stretch goal was created for no reason besides farming money from backers. Can we have any clarification of what we can consider as "New Boss" regarding this stretch goal?
3) This thread was created thanks to this question. Just for a clarification, as asked on some other thread. The Retro level inside Bloodstained's game has no relation whatsoever to the prequel (now spin-off) mini-game, right? Since the nature of the mini-game was changed, it would be good to know if that affects Retro level in anyway.
4) Classic Mode was explained as a "retro mode" using the game's graphics where we will play at least "six punishing stages" with old-school controls and difficulty. There is any new information that can be disclosed about it? Tying up with that, where the 8-bit songs will be used? At the same Classic Mode? And how is Mr Yamada status, since Inti-creates is not in the game anymore? Did he contributed to that single song and those 8-bit songs and that's it?
5) Symphony of the Night was IGA's biggest game, with 1890 rooms. When this stretch goal was reached, the dev team at the time, just said that they aimed for "at least" 1600+ rooms. Although Symphony of the Night has two castles and we all know the dev team cannot disclose if such thing will exist in Bloodstained, that begs the question: If Bloodstained ends up with 1600+ Rooms, below 1890, that will necessarily means that the stretch goal above wasn't fullfilled.
So, can we have a clear answer on this? Does Bloodstained: Ritual of the Night will, technically, have IGA's biggest castle? Or at least, the whole game will have a size higher than 1890 rooms?
6) Does ALL the game's tracks will be orchestrated? What will happen to their first original versions that we heard? They will be completely gone? Or will somehow be in the game?
7) The prequel mini-game is now a "spin-off" min-game, set in the same universe. What that means? It isn't canon, but uses the same elements (such as most games in Final Fantasy series) of Bloodstained universe?
8) It is most probably that the answer to this question will be "no", but anyways, Boss Revenge Mode will feature ALL bosses as playable characters at this special mode?
9) This question is not related to stretch goals, but i really wanted to ask this for a long time: There is any reason of why absolutely no demo, material or update featured a single Effective Shard yet? We don't even know what command is used for them and have no clue (besides guessings from how older Igavania games were) about how they will work. Just a small oversight or there is a "higher" reason for such secrecy?
10) At a very old update, (Update 15, shown HERE) when the game's magic system wasn't created yet, there was a power called Voltic Chain (a obvous nod to inti Create's Gunvolt) claiming that such magic is "a special “seventh" ability—not a demonic one." What that means? There is any news about this, or can we have any clarification about that?
11) There is a long debate if Miriam will have special attacks like Alucard, and / or if weapons will have special skills. Can we have any clarification over this?
12) The Secret IGA Boss is a backer-exclusive boss. So, at non-backer versions of the game, he will not be included at the Boss Rush? Or maybe he will not be included at all on Boss Rush Mode?
added in rquest of @ikai
That's all folks!