Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 8, 2018 7:46:32 GMT -6
this picture doesn't have much to do with the thread. I just post it because Miriam looks sexy and beautiful and it's a present for 100.000 downloads. I don't know if anyone else saw this, but Bloodstained: Curse of the Moon bosses and descriptions was officially revealed at the official site of the game, with the single exception of the last boss. We can also see their names, that are: GLUTTON TRAIN, FOCALOR, VALEFOR, VALAC, ANDREALPHUS, BLOODLESS and BATHIN. Not only that, but their attacks also have names. Their descriptions are really interesting, i really want you all to take a look and read them. I kinda just wanted to say that, but that also begs some questions in my mind. Would you like if any new enemy from Curse of the Moon showed up in Ritual of the Night? Or Boss? Or Song? Also, just a fun thing i would like you all to do: If ALL THESE BOSSES from Curse of the Moon had on Ritual of the Night, what TYPE and KIND of Shards would they give? That's...kinda all i had to say, really. The link to the bosses descriptions is here: curseofthemoon.com/en/boss/ That's all folks!
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Post by saberwolf94 on Jun 8, 2018 8:37:40 GMT -6
I didn't know there was a curse of moon website, might check it out later. I think there is a very good chance some of them might show up if not all of them in ritual of the night. I mean think about it, most of the bosses and enemies from the classic castlevania games showed up so why not Bloodstained? We know Bloodless is in both games (at least I hope they didn't remove her from ritual of the night) and a lot of the monsters too, so I think there's a good chance they'll make it. We could always ask them anyway, I just re watched XombieMike's podcast with mana yesterday, if a lot of pople feel strongly about something it increases the chances for IGA to listen.
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djtanng
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Oh hi, I'm a random person.
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Post by djtanng on Jun 8, 2018 18:42:59 GMT -6
I have a strong feeling that most, if not all of the enemies and music from COTM will be in ROTN in some way or another. I think that, because of that one stage in COTM that was obviously inspired by that one stage from the first ROTN demo we got. Plus, IGA's name is mentioned a lot in the credits, as well as Michiru Yamane being on top of the music credits.
Boss Shards? I want to be surprised, so I'll try not to think about it too much. lol..
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Post by nbhawkeye on Jun 9, 2018 12:41:57 GMT -6
I really hope Valefor, Valac and Andrealphus are in RotN. Bloodless is in, that far we alraedy know.
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Viftech
Connoisseur of Wall Meat
New Blood
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Post by Viftech on Jun 9, 2018 13:55:48 GMT -6
Bathin's "Grand Cross" attack description is really cool. Makes me think that we'll get a speed boost or a super run shard from him.
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Yän
Herald of the Moon
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Post by Yän on Jun 9, 2018 15:11:24 GMT -6
Most of the bosses are actually dukes of hell from the lesser key of Solomon. It'd make perfect sense if they were included. I also think that they should consider balancing the Bloodless fight (especially the bloody rain attack) more like in CotM because the rain seems way too weak in the demo they have shown. I hope to see a boss with similar platforming mechanics as Valefor's. The coin stacks are a whole lot of fun (even though the boss is a tad easy).
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Post by Busterific on Jun 9, 2018 16:23:50 GMT -6
The patterns for Valefor could be tweaked a bit, but I see where you need to hit him being the biggest thing. Once you find out you don't have to hit him in the head and attacking the money itself hurts him, the battle is easy and it's not that difficult to find out. I understand to a degree why they did it, but it turned that fight from 'how am I going to do this' to 'wait, that killed him?' Still one of my favorite bosses despite being on the easy side.
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(yber])ragon10]{
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"For what profit is it to a man if he gains the world, and loses his own soul?"
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Post by (yber])ragon10]{ on Jun 9, 2018 19:09:19 GMT -6
Well, the website lore says that Valefor IS the vault itself so it makes sense that attacking the money hurts him/it even though attacking the face hurts more than attacking the money.
I'm hoping that any bosses that get ported over actually get logical extensions to their movesets (i.e. Andrealphus being able to do both the tornado and lightning strike moves from either direction instead of only from the left and the right respectively). There's a lot of minor things to CotM that stood out as odd omissions/oversights to me.
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Yän
Herald of the Moon
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Post by Yän on Jun 10, 2018 3:44:34 GMT -6
I'm hoping that any bosses that get ported over actually get logical extensions to their movesets (i.e. Andrealphus being able to do both the tornado and lightning strike moves from either direction instead of only from the left and the right respectively). There's a lot of minor things to CotM that stood out as odd omissions/oversights to me. The example you mentioned makes perfect sense to me. It's a telegraph and makes sure you can learn to defeat the boss. Also, the wind direction enables you to jump over the lightning strike. From the other direction you wouldn't be able to evade the attack like that. The tornado pushes you along with the wind so you don't have a weird back-and-forth motion. The only way I could see the bi-directional thing work would be if Andrealphus had a move with which it could change the direction of the wind (which would be kind of cool and extra challenging).
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(yber])ragon10]{
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"For what profit is it to a man if he gains the world, and loses his own soul?"
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Post by (yber])ragon10]{ on Jun 13, 2018 1:07:22 GMT -6
I'm hoping that any bosses that get ported over actually get logical extensions to their movesets (i.e. Andrealphus being able to do both the tornado and lightning strike moves from either direction instead of only from the left and the right respectively). There's a lot of minor things to CotM that stood out as odd omissions/oversights to me. The example you mentioned makes perfect sense to me. It's a telegraph and makes sure you can learn to defeat the boss. Also, the wind direction enables you to jump over the lightning strike. From the other direction you wouldn't be able to evade the attack like that. The tornado pushes you along with the wind so you don't have a weird back-and-forth motion. The only way I could see the bi-directional thing work would be if Andrealphus had a move with which it could change the direction of the wind (which would be kind of cool and extra challenging). I don't believe it'd be weird back-and-forth considering you learn quickly to break the feather lightning rods to give yourself space to move or be moved around by the tornado, and if she's around one could use Miriam's slide to play with distances. The lightning strike rush could have a tell before he zooms into frame (and farther in, really) to allow a straight jump up to dodge it.
I'm just really wondering why they thought having the wind go to the right only was a good idea. Ninja Gaiden II had mountain levels where you needed to wait for the wind to change direction in order to make certain jumps. It felt like they were trying to reference that level/sequence and somehow forgot about that directional bit.
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