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Post by Squirrel Taskmaster on Jun 21, 2018 15:22:05 GMT -6
Never let it be said that MN9 didn't provide any entertainment at all. Part 1Part 2
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Post by Deleted on Jun 21, 2018 15:22:20 GMT -6
I would personally be very surprised if they managed to release all versions at the same time. My prediction is that porting the game to different platforms will either cause a delay of a simultaneous launch, or ... some platforms will be delayed. I meant, to not pull off a Curse of the Moon x Fangamer Survey trick and cancel out, the DRM-Free version/choice. Referring to the final product, too (Rotn release). I don't have any issue with waiting; none at all and i never demanded timely release or simultaneous launch. Only issue i have, is being cheated on. I am very afraid, now... First thing, the last minute announcement of DRM only issue with Curse of the moon, then Steam only receiving store page for Ritual of the Night, after that demo being Steam exclusive even though the survey says GOG has early access to it as well... I don't know. I would be dumb to not expect another, last minute announcement later, that somehow will dump on part of the backers. Bad decisions is one thing, waiting for the last minute to serve them without reactions, is another.
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Post by dareka on Jun 21, 2018 15:56:04 GMT -6
@ikai Yeah, for what it's worth, I honestly don't think that'll be the case. The problem with Curse of the Moon wasn't even 505 and ArtPlay's fault, really - it was Inti deciding they didn't want to take a risk with the game being on gog. So, I think ArtPlay and 505 will come through... and hopefully, I'm right.
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Post by ghostpepper on Jun 22, 2018 0:24:35 GMT -6
Honestly I am a little disappointed at the last minute communication (but not much because I actually forgot what day it was supposed to come out). More than the delay what bothers me is that there have been like three or four other demos available at conventions and we got to try none of them. Though these are minor gripes and I do stress minor. I still have very high hopes for the game overall and am just as excited to play the demo as before. Look at the silver lining though, this proves how passionate the community is about bloodstained. If no one cared no one would say anything but yet here we are.
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Post by Arikado on Jun 22, 2018 4:04:55 GMT -6
Well, I'm used to the delays by now, but I can definitely understand the reason behind this one.
I just hope the fixes will actually be noticeable, because if not, it would be hard to appreciate them.
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Post by purifyweirdshard on Jun 22, 2018 7:47:43 GMT -6
Since we have two threads about this and others have posted similar concerns, here are my thoughts on it. Arsenical I'll let 505 speak on statement itself regarding its timing if they want, but how it's worded in the update is, per IGA: "We were very busy supporting the demo for E3, and we have been working all the way up to today’s release date to try to avoid pushing it back, but we were not quite able to complete the work that needs to be done to make the beta experience a great one for backers". From this, it's meant to me that they did not want/intend to do this delay until just the moment such was announced, unfortunately. I do not believe they were only talking about the "couple of bugs" mentioned earlier in the update here, more the "several adjustments we wanted to make in order to deliver a better beta experience". As far as the beta's intent, the purpose of a beta is to gather feedback on things that need to be fixed/bugs, yeah. However they're going ahead and fixing the things they've already heard about so we're not wasting our and their time telling about things they already know. The idea is of course to get new information. If here on the forum we take in 1000+ bug reports and they are mostly all the obvious things brought to their attention at E3, we may as well have not done the thing. Selfishly too as a moderator myself and being one that will peruse and watch over that exchange, it'd be a shame for all that work to be so fruitless. I may move these posts into the official thread later. This, I mean: bloodstainedfanforums.com/thread/3145/backer-demo-delayed-week
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Post by allooutrick on Jun 22, 2018 8:56:32 GMT -6
Waiting until the last minute sounds pretty justifiable to me. There was likely an agreement made by a team, after a discussion, whether the demo should be released or not. They would have needed progress updates on the bug fixes found at E3, approval from more influential members of the team, and spend time preparing the update. I'd guess they were betting on the bugs being resolved but barely missed the deadline.
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Post by dareka on Jun 22, 2018 12:08:19 GMT -6
Waiting until the last minute sounds pretty justifiable to me. There was likely an agreement made by a team, after a discussion, whether the demo should be released or not. They would have needed progress updates on the bug fixes found at E3, approval from more influential members of the team, and spend time preparing the update. I'd guess they were betting on the bugs being resolved but barely missed the deadline. A delay always sucks until the game is released. Then nobody cares about it... ...unless it was made at the very last minute. Then it leaves a bad taste in many peoples' mouth. Especially if you do two delays in a row...after being coy about the release date at E3. It's all about how you go about doing things. Hardly anyone was upset when they switched developers and initially delayed the game: but now imagine if they'd been quiet about it until the end of 2017 and suddenly announced it then. Reaction would not have been the same, even if the end result was the same. IMO, one of the biggest mistakes they made with MN9 was waiting until the last minute to delay, without ever providing a good reason for it. They also had other PR issues. And Bloodstained was avoiding this very aptly up until this point. So it's not the delay per se, it's communication. And if the developers were debating until the last minute whether to delay or not, that itself is a misstep that they need to recognize and avoid in the future. The moment you decide to fix unforseen bugs before release, you either delay or announce the possibility of a delay. Fixing bugs is never something that goes according to plan: sometimes they're fixed in a day, sometimes you can spend days or weeks chasing them. Even if you know what the bug is, what you don't ever know is if fixing it will cause other bugs or not. It's a very easy mistake to make: you're afraid of players' reaction if you delay, so you don't announce a delay and pray that you'll be able to make it...but when you're not able to make it, the backlash is worse than if you had announced the delay in the first place. At any rate, it's a minor misstep in the grand scheme of things, but if they're not careful, things could spiral into a bad PR pattern like it did with MN9. And I'm saying this not to criticize per se, but to provide feedback to the team as a backer and end-user, in hopes that the team is able to avoid this kind of situation.
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Post by RichterB on Jun 22, 2018 14:28:48 GMT -6
Well, while we're waiting, here are my massively delayed (and abridged) thoughts on the 2016 E3 demo ( unless, should I have posted this elsewhere?): Despite concerns I've heard on the net, the game actually plays a lot like a 2.5D SotN, as it should. I think they've done a really good job even at this early stage of getting a feel for Metroidvania in 2.5D. The amount of effects being played around with shows they're trying to get the most out of the engine rather than just phoning it in, which is nice. Similarly, little touches like the rocking of the boat and its lanterns, or the hidden map room, or the lifeboats in the background, or the cannons in the background that were previous established in the ship are the kind of touches that have helped make IGA's 2D games memorable (even when some other aspects came up short). I especially like that there are dynamic environments with an organic feel. It doesn't feel like a static collection of boxy hallways; it feels like a boat with the curves, the way enemies climb up from the foreground or burst through the background, and most especially the way the masts totter and make for angled platforms. Breaking walls for secret passageways or items feels very satisfying with the physics engine running, even in this early stage. The ability to cast magic in 360 degrees is a small update with big implications. It creates a bit of that Super CVIV versatility in terms of tackling enemies. I like the idea of enemies being weak to different types of magic. I hope some of the shard abilities are built into the platforming going forward, since their usefulness with the cannon hints at some future dynamic game scenarios. Now for some critiques. The shadow shader goes crazy when you press against walls, superimposing itself over and through the wall. That was the biggest visual complaint I had. The "hammock" platforms should definitely have a little give to them, like the bridge physics in SCVIV's second stage. I wish you could aim and attack with directional magic while moving. You can aim while moving, but can't attack with that aiming, it seems. It may have just been my PC, but I had some major hit-detection problems with the sword weapon when attacking enemies that didn't happen with the feet-based attacks. Sometimes I had to switch back and forth between the weapons to make the sword go back to being effective. I think the treasure chests could pop up a visual icon of the potion or whatever it is you get from them, and then the corner could just be the text of what it is, but it's not terrible as it is now, either. The visuals of the magic effects could use some improvement. They look pretty bare bones or, in the case of the Dullahammer weapon, lacking in frames. (Related to that, you should be able to hold down the button and swing that weapon in a circle, either in front of your body or over your head.) I like the scarf for movement, but it does downplay the curse mark trail a great deal. I like the flowers for refilling magic. The boss looks a little cartoonish (this has since been confirmed to have been improved) and while it has its points of interest, the overall fight feels a little lackluster, feeling like you can muscle through without much care (though it is an opening fight, so maybe it's supposed to be this way.) Finally, the music is almost a little too repetitive, and this is one of the better songs I've heard previewed from this game so far. I'm a little concerned about the overall soundtrack (based on the KS updates). It sounds serviceable, but not exactly spectacular. All and all, videos alone did not properly convey how this game looks and feels in person (and this was back in 2016). It has a lot more of that signature Castlevania-esque atmosphere than I thought it would seeing it from afar, and I'm interested to see how it's improved. I feel more comforted about the visuals having actually played the 2016 version. dareka To the other discussion here...As someone who was thankfully not involved in the Kickstarter process of MN9 and its bizarre PR cycle, I have to say I enjoyed the end product of MN9 a great deal, and probably without its precedent of funding, I'm not sure Bloodstained would have come into existence. Bloodstained is not in the same area of trouble yet by any means, but like MN9, I do think the creation process is a new thing for a newer company. Yes, people like IGA have shipped games, but the circumstances are different and there could be more growing pains. Still, communication will be key, yes. I just worry that people at large are not going to be forgiving of too many delays in a game where it sounds like there are still a lot of things to iron out in a team that, in reality, has limited resources. This isn't Nintendo we're talking about here, and I am wondering what the final scope of this game actually will be compared to the Kickstarter promises. The size of the castle was supposed to be x-times SotN, wasn't it? I heard 10 hours for a basic playthrough in the E3 interviews. That doesn't sound quite right, but maybe I'm mistaken.
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Post by Nezuto on Jun 22, 2018 14:47:16 GMT -6
Hmm....didn't around 93-95% of the backers vote in favor of delays? I know I, personally, did. We'd rather delays and a polished game, rather than some rushed disaster. Still, a last minute hype derailment is bound to irk quite a few and it's understandably so. Just don't count all your Stolas before they hatch, IGA and the team don't seem to be extremely deterred that these delays would be anything but beneficial, currently. The game may most likely be getting pushed to early 2019 or so, depending on the amount of work/how well we all bugtest it.
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Post by exile on Jun 22, 2018 15:30:12 GMT -6
I absolutely voted in favor of taking time to make a polished game, and I'm okay with 2019, even second half of 2019, but push too much beyond that and it becomes something of an issue. I'll always favor quality over a rushed release, but there does come a tipping point in the scales where it reaches "okay, I didn't say I was willing to wait until I'm a decade older." Let's hope BS never has to cross that particular benchmark of absurdity.
Based on what I've seen of the game so far, I'd actually be very surprised if it came before late 2019. There's a lot of substance there, but the "tweaking" seems like it still has a substantial way to go. Then again, I'm not a game developer, so I have no idea how to estimate these things.
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Post by dareka on Jun 22, 2018 16:48:27 GMT -6
I absolutely voted in favor of taking time to make a polished game, and I'm okay with 2019, even second half of 2019, but push too much beyond that and it becomes something of an issue. I'll always favor quality over a rushed release, but there does come a tipping point in the scales where it reaches "okay, I didn't say I was willing to wait until I'm a decade older." Let's hope BS never has to cross that particular benchmark of absurdity. Based on what I've seen of the game so far, I'd actually be very surprised if it came before late 2019. There's a lot of substance there, but the "tweaking" seems like it still has a substantial way to go. Then again, I'm not a game developer, so I have no idea how to estimate these things. Based on the information available, I actually do think the main game on the lead platform will be done by late 2018 - early 2019. Summer 2019 would be the farthest I'd be willing to bet. What I'm not so sure of are the Switch and particularly the Vita versions. They said a month ago they just began porting... and what that means is that any potential delays caused by the porting process (in order to make a simultaneous launch) have yet to be factored into the release date they're currently contemplating. The way game development works is you have a lead platform - in this case, the PC - and all the rest. Once the game engine and assets are done on the lead platform, development on the other platforms begins in earnest. The PS4 and Xbox One should not present much of a problem, as the two are essentially PCs - all you need to do is recompile and optimize... but even with UE4 Engine support, it would be very naive to think the Switch and the Vita versions will go smoothly. They'll likely require adapting the assets and major coding tweaks and debugging. And while a Switch version might essentially just require reworking some of the shaders and lowering the texture resolution (best case scenario, of course - overall memory management might also be an issue, not to mention UE4 features which are not supported), the Vita version... I honestly have no idea how they intend to do it (Yes, I know Armature promised to port UE4 to Vita for the game - the problem's that 1) UE4 was not created with something like Vita in mind, and 2) there has to be a game engine on top of that, and it's an engine developed on the PC, and not a Vita dev kit). That was the biggest mistake they made during the Kickstarter, in my opinion: promising a Vita version. It's not that it can't be done, it's that it's very difficult to do using assets and a game engine made for current generation hardware. When games are released for the PS4 and Vita by smaller publishers (such as Inti Creates), you'll notice they're essentially Vita games with a higher resolution and shadow maps on the PS4. This is not the case for Bloostained. Big publishers can give themselves the luxury of optimizing the assets for each hardware, but ... with a game with so many features, on such a tight budget ... I dunno ... I, personally, would be flabbergasted if they got a decent looking, playing, fully featured Vita version completed at all, let alone released on the same date as the others. I'd love to be wrong, obviously, but if I were a betting man, I'd bet they'll can the Vita version as soon as it becomes evident that the money required to make a proper port won't offset what little earnings would result from publishing it.
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Post by freddythemonkey on Jun 23, 2018 3:04:57 GMT -6
The post by dareka worded it a lot better and way more clearly, but that is my biggest gripe with Kickstarter projects in general. Since you have to gather the highest sum you can for funding your project, you have to create all kinds of stretch goals, either with bonus modes that are irrelevant/a massive drain of time and resources and a decent time killer at best, and then promise porting on 233545 different platforms, some massively different from others, and you have to dedicate a lot of time, money and energy to guarantee that some versions are not going to be a total wreck. That is basically the reason why even though I like the Kickstarter concept in theory I only ever backed two games, and mostly wait for those I'm interested in to come out and buy them when I know how everything turned out.
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Post by lovelydumpling on Jun 23, 2018 16:15:27 GMT -6
I absolutely voted in favor of taking time to make a polished game, and I'm okay with 2019, even second half of 2019, but push too much beyond that and it becomes something of an issue. I'll always favor quality over a rushed release, but there does come a tipping point in the scales where it reaches "okay, I didn't say I was willing to wait until I'm a decade older." Let's hope BS never has to cross that particular benchmark of absurdity. Based on what I've seen of the game so far, I'd actually be very surprised if it came before late 2019. There's a lot of substance there, but the "tweaking" seems like it still has a substantial way to go. Then again, I'm not a game developer, so I have no idea how to estimate these things. Based on the information available, I actually do think the main game on the lead platform will be done by late 2018 - early 2019. Summer 2019 would be the farthest I'd be willing to bet. What I'm not so sure of are the Switch and particularly the Vita versions. They said a month ago they just began porting... and what that means is that any potential delays caused by the porting process (in order to make a simultaneous launch) have yet to be factored into the release date they're currently contemplating. The way game development works is you have a lead platform - in this case, the PC - and all the rest. Once the game engine and assets are done on the lead platform, development on the other platforms begins in earnest. The PS4 and Xbox One should not present much of a problem, as the two are essentially PCs - all you need to do is recompile and optimize... but even with UE4 Engine support, it would be very naive to think the Switch and the Vita versions will go smoothly. They'll likely require adapting the assets and major coding tweaks and debugging. And while a Switch version might essentially just require reworking some of the shaders and lowering the texture resolution (best case scenario, of course - overall memory management might also be an issue, not to mention UE4 features which are not supported), the Vita version... I honestly have no idea how they intend to do it (Yes, I know Armature promised to port UE4 to Vita for the game - the problem's that 1) UE4 was not created with something like Vita in mind, and 2) there has to be a game engine on top of that, and it's an engine developed on the PC, and not a Vita dev kit). That was the biggest mistake they made during the Kickstarter, in my opinion: promising a Vita version. It's not that it can't be done, it's that it's very difficult to do using assets and a game engine made for current generation hardware. When games are released for the PS4 and Vita by smaller publishers (such as Inti Creates), you'll notice they're essentially Vita games with a higher resolution and shadow maps on the PS4. This is not the case for Bloostained. Big publishers can give themselves the luxury of optimizing the assets for each hardware, but ... with a game with so many features, on such a tight budget ... I dunno ... I, personally, would be flabbergasted if they got a decent looking, playing, fully featured Vita version completed at all, let alone released on the same date as the others. I'd love to be wrong, obviously, but if I were a betting man, I'd bet they'll can the Vita version as soon as it becomes evident that the money required to make a proper port won't offset what little earnings would result from publishing it. That's super disappointing to hear tbh. Ironically the Vita and the Wii U were the biggest platforms I wanted it on, the Wii U for its promised additional gamepad features and the Vita for the portability. Now the Wii U is canned, Vita looks like a super tall order, and I don't have the $300 to drop on a Switch.
In 2015, I was starved for Wii U and Vita titles and it sounded awesome. But in 2019... yeah, I guess it's hard to justify it anymore. As much as I really want it on my Vita.
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Post by dareka on Jun 23, 2018 19:26:11 GMT -6
lovelydumpling Vita's one of my favorite consoles, actually. Bought in Japan on day one, have spent countless hours on it ever since. If Bloodstained would have arrived earlier in the system's life-cycle (made from the ground up for the system), it would have been great for the system and maybe even profitable, too ( see: Dragon's Crown). Right now, the Switch is probably the game's best chance to find an audience beyond backers, so I'm pretty sure they'll commit resources to that version in particular. As for the Vita version... lemme stress that I want to be wrong, but ... I've never seen anyone pull off down-scaling a game to lower spec machine that's practically on it's way out. I've been hoping since the day they announced it that they would cancel the Vita version and offer a refund like they did with the Wii U, but... *sigh* ... doesn't look like it'll happen ... I just hope we don't end up with the "delay forever and then cancel once everyone's forgotten the game ever existed" pattern. Anyone know how those 3DS and Vita versions of Mighty No. 9 are coming along, by the way? ... no hands?
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Post by Viftech on Jun 24, 2018 8:19:43 GMT -6
@ikai
A few days late but your comment regarding the survey saying that GOG has early access as well caught my eye. I have looked at every post mentioning GOG on kickstarter to see if what you said is 100% correct and they have always used the term beta access regarding Bloodstained RotN. The 2016 Demo update answered quickly in the update that it wasn't the beta. They have used the term beta for for the 2018 demo we will get in a few days so you should expect to get access to the beta via GOG.
I didn't choose GOG on my survey so I can't see what that says since they locked the survey, but if that says otherwise then it's my mistake.
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Post by Deleted on Jun 24, 2018 9:23:00 GMT -6
@ikai A few days late but your comment regarding the survey saying that GOG has early access as well caught my eye. I have looked at every post mentioning GOG on kickstarter to see if what you said is 100% correct and they have always used the term beta access regarding Bloodstained RotN. The 2016 Demo update answered quickly in the update that it wasn't the beta. They have used the term beta for for the 2018 demo we will get in a few days so you should expect to get access to the beta via GOG. I didn't choose GOG on my survey so I can't see what that says since they locked the survey, but if that says otherwise then it's my mistake. Thank you!
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Post by neff on Jun 25, 2018 7:10:04 GMT -6
I hope there is good news on the way for the demo this week!
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Post by lovelydumpling on Jun 26, 2018 3:18:48 GMT -6
@ikai A few days late but your comment regarding the survey saying that GOG has early access as well caught my eye. I have looked at every post mentioning GOG on kickstarter to see if what you said is 100% correct and they have always used the term beta access regarding Bloodstained RotN. The 2016 Demo update answered quickly in the update that it wasn't the beta. They have used the term beta for for the 2018 demo we will get in a few days so you should expect to get access to the beta via GOG. I didn't choose GOG on my survey so I can't see what that says since they locked the survey, but if that says otherwise then it's my mistake. Thank you! That's not quite accurate. GOG says Beta Access because, at the time of getting the survey, only PC users were getting demo access at all. So if you picked Steam or GOG, you'd get a demo key. But the demo key is a Steam key, regardless of the platform you picked. Getting beta access doesn't necessarily mean the beta is on GOG. And I believe we've already been told the demo won't be on GOG. The main release should be on GOG, but the demo will be given out as a Steam key.
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Post by Viftech on Jun 26, 2018 5:54:25 GMT -6
That's not quite accurate. GOG says Beta Access because, at the time of getting the survey, only PC users were getting demo access at all. So if you picked Steam or GOG, you'd get a demo key. But the demo key is a Steam key, regardless of the platform you picked. Getting beta access doesn't necessarily mean the beta is on GOG. And I believe we've already been told the demo won't be on GOG. The main release should be on GOG, but the demo will be given out as a Steam key. Thanks for the info. I went and looked again through the updates and found it in "Development Update: Beta News and Backer Feedback Results" "Hello—IGA here. We're sorry to have kept you waiting, but this month we'll be sharing information about the E3 Beta Backer Demo. This beta will be given to backers at $60 tiers and higher through Steam keys."It's good that the info was there, but most if not all updates regarding GOG seems to hint at the beta being on GOG Galaxy as well. @ikai Sorry seems like I was wrong.
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