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Post by Malek Deneith on Jul 1, 2018 2:37:21 GMT -6
Played for a little bit, thus far fun but I've got three small suggestions to make:
1) The choice between english and japanese VO should be a menu toggle in options. Hiding it away behind a secret button combination is a bit silly.
2) I really hope the full release has proper keyboard support. Personally I don't have a problem using a gamepad, but I know some people will. In fact one of my friends, who is interested in the game, avoids gamepads as a plague.
3) This one is likely a pipe dream but it'd be nice if one could switch in options between XBox button prompts and Playstation button prompts, for those of us who use some form of Dualshock controller. Note: I'm saying "switch in option" and not "automatic detection" because most ways of using DS4 on PC involve tricking windows into thinking it's a XBox 360 controller.
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Post by lovelydumpling on Jul 1, 2018 3:14:15 GMT -6
3) This one is likely a pipe dream but it'd be nice if one could switch in options between XBox button prompts and Playstation button prompts, for those of us who use some form of Dualshock controller. Note: I'm saying "switch in option" and not "automatic detection" because most ways of using DS4 on PC involve tricking windows into thinking it's a XBox 360 controller. This please. I really wish every game did this. I get real tired of having to download a mod to get this in.
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Kura
New Blood
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Post by Kura on Jul 1, 2018 4:28:50 GMT -6
I don't have a PC so I'm not able to play the demo, but I did quickly skim through a video to take a quick look. The visual upgrade is great, but one thing that really irked me was Miriam's scream when she absorbs a shard, it just feels so loud and obnoxious, did anyone else feel this way? I actually just registered to criticize about that. It seemed repetitive and out of place. If the scream could be toned down or removed, I believe that would be better. Everyone else already mentioned some of the other criticisms I had for the demo (facial animations being the big one) but other than that, I thought it was a great demo!
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David Belmont
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Post by David Belmont on Jul 1, 2018 11:33:59 GMT -6
Time to post my feedback:
The shaders and the music is not something I will say anything about (although the later sounds different compared to the former demo. Might be my speakers...) since the taste is variable and still a WIP.
My main complaint lies on the animation: as an animator myself, and current worker in the industry, I find it odd at best, not during playthrough though, but during cutscenes/dialogs, specially Miriam's. As the main character, her expressions feel unconvincing, that might have something to do with her model's rigging and/or the animation itself. Zangetsu's intro also looks unpolished, from the walk to the moment he draws with his thumb: completely unnatural. Not to mention that the blending between gameplay/cutscenes also needs polishing. they said it is still a work in progress, I truly hope they make it better.
Overall I enjoyed it, though I'd have waited longer for a more polished demo, but this little things can really be a bummer when you try to inmerse yourself in the game (also, the goofy portraits as well, I wish they left them in a hidden room, I feel that they kill the mood!). Just hope they take their time to deliver the best game they can.
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Post by mightymo77 on Jul 1, 2018 14:49:23 GMT -6
Yes I agree that the portraits are kind of goofy as well. Does not fit the expected atmosphere at all. I hope Iga is not playing around too much with this game. I hope he's taking it as seriously as Symphony of the Night. I'm not exactly excited that the playable character is a girl either. I mean compared to Alucard, with him being a tough half vampire being, he was so much cooler.
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TheBlueNinja
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Post by TheBlueNinja on Jul 1, 2018 15:04:39 GMT -6
Found a glitch in the Zangetsu boss fight.
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Post by TheBlueNinja on Jul 1, 2018 15:05:58 GMT -6
He is stuck in the ceiling. After he used his grapple he went above to the next level.
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Nezuto
Master Alchemist
Welcome to my world....
Posts: 662
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Post by Nezuto on Jul 1, 2018 17:02:19 GMT -6
The Zangetsu glitch is already known and in several threads. He also tends to vanish while battling, well, his model vanishes. Kinda reminds me of the invisible tyrant on Resident Evil, tbh. If you can find the thread for the Zangetsu glitch, go ahead and post about it, again. That way, it garners more attention, bumps the thread and let's others know that it's a widespread glitch, rather than a niche one.
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Post by abaddon on Jul 1, 2018 17:07:29 GMT -6
I actually like the portraits, They fit in just fine. There might be some quarks with one or two but with the better visuals there going look even better. Mana did a good job on them.
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Nightrogen
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Post by Nightrogen on Jul 1, 2018 17:11:40 GMT -6
So Tried the demo, got hit witth a game breaking bug of not being able to move the crate on the ship; very frustrating. Obviously this should be patched.
Second the mouth movments from the dialogue are still terrible, off putting and break the immersion of the game. Static portraits should be an option players can shoose when they start the game. (choice is always better if the player has it.)
The whip is slow, but its only one type of whip so who knows what other weapons are in the game.
but all I could play was 15-20 minutes of the demo before I could proceed no further.
Please fix those terrible mouth animations.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
Posts: 402
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[TI0] Game On!
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Post by Redogan on Jul 1, 2018 19:56:57 GMT -6
<rant> Everyone seems to want a toggle option for pretty much everything in the game. Toggle language, toggle shader, toggle lighting, toggle cutscenes, toggle animations, toggle voice acting, toggle screams, toggle magic doors.......
"I hate that boss! I just can't get past it." Toggle it!
"I really wish the game were just 2D." Toggle it! (It won't take them any time at all to recreate the game in full 2D.)
Man, I would really hate to scroll through THAT options screen........ It would be more like a cheat engine at that point.
</rant> I mean no disrespect to the people who would really like an option for this or that, but it really just seems like people want an option to use or not use everything in the game! Choice to the players is great most of the time, but too much choice would lead to a horribly inconsistent game if you ask me.
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Post by CastleDan on Jul 1, 2018 20:20:42 GMT -6
Well obviously there needs to be a limit on what can be toggled lol. However things that aren't really necessary in the game being able to be toggled is great. Like having a character shadow when obstructed by stuff.
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Nezuto
Master Alchemist
Welcome to my world....
Posts: 662
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Post by Nezuto on Jul 1, 2018 20:22:14 GMT -6
Yeah... a toggle on that greenish/grey shadow whenever she's standing behind stuff would be nice, as it is just a bit jarring.
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Team Mom
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Post by lovelydumpling on Jul 1, 2018 20:55:54 GMT -6
He's right that there's really only so many things they should make toggles for. And tbh that might be a low priority request.
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I.B. Profit
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Post by I.B. Profit on Jul 1, 2018 22:13:26 GMT -6
I really enjoyed the demo. I think this will turn out to be a great game, and am so glad to see the progress. I only have 1 thing I really dislike:
I hate that gear changes your physical appearance. I really hope for an option to turn that feature off. Miriam has a great design and I would much rather see that through the whole game then cover her head with pirate hats and armored football helmets. Just an option to turn that off would be outstanding. Thank you for your time.
-Joe
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I.B. Profit
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Post by I.B. Profit on Jul 1, 2018 22:18:14 GMT -6
Exactly! I missed this when I skimmed through, but I agree wholeheartedly.
-Joe
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Post by zerotyranos on Jul 2, 2018 0:19:15 GMT -6
I have played until clearing the first boss and this is what I have up to now:
- I like that they retouched the first boss, too much unnecesary "fanservice" in my opinion
- The controls feel nice and accurate, kudos for that.
- with the above comment, I think is the jump animation that makes the illusion that when you do it the highest possible miriam get like "floating" a little bit when descending, I don't know if this was intentional to give time to work on the landing
- I saw a thread about this, I'm not a graphics-driven gamer, but what would be the idea of the graphics quality level? as I see it would be the following options:
- The build was set in the minimum to avoid possible backlash of people complaining they cannot run the game because of it (let's be honest, people would complain)
- The graphics goal is to give the same experience on all platforms, thinking that playing with the Switch @60fps as the goal (I would be happy if this is not the case, running 30fps on handheld and 60 docked if this helps)
- The worst... a MN9-esque issue.... people here knows what this means and I hope this is not the case..
- Please, remove the screaming when attacking, maybe leaving it at breathing sounds would be enough, but screaming can get really tiring after more than 1 hour of playing or less.
- I think the MN9 trauma with the mouth movement on dialogue moments is present, but they see a little bit weird, specially Miriam's mouth (and teeth), movements are async to the voices
- the posing and the movements seem a little stiff still, being a little unnatural, I felt it the most on the cinematics and dialogs, bur also during gameplay specially the NPCs seems a little to robotic for me ._.
- Regarding the dialogs themselves, they are too friendly I think, I don't expect a DC movie script, but I think it's too shounen-style on some parts, specially among Miriam and her companions, also Miriam's characters I think need to be fleshed out better on these,, I only hpe it not a samus in Other M - style
- Please add markers or the option to add them or enable them (hollow knight style maybe?) for found items or special rooms.
- can the map be worked to have a little bit more style? I know this is not important but is still too "super metroid" era, maybe something more related to the environment can be done.
- Thanks for leaving unreachable areas(at least to me), that helped me to not feel the demo too linear, but made me look and search if there was something I could find to reach them and made me explore, what I would expect from this type of game
- I like the english voices...that's really a plus for me
- Can Miriam get a panda-themed hat?
I'll try to finish the demo tomorrow see what impressions it leaves me... BTW, is there any release date mentioned? (I've been out of the forum only reading the backer updates, but I'm not sure)
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Post by lovelydumpling on Jul 2, 2018 3:20:41 GMT -6
BTW, is there any release date mentioned? (I've been out of the forum only reading the backer updates, but I'm not sure) Just an aim for 2018 with a theoretically high chance of delay to 2019.
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Post by markshneider on Jul 2, 2018 6:40:36 GMT -6
Really liked the overall feeling of the demo. Gameplay is really good, with a nice balance, and the only thing that I think could be improved in this area is the backdash: Backdash: It seems too short/slow, and not like a real tool to dodge attacks. Maybe make it faster, or put up some kind of trail animation on it(use the scarf!). It could give that "ooooh nice, that was close" vibe when used.
Sound is really nice and enjoyable, but there seems to be some sort of mismatch at the volume department, and some room for improvement: Voice Volume: Characters speaking together with music gets overshadowed by music, while Miriam's voice while playing is too loud (absurd level if you want to enjoy the music). The constant screaming while attacking and getting shards annoyed me so much that I had to turn down voice volume to 20% or so, then when there was any dialogue, I couldn't hear anything. Solution to it would be to work on some sort of equalization on dialogues. And find balance to the voice while fighting, don't use screams, and instead, use some "hip", "ho", "hai", "kyap" mute and neutral sounds on attacking, while the command moves could get some random (not always) louder sounds and eventually a full on named move would be nice. Voice Effects: Also, one of the things that I really liked in SOTN that it's not present in Bloodstained is that "echoed", profround vibe to dialogue. It gave SOTN an incredibly corny and remarkably phantasmagoric atmosphere. Lacking resources to fully animate those sprites, sound was used to give emphasis to the acting in a way not seen before, and I think Bloodstained could benefit greatly from it. Ambiental/spatial Effects: Wings flapping from far away have the same volume as when hitting Miriam. As does the ribbit frog sounds, hearable from 4 screens away... Sound of enemies could receive some sort of effector. Relative to protagonist, they should be quieter, getting louder as they get close by. Also, deppending on the ambient, they could receive some kind of reverberation effect. Close to water, inside big wallways, or in open areas, the same sound could feel a little different to complement the atmospheric feeling of the game.
Graphically, everything seems really good, but there are some annoyances that really distracted me while playing: Cutscenes: Animation in cutscenes, while good to see, felt overly simplistic, seeming more like a lightly animated comic book, instead of an animated movie. Not sharming as it is, and really needs to be improved. Better use of lights and shadows: There where instances where the lighting seemed completely off, while there where others that it seemed really deep and effective. Compare the castle hallways to that area with the red moon for example. Overall, you guys could tone down the front light, to give the game a darker experience working better with raycast, shadows and a greater color pallet for ambient based on lighting alone. Graphic effects for ambience: Use some subtle volumetric fog in some areas to complement the atmosphere, use particles to fill in the empty spaces. Overall, the ambient felt a little too bland. The couch room and the red moond area where really nice to see - although, the Red Moon in front of the castle towers, gave me a laugh, as it seemed like the moon was inside the castle, really tiny, instead of up high in the sky, behind it. Body Language during conversations: this one felt really strange. Models are nice and all, but those static poses beathing madly creeped me out and totally broke the mood of whatever the characters were speaking of. Animationg on these panels should be really subtle, characters could move now and then, and not be static in one pose. Also, while talking they could use body language to convey the tone of conversation. Implementing some sort of emotion body language tied to dialogue line should not be too hard. Create a database of emotions (normal, sad, happy, affirmative, negative, alert, wise, confuse, doubtful, angry, despair, etc.), Then create animations for each character on every emotion on this database, and finally, tag each line of dialogue with an emotion, and make it play once, ending in a breathing (subtle) loop. Also, Miriam's lips seemed really off putting. Death animation of bigger enemyes: That texture seemed really weird on bigger enemies, for smaller ones it is ok. Mayber higher quality assets on the bigger ones?
Bugs(?) found: Couch not reflecting the ambient where it's on: Change the room to fit the area where it's placed. Red moon placed inside the castle in front of outer towers of castle. Big enemies placed closer to screen than smaller ones, making it difficult to see the attacks from smaller ones. Zangetsu stuck on scenery. Miriam stuck in corner of platform closer to ceiling inside galeon - while pressing down+jump at the edge, she would try to slide instead of getting off the platform. Miriam stuck after falling from high place inside castle. Miriam shouts too loud while fighting! That's so attrocious that just got promoted to a bug lol.
Features requested: Option to show or hide equipment used(some have good stats, but are laughably ugly) Window notification on quest completed. Option to quickly switch equipment sets (one button toggle). Seeing from the demo, we will have lots of options, and not having the ability to change on the fly would be a disservice to so much diversity. Game over should ask what to do (load last save, restart from scratch, or get out to start screen), instead of booting back to logo automatically.
To sum it up from what I see, the game is shaping up nicely, and is really fun and enjoyable! Once I started, it was really hard to put it down. Apart from some bugs here and there, and some room for improvement mainly on graphical and voice departments, I'm really glad to be a backer on this one! Way to go guys, this game will be awesome when it releases! Great Work!!!
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
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Post by purifyweirdshard on Jul 2, 2018 7:41:02 GMT -6
Question are you guys counting these replies? The instructions are for new threads per issue/report so I wasn't sure.
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