Post by comeonfhqwhgads on Jun 28, 2018 18:17:10 GMT -6
Apologies in advance if this post is a little scatterbrained, but I'm just throwing out my feelings on everything as I encounter it so I don't forget anything.
- The intro took me back in time in a very good way, they got a pretty good narrator.
- As fun as it is seeing more characters and dialogue, one of the first things I noticed during Miriam and Johannes' conversation was that her lip flaps really need some work. Johannes and Gebel's mouth movements mostly seem to match what they're saying, but a lot of the times it looks like Miriam is just jabbering wildly. There's one mouth position where it's open so wide it looks like she's sticking her tongue out, and a couple times I caught her mouth moving before her voice came in. I know it's a beta and this will probably be smoothed out, but it felt worth mentioning.
- Not wanting to sound too down on our girl Miriam here, but one of the other things I noticed fairly immediately was that her cries when swinging weapons are kind of labored. She sounds a lot better using the kung fu shoes, the little sharp exhalations when she's kicking don't get annoying in the same way the HYUP!s and HYAH!s do with more substantial weapons.
- I LOVE the save room, oh ye gods. It's gorgeous and Miriam just resting on the fainting sofa thing is too precious.
- The way Miriam handles doesn't seem to have changed at all from the first demo, which is fine by me because I think they nailed it. Some people complain about the floaty jumps, but we've had those going all the way back to Alucard. Air maneuverability works well for a platformer. If you want your jumping stiffer, go play Curse of The Moon on Veteran. (Seriously, go play Curse of The Moon on Veteran, it's awesome.)
- Oh that's some good music for Gebel. Sinister yet playful. A tip of my cap to you, Yamane-san.
- The Minerva feels a little saturated with weapons. Which is fine for a demo, I get wanting to show off as many of the basic weapon types and how they perform as possible, but I hope they're a little more spaced out come the final game. One of the problems I always had with Symphony of The Night was that while there were so many weapons, they threw newer, stronger ones at you so fast it felt like you never really got to enjoy any of them for long. Like, welp, you got that Baselard, enjoy it for 15 minutes before we drop a sword in your lap that isn't nearly as fun but has such stronger attack power you'd be stupid not to use it.
- The menus look and feel good. Nothing crazy, but they're easy on the eyes and simple to navigate. Having Miriam posed in the center there for a good clear look at the cosmetic changes of equipment pieces(SO MANY HATS) is nice.
- A subtle thing I appreciate is the way the torn bits of rigging that are climbable sway back and forth a little with the motion of the ship in the storm, making you have to pay a little more attention to timing your jumps. Immersive and engaging.
That's all I've got so far, I just hit dry land but I'll add onto this thread as necessary.