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Post by seiya on Jun 29, 2018 12:19:20 GMT -6
There has been a lot of feedback on the fact the Arvantville has no music in it.
I will admit I didnt react negatively at first to it.
I have played quite a few games which have areas like this. The usual intent is to convey a feeling of emptiness, a sense of loss. It is not uncommon to see undead and "raiders" milling around, but very few of them and them being passive.
Bloodstained seems to be trying to do this, but when I play through it and paying attention more, it doesnt work so well.
Some of the best games that have done it are ones like the original Hexen on its first level or even Final Fantasy 4 or 6. In the cast of Hexen, you had such rich ambient sounds that you were immediately aware of where you were and it sucked you right in. No music was necessary. For Final Fantasy, it was a prelude to something surprising happening. It built tension. In Bloodstained, it does none of those. The background noise is a poor repeating wind noise and there is no sense of loss from the background graphics. No bodies of the murdered or burning. You dont see or hear the trees blowing in the wind you hear. It is too one dimensional.
Putting in a low melancholy string song could help push the idea of loss strongly while covering up the lack of good background noise. Really, that background noise is really bad.
Previous Igavania games always had amazing music going. They never fell into the problem of games like the opening of Tales of Destiny that just play a popular upbeat pop music style for its opening when the opening was showing sad scenes.
I hope this gets looked at to either add in music or more ambient sounds are added to pass along the sense of loss.
As one last note, really Anne doesnt feel sad at all even though she has lost everything. No one has a sense of the village being destroyed is causing sadness. Anger yes, but no sense of loss for the people who died. Which ones again, doesnt work with the musical silence.
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Enkeria
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Post by Enkeria on Jun 29, 2018 12:27:36 GMT -6
I really like it being silent - I appreciate the music more. - Music or not, its a powerful communication. Village is a serious matter. Lack of music make it feel more destructive and interesting.
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Post by freddythemonkey on Jun 29, 2018 12:29:42 GMT -6
I agree. It just doesn't feel like Castlevania to have a completely silent area.
Also, I respect you a lot for bringing up Hexen. Awesome game.
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Post by Ryuhayabusa13 on Jun 29, 2018 12:34:46 GMT -6
I agree. It just doesn't feel like Castlevania to have a completely silent area. Also, I respect you a lot for bringing up Hexen. Awesome game. This has already been done before in castlevania games like order of ecclesia on Nintendo DS. Before shanoa enters Dracula’s castle, you have the desolate barren environment silence for the next 3 rooms and then kicks into music once you are inside the castle. It is also done to emphasize music. The previous gameplay videos had miso. In this area but could be music is still being worked on, change of direction etc.
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Post by freddythemonkey on Jun 29, 2018 12:37:01 GMT -6
I agree. It just doesn't feel like Castlevania to have a completely silent area. Also, I respect you a lot for bringing up Hexen. Awesome game. This has already been done before in castlevania games like order of ecclesia on Nintendo DS. Before shanoa enters Dracula’s castle, you have the desolate barren environment silence for the next 3 rooms and then kicks into music once you are inside the castle. It is also done to emphasize music. The previous gameplay videos had miso. In this area but could be music is still being worked on, change of direction etc. Yes but for a very short time. Here you have big areas filled with enemies in complete silence. It feels a little strange to me.
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Enkeria
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Post by Enkeria on Jun 29, 2018 12:38:14 GMT -6
Remove enemies or add some music, would this help?
or add in heavy winds?
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Post by ryuhayabusa13 on Jun 29, 2018 12:42:17 GMT -6
Remove enemies or add some music, would this help? or add in heavy winds? some wind gusts and sound effects of flames would be nice. ( ambient sounds as mentioned in original post as well) That gives the village a sense of dispair after its been ransacked
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seiya
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Post by seiya on Jun 29, 2018 12:42:34 GMT -6
I agree. It just doesn't feel like Castlevania to have a completely silent area. Also, I respect you a lot for bringing up Hexen. Awesome game. This has already been done before in castlevania games like order of ecclesia on Nintendo DS. Before shanoa enters Dracula’s castle, you have the desolate barren environment silence for the next 3 rooms and then kicks into music once you are inside the castle. It is also done to emphasize music. The previous gameplay videos had miso. In this area but could be music is still being worked on, change of direction etc. An interesting point, and one I had forgotten about. There was also one in SotN in the room where you meet Death at the start. I think part of the issue here is the enemies jar people and you are going through it so much.
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Post by abaddon on Jun 29, 2018 15:15:24 GMT -6
Agreed, there needs to be music in the village area.
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Post by giwagiwa on Jun 29, 2018 19:34:20 GMT -6
Honestly, it reminds me of Dark Souls when visiting that area. All atmosphere and no music.
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Post by twilightvulpine on Jun 29, 2018 21:05:21 GMT -6
If the area had background noise it wouldn't bother me so much. Wind and flames crackling would work well.
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thrashinuva
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Post by thrashinuva on Jun 29, 2018 21:35:23 GMT -6
I'm okay with the silence. I think it adds to the gloominess and the tension.
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Post by Astaroth on Jun 30, 2018 9:40:36 GMT -6
i think a little bit of ambient sound playing every so often could keep the creepiness and atmosphere intact while not letting it get old, an occasional rustling or creak of wood, howl of wind, things that allude to there being things out there you cant see but are actively hunting you
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Post by allooutrick on Jun 30, 2018 14:24:39 GMT -6
Yeah I wasn't sure if that was a bug or not. Glad to hear though that it's intentional.
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Enkeria
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Post by Enkeria on Jun 30, 2018 16:43:04 GMT -6
i think a little bit of ambient sound playing every so often could keep the creepiness and atmosphere intact while not letting it get old, an occasional rustling or creak of wood, howl of wind, things that allude to there being things out there you cant see but are actively hunting you
that would do the trick, same sfx could be used for the silent garden WITH the music, and so on. They wouldn't waste the sfx if they chose to get them for just that I mean.
I agree, some sound..
It might be sound "off" just because there is movement of the trees, and we KNOW that there should be some kind of sound just for that etc.
So yeah, no music needed, just sfx or fx.
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Post by lovelydumpling on Jun 30, 2018 16:48:57 GMT -6
I think there should also be the occasional sound of cawing crows/scavenger birds.
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JeffCross
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Post by JeffCross on Jun 30, 2018 17:18:45 GMT -6
personally, I hate that there is no music... I hope its only because it's a beta demo... I find myself not wanting to go to the village because there is not sound... as many said, if there were background noises it would be more bearable... but pure silence to me is a bit too unnerving where as I said I just rather avoid the village... its not that its creepy its just too much silence...
Every time I play I cringe at having to go to the village... I mean it would be ok if the first run through was silent but not all the time... but again that is just my opinion...
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Post by Hertzila on Jul 1, 2018 11:54:44 GMT -6
I do agree that the simple lack of sound is not very good. Some background ambiance like the wind rustling, fires crackling and structures crumbling would make it feel way better.
However, I think the bigger issue here is that there's no music there on return trips either. The sense of loss and the emphasis on castle music has already happened and then the village just feels unfinished. The middle shopkeeper area in particular feels very empty despite being the center of activity in the village, in a sense. It makes thematic sense too. Having the village be initially burning and crumbling would be a very jarring sight and be a good "initial incident" for story purposes. But after the initial trek to the castle, the flames have died out and everything that would crumble, has. The shock has come and gone and while the sense of loss is there, anger and rage are growing against the sheer injustice of it.
Side note, I hope Lindsay's immediate presence and thirst for revenge in the central area are demo shenanigans. It makes way more sense for Miriam to rescue her from either the burning village or the castle and her quests to start shortly afterwards, after she's mourned a bit and the shock has left her. Same thing with Anne, minus the revenge quests.
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Post by Ryngar Acia on Jul 4, 2018 2:32:52 GMT -6
I was actually kind of hoping "Cursed Orphan" would be playing in the areas of the town where we're fighting demons.
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Post by Valtiel on Jul 4, 2018 12:11:29 GMT -6
I agree with HertzilaNo music (although ambient noise would help greatly) on the initial visit, but music on every visit afterwards.
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