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Post by Ciel on Jun 29, 2018 15:36:58 GMT -6
Yep, I can also prove that it only look different due to the lightning settings they're using now. The room used to be dark and now it has lightning everywhere, resulting some areas to look very different. The ground is different too, now it's just plain gray rocks. Also, the candles are utterly pointless on the new demo, there's nothing being lit by them now lol.
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Post by Dengojin on Jun 29, 2018 15:39:19 GMT -6
Yep, I can also prove that it only look different due to the lightning settings they're using now. The room used to be dark and now it has lightning everywhere, resulting some areas to look very different. The ground is different too, now it's just plain gray rocks. Also, the candles are utterly pointless on the new demo, there's nothing being lit by them now lol. This is what I meant. It's not that they went to the old textures and downgraded them, but they changed them, some look worse and some look even better.. they just need to retouch these new textures and tweak the lightning to give them a darker feel
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Post by estebant on Jun 29, 2018 15:43:06 GMT -6
I also noticed the screenshots in the tutorial splashes in the game looked sharper and better rendered than the game itself. That is so funny and sad at the same time...
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Post by estebant on Jun 29, 2018 15:53:31 GMT -6
Yep, I can also prove that it only look different due to the lightning settings they're using now. The room used to be dark and now it has lightning everywhere, resulting some areas to look very different. The ground is different too, now it's just plain gray rocks. Also, the candles are utterly pointless on the new demo, there's nothing being lit by them now lol. Also the arches with the gold were removed.
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Post by freddythemonkey on Jun 29, 2018 16:13:39 GMT -6
I agree to an extent, I feel like I preferred the previous look. Most of all, that old screenshot was just great, with a lot of colors and everything really popped out.
I will even say that the very first development prototype (the one IGA played on PC on one of the first videos) looked more on point with the colors. They were... more vibrant, I guess.
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Ciel
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Post by Ciel on Jun 29, 2018 16:32:26 GMT -6
I agree to an extent, I feel like I preferred the previous look. Most of all, that old screenshot was just great, with a lot of colors and everything really popped out. I will even say that the very first development prototype (the one IGA played on PC on one of the first videos) looked more on point with the colors. They were... more vibrant, I guess. About that old prototype, I don't really understand why they chose to change directions about the color treatment. In the old screenshots (even the very first background) everything was more vibrant and colorful. Now we have one dominant color plus others washed-out, with no contrast whatsoever. I wonder why they changed the art direction.
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Post by freddythemonkey on Jun 29, 2018 16:45:17 GMT -6
I would really like an in-depth analysis of the team for the aesthetics. I will explain myself: I kinda hate when people still say "Should have been 3D, it's ugly" since it's not helpful at all to complain about it especially now.
But... I know the team opted for 3D instead of 2D because of costs. 2D = more expensive. But at this point I really wonder... Hollow Knight gets thrown in as a comparison often, and annoying as it may be it actually raises some questions in my mind.
Leaving out all external money (publisher, etc) Hollow Knight was born from 57.000+ dollars (AUS dollars, so I don't really know how much in US dollars but I assume it's a similar amount), Bloodstained from 110 times that amount, more or less. Now, I understand that Bloodstained is bigger in scope, and that the campaign had more physical rewards to pay, but was that kind of 2D art really unusable with that much money? I understand that 3D is cheaper, but honestly some of the current aesthetics we got LOOK cheap. And again, as annoying as it may be cheap 2D looks a bit better than cheap 3D. I'm really interested in why the 2D aesthetic was out of the question even considering all the money raised, compared to other Kickstarted 2D games. Or I could even bring up Dust: An Elysian Tail. Again, much smaller project in scope, but it literally had one guy working on the majority of it so I wonder if that kind of look was really so much prohibitive in proportion.
I know I'm sounding like one of those annoying guys on the internet I don't even like in the first place, but I'm way too much invested in this game now not to take it really at heart.
(All of this 2D talk is purely a pour parler at this point, I know it's no use complaining about it or pretending aesthetics to be 2D instead of 3D. It was estabilished it was going 3D from the get go. It's just a curiosity I had seeing some smaller projects that somehow pulled it off even with a smaller budget).
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Post by dareka on Jun 29, 2018 16:49:01 GMT -6
If anything the older ones look more colorful to me. It seems like they made everything grey in the demo. All the reds and purples and some of the gold seems to be missing. And the windows in the background are all gone. Yup. It's all brighter and some of the colors are gone. I honestly have no idea why they would do this, but... even if they don't address it, if they don't at least acknowledge it and explain their reasoning, it might come back to bite them in the rear. The only reason I can think of for the downgrade is ... making the assets more amenable to Vita and Switch ports. I have no idea if this is actually the case. They have to communicate on this - but honestly, in the last few month's I've totally lost faith in the communication that was one of the better traits of this project. The fact that they preemptively said nothing on the issue is not particularly confidence inspiring. Did they really think, in this day and age, that nobody would notice?
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Post by lovelydumpling on Jun 29, 2018 16:50:05 GMT -6
I would really like an in-depth analysis of the team for the aesthetics. I will explain myself: I kinda hate when people still say "Should have been 3D, it's ugly" since it's not helpful at all to complain about it especially now. But... I know the team opted for 3D instead of 2D because of costs. 2D = more expensive. But at this point I really wonder... Hollow Knight gets thrown in as a comparison often, and annoying as it may be it actually raises some questions in my mind. Leaving out all external money (publisher, etc) Hollow Knight was born from 57.000+ dollars (AUS dollars, so I don't really know how much in US dollars but I assume it's a similar amount), Bloodstained from 110 times that amount, more or less. Now, I understand that Bloodstained is bigger in scope, and that the campaign had more physical rewards to pay, but was that kind of 2D art really unusable with that much money? I understand that 3D is cheaper, but honestly some of the current aesthetics we got LOOK cheap. And again, as annoying as it may be cheap 2D looks a bit better than cheap 3D. I'm really interested in why the 2D aesthetic was out of the question even considering all the money raised, compared to other Kickstarted 2D games. Or I could even bring up Dust: An Elysian Tail. Again, much smaller project in scope, but it literally had one guy working on the majority of it so I wonder if that kind of look was really so much prohibitive in proportion. I know I'm sounding like one of those annoying guys on the internet I don't even like in the first place, but I'm way too much invested in this game now not to take it really at heart. It is precisely because of "one guy working on the majority of it" that the low budgets are sustainable. The biggest expense Bloodstained faces are hourly wages. The more people you have working on a game, the more exponential the costs. And for the immense amount of content to be made for Bloodstained, a larger team is needed to get the game out in a reasonable time frame. Also, it's worth noting that Hollow Knight and Dust are the exception, not the rule. You're comparing the top 1% of indie projects, the ones we all talk about because they're a masterclass in achievement made by incredibly talented often jack-of-all-trade developers. The vast, vast majority of low budget indie projects like that don't come off anywhere near the same quality.
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Post by estebant on Jun 29, 2018 16:56:36 GMT -6
Angel-Corlux commented earlier. He'll probably respond again at some point.
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Post by freddythemonkey on Jun 29, 2018 16:57:48 GMT -6
lovelydumpling it sounds reasonable. I would like to know some sort of comparison between team size and budget of Bloodstained and older IGAvanias. They often recycled some enemies, but in some games like Aria of Sorrow a lot of things look like they're made from scratch so it would be interesting to compare the projects somehow. I guess I'm just bummed that I'm not really liking everything I saw and I look back at those fine works IGA and his team managed to pull out with probably not sufficient budget and pressing deadlines.
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Post by lovelydumpling on Jun 29, 2018 17:00:33 GMT -6
lovelydumpling it sounds reasonable. I would like to know some sort of comparison between team size and budget of Bloodstained and older IGAvanias. They often recycled some enemies, but in some games like Aria of Sorrow a lot of things look like they're made from scratch so it would be interesting to compare the projects somehow. I guess I'm just bummed that I'm not really liking everything I saw and I look back at those fine works IGA and his team managed to pull out with probably not sufficient budget and pressing deadlines. Aria of Sorrow had pixel art. Angel's mentioned on Discord that they couldn't afford full 2D like Dust, but they had to choose between 3D or pixel art. They chose 3D because they felt they'd have a harder time selling and making their money back for a (comparably) big budget console game off pixel art. Were it pixel art, it would have been SotN quality graphics. They figured modern graphics would help them sell better and ensure a Bloodstained 2.
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Post by freddythemonkey on Jun 29, 2018 17:04:11 GMT -6
Well that is a decision I really can't comprehend but then again I'm speaking as a fan/player and not considering the whole business side of things, as I know nothing about it.
Thanks for the replies, I don't go on Discord often so I miss insights like that, but still I deem them pretty interesting.
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Post by dareka on Jun 29, 2018 17:07:42 GMT -6
Angel-Corlux commented earlier. He'll probably respond again at some point. Do you have a link to his comment?
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Post by lovelydumpling on Jun 29, 2018 17:08:09 GMT -6
Well that is a decision I really can't comprehend but then again I'm speaking as a fan/player and not considering the whole business side of things, as I know nothing about it. Thanks for the replies, I don't go on Discord often so I miss insights like that, but still I deem them pretty interesting. A lot of pixel art games do sell really well (Shovel Knight, Curse of the Moon, etc.) but they tend to be smaller games. As much as we love these games, it's hard to deny the public doesn't really look at a pixel game and think "$40 price tag" in 2018. darekabloodstainedfanforums.com/post/58202/thread
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Post by freddythemonkey on Jun 29, 2018 17:08:47 GMT -6
Angel-Corlux commented earlier. He'll probably respond again at some point. Do you have a link to his comment? In the first page of this very thread!
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Post by dareka on Jun 29, 2018 17:19:27 GMT -6
lovelydumpling freddythemonkey Ah.. I'd missed that comment... thanks... hopefully we'll get some answers, then, and my confidence in community-dev communication can be restored. But honestly, when I saw the comparisons of rooms inside the castle, it was pretty stunning ... it's like they took the trouble to make it look worse. Me smells a graphics downgrade to meet certain hardware specs... I hope I'm wrong... I'd gladly pay double what I did in the kickstarter for such a difference.
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Post by dareka on Jun 29, 2018 17:30:41 GMT -6
I haven't been able to download the demo. But I feel like these crappy youtube screenshots get the point across. The new look is hideous. Clearly something happened between last years e3 and now. Well going back further man, it used to look like this: Granted the design of the room itself has changed now, the colors were amazing. Miriam herself looked better in these old shots than she currently does. The thing is, I don't know if this still image is her "model" or what they ended up using. (open this image in a new tab, it's beautiful) Next: imgur.com/Pfdx797Click that link and zoom in - I've not seen Miriam that bright and nice looking since. Compared to and They are not quite the same. My suspicion is that the original model wasn't rigged for mouth movement, for one thing. It's a downgrade overall. They simplified the model and lighting and downgraded the textures. It's really noticeable around her chest and torso: see how the belt straps are now all grey and also blurry, and the frills too. Parts that were made of actual polygons now seem to be made up of textures. This is a deliberate downgrade... my guess at this point is that they were working on an overspeced PC last year, and when it came time to consider the ports and the lower-end of the requirements, they realized it wasn't going to work and downgraded all of the assets before entering mass production... which, if they did, means there's no going back... and was something that should not have been done without notifying backers.
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Post by giwagiwa on Jun 29, 2018 18:24:32 GMT -6
I haven't been able to download the demo. But I feel like these crappy youtube screenshots get the point across. The new look is hideous. Clearly something happened between last years e3 and now. The 1st one looks waaay better. The gold pillars actually looks like a metal instead of paint. The dark/light contrast between foreground and background also improves the aesthetic.
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Post by Fuchigane on Jun 29, 2018 18:37:57 GMT -6
This thread hurts my very existence. Hope we can get an insight with the Devs...
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