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Post by Valtiel on Jun 30, 2018 21:44:28 GMT -6
I keep seeing people mention the boat area looking better, but other than the flooded bottom hold room (which looked very good) I thought it looked the same and at times even worse. The rain effects during the outside portions were way overdone.
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Post by CastleDan on Jun 30, 2018 21:58:37 GMT -6
ValtielI actually agree that the rain effects are a bit TOO strong. Tone it down inside the ship more and keep it similar when you're on the top of the ship and it'd be great.
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Post by Yu Karasu on Jun 30, 2018 22:47:56 GMT -6
Regardless of decisions, players and fans alike will be very disappointed if the final games goes with these graphics, and a backlash will follow, specially after so much delays. These types of releases that aims every console ever always goes wrong behind doors. Switch is more than capable of handling graphics (see Doom and Wolfstein), but they take time. A Vita release is troublesome, because we are talking about a handheld that is really old. I honestly hope for the best, but these demos aren't looking great. Curse of the Moon rose the expectations even more because, although fairly small, is an amazing game and a fresh Igavania experience.
No matter how well we can justify these current graphics, we are talking about a product and as such, it will be treated like it. Minor nitpick, I keep hearing people refer to CotM as an Igavania but it's not. Not just because Iga had little-to-nothing to do with it (IntiCreates developed it), but because Igavania specifically refers to the Metroidvania-Castlevania style of game found in SotN and the GBA/DS games. CotM being a largely linear stage based game with no RPG mechanics makes it along the lines of Classicvanias like Castlevania III and not an Igavania. Now that you mentioned, it's true, I shall take that into account in the future. However it seems we all can agree that CotM is a fresh Castlevania experience - one that I personally was waiting for a really long time - and it won't end well if the so called "minigame" is way better than RotN. Graphically wise, its perfect, and it shows how much you can do with little resource. Its a matter of taking things into perspective. I may being too crazy with this, but CotM looks like Sonic Mania. A game from the fans to the fans. Mechanically wise, I'm actually liking the shard and craft system, but these graphics are so unpolished it hurts. If the game became way too expensive to make, it's a planning problem. We see a bunch of successful indie games via crowdfunding while the more mainstream names still struggles with this factor. Indies - mostly - know how to keep the scope possible and not getting to crazy with goals and resources, while the AA industry always tries to expand its original idea and that can always lead to big problems in the long run. I have yet to see a game release in cross-gen plataforms that went well. Back to the topic. I'm worried that we aren't seeing an official answer for this. Not even your generic "we hear your concerns". Maybe the feedback was harsher than expected?
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Post by Astaroth on Jun 30, 2018 22:49:58 GMT -6
its a weekend, and a holiday weekend at that so chill, when they get in theyll be able to look through our feedback and tell us what they can as well as get started on fixing some of the bugs for the main game, and what they cant tell us now will probably be in the next update
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Post by estebant on Jun 30, 2018 23:17:58 GMT -6
its a weekend, and a holiday weekend at that so chill You're absolutely right about that. Hopefully we'll get something soon.
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Post by seiya on Jul 1, 2018 2:15:39 GMT -6
Tanabata in Japan also comes up around this time, July 7th to be exact, so even the Japanese side of things will have a short week as well possibly.
Regardless, more feedback = more for them to work with.
So say what you think and feel. It doesnt hurt.
I know I personally feel that the ambient lighting int he Entry area is turned up way too high. But we shall see what happens with all the conversation in this thread.
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Post by abaddon on Jul 1, 2018 2:42:47 GMT -6
Valtiel
your right about the boat not being all there. There are parts that are missing the graphic like by the first cannon are more polygon'd but then there's like cargo area or deep cannon storage room which do look very nice. Which makes me think that they messing around with the graphics more, especially between the look of 2017 to now. most likely for the vita which does make sense.
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Post by caer on Jul 1, 2018 3:41:23 GMT -6
I feel that emotions are running quite high, and the word "downgrade" is causing a lot of distress. So just for a moment, allow me to come in with another perspective:
Instead of focusing on: "Are things getting worse (and who is to blame)?", wouldn't it be better to focus on "What could be done better"?
I generally had a very pleasant experience with the demo, and was generally pleased with the direction of the graphics. I look at places like these one here:
And I'm thinking, "Hey, this game looks really good!". For my personal standards, these all look excellent, and if the game kept this quality I would have no gripes. In other words, this tells me that the current build and setup, and the developers, have the capacity to make really nice things, and I'm willing to trust them to do good for most of the game.
But the general sense that is being conveyed in this thread is anger, disappointment and loss, even though I expect several of the people here did not have such a negative reaction when just playing, free of comparisons. E.g. this:
As I said I'm generally pleased, bu there are some places in the demo that I absolutely feel does not look good. But I think rather than demanding explanations for general downgrades, it would be more constructive to talk about what specific things are not working for you. Work with what we've got, so to speak. I know many of you are already doing it, so kudos to you. Giving examples of places that you DO think look good is also helpful for knowing what to shoot for.
Because when the comparison game is not to say, e.g. : "This room would look better if it was darker/had more color", but instead devolving more into a general sentiment of "I wish things were different", it doesn't really help anyone.
I know personally that development is hard. There are always reasons for what happens. They might be good reasons or they might be bad, but regardless, hard decisions may have to be made, and it is almost always close to impossible to go back. I think that essentially demanding the devs to answer for a perceived betrayal will only make things sour for everyone, them and us.
I don't know if I managed to say that as eloquently as I had hoped, but I think it is important to not focus only on the bad. Then the message that comes across would be "everything is bad", and that kind of feedback is hard to work with.
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Post by Pure Miriam on Jul 1, 2018 4:39:51 GMT -6
I took me a lot of time to post on this thread. Some people here have experience and technical knowledge i don't have about this matter and some people have strong, well-backed opinions about this and i thought i wouldn't have anything else to add since i'm not an expert, nor do i have enough knowledge or understanding of this problem.
Even so, i decided to add my two cents to this discussion.
I do agree the game graphics looks different and it may be a downgrade. The demo has great-looking areas, not-so-great looking areas and awful looking areas. That is expected, considering is a work-in-progress and a demo. Some games even today are like that. It's hard when all i can do is give my opinion, since some people here understands this way better than me, but i really think some areas just looks awesome and some looks plain awful.
That's all i can see at this discussion. It MAY be a downgrade of some sort and it probably have a reason for this, but i'm really not seeing this as such a huge problem as some people are.
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Post by zigzagoose on Jul 1, 2018 5:15:56 GMT -6
Just here to add a voice. The greyed out look and lack of lighting effects to many areas is very disturbing, as is the lowering of fidelity too. The contrast and lighting needs to brought back up big-time.
If as some have already speculated the vita release is the cause to this, the vita build should be specifically downgraded into, rather than setting the mark for every other platform platform.
I'm hopeful they fix this (player feedback should help), but as things stand I'm very disappointed.
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Post by xehan on Jul 1, 2018 5:32:36 GMT -6
I don't know what to say guys, when I played the demo I though to myself but after seeing this thread a new questions arises: These are a few questions that I can't avoid to being worried about. We need answers.On the other hand, the music is awesome! Good work there. The Dub it's fine, I prefer the japanse one but Zangetsu in english it's just too cool. I'm sure that the plot will be good too. So keep up the good work, if you have questions ask the community, don't be shy. We will be glad to help, no doubt about that.
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Post by Fuchigane on Jul 1, 2018 8:35:48 GMT -6
Just a quick note. Seeing the post regarding the 2016 picture, it was when the WINNER SHADER was decided. I just wonder what happened during development that they completely scrapped the one shader we chose as a community. Here's the full post on update 36.
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Post by LotusPetal86 on Jul 1, 2018 9:14:45 GMT -6
The impression I got from playing the demo was that they wanted us to test the integrity of the level design, rather than the visuals. Things like mentioning bugs on the bridge, the debris of breakable walls freaking out, things like that. The dynamic lighting appears to be turned off so that we can see everything going on and the textures appear to be turned off too. Granted it would have been nice if the development team would've explained to us that this was what was going on in the demo so that we could understand that lighting had been changed, things look "unfinished", etc. but I'm not going to freak out about the graphical "downgrade" just yet.
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Post by BloodyHell on Jul 1, 2018 9:15:59 GMT -6
Hello, I am a long-time lurker, but I felt compelled to give some of my own feedback on the graphics issue. Due to the respect I have for the main Bloodstained team, I previously felt reluctant to offer any criticism about the project, and simply hoped any issues I had noticed would be resolved further along in development. After playing through this second demo and particularly after viewing the other comments in this thread, it seems that perhaps the best way to make a difference is for us to offer our concerns in the hope that at least some of them might be addressed prior to the release of this game. Let me also say that I am a strong supporter of the 2.5D aspect of this game due to the great potential it offers for combining classic gameplay with modern graphics. As such, I've maintained quite high expectations, especially since the game is using such a modern and versatile engine with a great reputation. However, there are a number of ways in which I believe this advantage is being underutilized. I also have some critiques about the overall consistency of the graphics and art style. Areas (and assets) lacking visual contrast: As already noted in this thread, some of the game areas we've seen so far suffer from lack of visual contrast, most notably the lack of color in the castle entrance stage. Also, in some cases, it seems like the same texture/material is being applied to multiple objects within a scene. Examples: various objects in Dominique's room, such as the components of the old-fashioned camera, the globe, and even a large wooden chest. The cannons on the galleon stage also have this problem with a single material (and color) shared over all its parts.
Mock-up of added colors to camera asset, and one picture frame to add more visual interest: While the Galleon stage is overall a little better, there are still problem areas: for example this room full of cannons. As I mentioned, the cannons seems to have one material (and color) shared over all their parts. This makes no sense and it looks like a cheap toy. It would be much more visually appealing to give each component its own material (including color and texture). If budgetary concerns prevent designing a separate material for each asset, then at the very least, the color of each part could be varied. Edit: This afternoon, I loaded up the first demo, and saw that these cannon assets had originally had nicely detailed materials/textures/colors. Whether this is a truly a symptom of graphical "downgrading" or some kind of oversight introduced while the areas were reworked should be addressed.
I have included my own mock-ups of how a simple change in color to the current version which would at least provide some contrast: Mock-ups: First Demo Versions: With some color adjustment to match warmer colors of the second demo: I want to give one additional example of the same thing: the tree branches in the garden stage. Why on earth are the fallen tree branches the same color as the stone/marble walls? Setting aside the fact that they have the exact same shiny/glossy material (which itself makes no sense), they should not be the same color as well. Edit: I noticed that this area had a lot more contrast in the Development Update 9 video, seemingly due to differences in lighting. Now that the lighting has changed, some other type of visual contrast should be added. I've added a couple screenshots from that video.
I've made a quick mock-up of how things might look with a bit more variation in color: Mock-up: Development Update 9 version: The next two may illustrate the difference between versions even more than the previous scene (notice the excessive glossiness of the current version):
Development Update 9: Which looks better?
Overuse of glossy material settings: As noted by a user on the Bloodstained sub-Reddit, there seems to be an overreliance on what may be some kind of default glossy material settings. In that thread, art assets were described as looking as though they were "smeared with Vasoline." Especially when this type of material is used in dry scenes, I would describe it as making things look made out of plastic or toy-like. Since Unreal Engine 4 is a state-of-the-art engine, seeing every single material looking either ultra glossy or completely matte is feels like taking a step back into a much more primitive game engine. The reworked Galleon stage also uses more of this type of glossiness: 2018:
2016: Dynamic lighting: This game uses dynamic lighting as evidenced by the lanterns/candles. This is obviously one of the benefits of the 2.5D approach. However, it seems like it should be added to certain magic effects as well, particularly Miriam's fireball. Dynamic lightning is used in the Vepar tentacle shard ability, so it seems like it wouldn't be a problem to add it to the fireball or any of the other abilities that you'd expect to be able to create light. I made an example to show how adding this to her fireball might look, but it's really self-explanatory: Before: After:
I really like the way the little red lights interact with the scenery in the save room. That gives me hope that more of Miriam's skills could emit light in a similar fashion.
Liquid material settings: Ever since the first demo, I noticed that the water/fluid material (also used for the blood fountain) has an unnaturally reflective shimmer which can be quite ugly. I liken it to a surface of opaque black oil. It actually brings back memories of primitive computer graphics a la The Secret World of Alex Mack. Edit: I shouldn't have said "ever since the first demo" because after replaying that demo, I noticed that some aspects of the liquid material settings looked a bit better. There was even some transparency which is currently missing. Even the shimmer/turbulence issue seems less pronounced. That said, I do like the fact that in the latest demo the water is shown seeping through the floorboards instead of being perfectly contained by the floor.
As you can see in this example with the chest, there is absolutely no transparency, which is not only unrealistic, but it makes all liquids seem exactly the same. First Demo with actual transparency: The worst looking scenes with this shimmer are toward the top of the galleon stage, where the rainy/wet material reflects a nearly white color. It just looks horrible to me, but since I can't recall seeing it mentioned by anyone else, I could be wrong. Edit: The white reflection is actually static, and the shimmer is created by a darker overlay moving over it. Whatever the case, in my opinion it just doesn't seem to be "working" as well as it should and the difference from the way these areas were handled in the first demo is striking. If the color of these reflections actually matched the scene rather than being pure white, it would probably help greatly.
Take a look at how much pure white there is in these scenes (in these screenshots it almost looks like snow): Here's the second screenshot with the whiteness removed just to show much there really is: First Demo Same Area: While I'm no expert, I assume that Unreal Engine 4 has a sophisticated set of options which could vastly improve the look of this material. Possibly with just a few small changes to the material nodes. Edit: After more poking around, I found an area of the ship using this rainy effect successfully, at least partially (the white reflection on surfaces looks as bad as ever). If you look at the mast in this video clip, the effect works well enough (in my opinion), maybe because the lighter color is not pure white: Another issue with the liquids in this game is that there seems to be too much turbulence. It's understandable in the galleon stage, due to the motion of the ship, but it appears that someone simply copied whatever settings were used from that stage and applied it to all other pools of liquid. It would be nice to have some variation and maybe even stagnant pools of liquid. This pool of liquid in the caves below really shimmers, it's so reflective and opaque that it could very well be a pool of mercury: Another notable example of unnecessary shimmer is the blood fountain: There is actually an area we've seen where this liquid material settings look fine, and I think that's mainly because it's in a moonlit area of the garden stage. The water is still fairly turbulent, but that could be chalked up to wind: To conclude, I do feel like all the necessary components for success are there, though in some cases they are not being fully utilized due to a general lack of polish and or inconsistent art style. On an slightly unrelated note, I'd like to say that I'm glad they ditched that cyan shader. While I never voted for this particular shader, and would have preferred some kind of option to freely switch between various options, I understood why people were drawn to it. However, I think several updates and the first demo later, people realized that the garish cyan color was permanently baked into Miriam and also added to the NPCs and other interactive objects. It might have been interesting if that cyan effect could have been somewhat more dynamic and change color depending on environmental lighting, or simply remained exclusive to Miriam. No doubt the static cyan color was simply going to clash with a lot of backgrounds in the game. Fun fact: I did notice that it remains on a few assets such as some of the pouches that drop as well ship lanterns: I keep hearing talk about downgrading assets to accommodate the Vita port. While this apparently hasn't been confirmed one way or the other, I find it interesting that we haven't seen any evidence of a traditional graphics options menu. I'm talking about one that has settings for model details, texture size, lighting/shadows quality, etc that could be set to low, medium, high, ultra. As a backer for the Steam platform, I would hope that the PC version would represent the best quality version of Iga's vision and would not be have to be downgraded simply to accommodate less powerful platforms.
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Post by freddythemonkey on Jul 1, 2018 9:23:06 GMT -6
BloodyHell: thanks for the post. It's very thorough and it also brings into question the "boat problem". I personally do think that not even the ship is particularly beautiful, but I've had so many critiques for the demo that I felt like an asshole to also criticize another aspect that most people are however enjoying.
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Post by CastleDan on Jul 1, 2018 9:49:40 GMT -6
BloodyHell I love this post cuz it hits everything I had issues with regarding the visuals. It could be applied to other things too. When you talk about Cannon's being the same color or a tree branch not being brown. It's the same issues i have with the castle entrance, so many objects could have color in the background but don't. Here's an example of that in the church 2017 demo. Look under Miriam. The cross designs the statues....... that screams color me but it just stays the same color as everything else.
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Post by Valtiel on Jul 1, 2018 9:52:24 GMT -6
BloodyHell Excellent points. The water/rain running down the walls of the ship are what I mean by "overdone rain effects". It's just way too much. It looks excellent at the bottom hold of the ship, but outside and at the upper interior areas it's kind of ridiculous. The fountain has the same issue, although I'm more bothered by the perspective with that asset (it looks like it's behind you and not on the same plane, so it surprised me that you could go in it). I completely agree about the uniform colors issue. It reminds me of unpainted model kits. Your mock-ups, especially with the cannons, show how much better the game can look with simple color changes. I'm thinking the current look is just because the game is unfinished and they intend to fix it, but hopefully we'll get some clarification. Adding lighting effects to the fireball would be nice as well. Hopefully the devs will take some of your suggestions to heart.
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Post by dareka on Jul 1, 2018 10:42:46 GMT -6
But the general sense that is being conveyed in this thread is anger, disappointment and loss, even though I expect several of the people here did not have such a negative reaction when just playing, free of comparisons. E.g. this: As I said I'm generally pleased, bu there are some places in the demo that I absolutely feel does not look good. But I think rather than demanding explanations for general downgrades, it would be more constructive to talk about what specific things are not working for you. Work with what we've got, so to speak. I know many of you are already doing it, so kudos to you. Giving examples of places that you DO think look good is also helpful for knowing what to shoot for.
Because when the comparison game is not to say, e.g. : "This room would look better if it was darker/had more color", but instead devolving more into a general sentiment of "I wish things were different", it doesn't really help anyone.
I know personally that development is hard. There are always reasons for what happens. They might be good reasons or they might be bad, but regardless, hard decisions may have to be made, and it is almost always close to impossible to go back. I think that essentially demanding the devs to answer for a perceived betrayal will only make things sour for everyone, them and us.
I don't know if I managed to say that as eloquently as I had hoped, but I think it is important to not focus only on the bad. Then the message that comes across would be "everything is bad", and that kind of feedback is hard to work with. I appreciate your feedback on the feedback. It's true that emotions run high and there's a sense of betrayal, but I, personally, don't have any issues with asking for an explanation for a general downgrade, because it happened, and there was no explanation. Kickstarters are different than regular game development. You provide updates, you communicate with the backers - the people who are partially funding development - and when you show something in an update, and it's downgraded (the word is appropriate, I think) in the build you receive, I think, as backers, we should be told why. I mean, they made these forums official to communicate with fans and backers; they added Discord to communicate with fans and backers; the devs need to know that this is the kind of thing we would like to communicate about. Now, the feeling one might get from reading this thread is " everything is bad"; but if you look at individual posts, while some merely express dismay (something which is natural), many posts talk about what is wrong. There can me no more specific feedback than a screenshot comparison, and this thread is full of them. So, I don't believe that this is feedback that is hard to work with; it may be uncomfortable to look at the situation, but it's not hard to work with. I don't believe we ever had a " I wish things were different"; it's " I wish things looked like this specific previous build of the game." The devs can't get more specific feedback than that. Well, all of this is just my personal opinion, of course. My belief is that it might make things a bit sour in the short-term, but it might also make them less so in the long-term. If devs don't know people are upset, they won't respond, won't take it into account in their approach to communication (both internal and external) and that can't be good for anyone.
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Post by RichterB on Jul 1, 2018 12:30:07 GMT -6
I'm still working through the demo, which plays in slow motion for me due to PC issues, but this thread is very fascinating. I'll eventually compile my thoughts, but right now I think some things are better and some things are worse. But if this was a test of the level design, I'm pretty happy there. I need to reflect on it, but right now, the level design is better than I expected and an improvement over a number of IGAvanias, especially in how it's doing its platforming. I have a lot of good things to say about this demo, and I'd probably like it more if I wasn't playing with my PC's "artificial moon gravity" turned on. For now, though, I will say I found those brighter gold pillars to be sort of jarring in the composition of everything else in the room. It maybe highlights where you can platform, but they stick out too much. The 2017 trailer with the rotating backgrounds under the bridge to match the rotating background above the bridge...I want that back, which someone pointed out earlier in the thread. Not sure why that was dropped, unless it's based on some sort of logic of traveling back on a different path or maybe it affects performance. Also, regarding the ship... The first 40 or so seconds of this show the two demos back-to-back, and I think the ship has lost some of its sense of texture and lived-in age with the new lighting filters. For some reason, the wood looks more like it's made of clay now. It's not awful, but it doesn't convey the sense of wood as well as the old demo. Maybe that can't be helped with the lighting changes, I'm not sure. More thoughts when I get done with the demo and such.
But from a human standpoint, I do have concerns that between the graphics and the bugs, we're giving more feedback than is really manageable when the game is still being constructed. I think IGA said in the Famitsu interview that the demo areas are the most finished areas. Let's not forget to show some compassion, and I will be sure to point out the good things when I get ready to lay down my full thoughts.
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Post by Motoko on Jul 1, 2018 12:35:21 GMT -6
Guess I'll chime it as well. There is absolutely nothing to worry about, yes the concerns are valid, but there is no way it would be released without addressing these issues I strongly feel.
As many others have stated, it is highly suspect that some areas of this game are going through a re-work and as such, many things are currently a placeholder for what we got in the beta backer demo. Anyway, let's wait to see a response from 505 and Artyplay, but I am confident my claims are true.
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