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Post by Kitti_W on Jul 16, 2015 1:37:54 GMT -6
I've compiled 'look and feel' videos of each choice.
8 bit:
16 bit:
32 bit:
The poll is about what you want, not what you think Iga will go for. =)
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Post by solomon on Jul 16, 2015 5:00:28 GMT -6
Definitively 8-bit. So retro Rondo of Blood was a 16-bit game, right?
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kdfukuyama
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Silver for Monsters...
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Post by kdfukuyama on Jul 16, 2015 5:39:46 GMT -6
Definitively 8-bit. So retro Rondo of Blood was a 16-bit game, right? By Wikipedia, Rondo of Blood is a PC-Engine 16-Bit game. And looking to the graphics, it is quite similar to SoTN. However, SoTN has a more refined ones, of course. I go for 16-Bit style, but the style of Rondo of Blood, not the Super Castlevania IV. And 8-bit is way too retro for me.
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Motoko
Shardbinder
[TI0]Care to find out?
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Post by Motoko on Jul 16, 2015 7:27:23 GMT -6
16 bit style, Megadrive was my jam back then. Still is sometimes too ^_^
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zero
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Post by zero on Jul 16, 2015 7:53:31 GMT -6
Leaning on the 8-bit side, NES was always my go to system since childhood. Guess nostalgia wins over all.
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Elfina Ashfield
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Post by Elfina Ashfield on Jul 16, 2015 8:59:49 GMT -6
I prefer 16bit or 32bit.
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Astaroth
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Post by Astaroth on Jul 16, 2015 9:09:57 GMT -6
i think theyll make a tileset game, the main game is going to be super detailed like the 32 bit, so for the prequel game to feel retro in comparison it would need to be sufficiently different. that said i think it will actually be 8 or 16 bit sized tileset based for ease of implementation but with 16 or 32 bit colors for a deeper palette to pick from, similar to RoB
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Maker
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Post by Maker on Jul 16, 2015 9:19:38 GMT -6
Whichever gets me Shanoa esque Miriam sprites. Comic creators would have a field day with that.
Seriously though. Whichever doesn't take away from production. The prequil if a big part of the game and something vastly worth playing on its own. Then 32. If it is simply "Bloodstained: Ground Zeros" then 8 bit is fine.
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kdfukuyama
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Post by kdfukuyama on Jul 16, 2015 9:24:36 GMT -6
Independently of 8-bit, 16-bit or 32-bit style, I just hope they will not use a fixed parabola jump (like old 8-bit Castlevania). I really hate it. At least Iga-san said he doesn't like precise jumps , and a fixed jump can be considered a precise one... I hope so...
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kikumarukike
The Red Comet
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Post by kikumarukike on Jul 16, 2015 10:33:17 GMT -6
Definetly 16-bits
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Motoko
Shardbinder
[TI0]Care to find out?
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Post by Motoko on Jul 16, 2015 10:46:05 GMT -6
Whichever gets me Shanoa esque Miriam sprites. Comic creators would have a field day with that. Seriously though. Whichever doesn't take away from production. The prequil if a big part of the game and something vastly worth playing on its own. Then 32. If it is simply "Bloodstained: Ground Zeros" then 8 bit is fine. This is actually a legit concern that iga brought up about the mini game, he said that it scared him because it's on a separate budget and a new scenario/story. That sounds challenging! I have full faith in him however ♪ ♬ ヾ(´︶`♡)ノ ♬ ♪
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Post by Kitti_W on Jul 16, 2015 11:23:17 GMT -6
Update : The poll issue is fixed. You can vote now. I voted 32 bit because I want to see how Miriam sprite will look if she's from the same era as Alucard and Shanoa.
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Post by CastleDan on Jul 16, 2015 12:12:51 GMT -6
I think 32bit would be the best, I mean why not? I think at the end of the day I would want the prequel game to look as beautiful as it could. Retro is a cool novelty but in terms of gameplay I would always prefer the best 2d graphics as possible, especially considering these are IGA games and it'd be cool to see Bloodstained Ritual of the night in 2d.
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Post by nekurors on Jul 16, 2015 15:07:21 GMT -6
16 bit, 32bit is impossible since it won't be "retro" anymore, makes no sense to even have that option. It probably will have 16bit capabilities but won't use the full potential, it might be something between 8 and 16bit. Anyway, i hope they give us dialogues and information about the plot, some puzzles and cool enemies to beat.
Since it will be just a very simple game, guess made to be beaten in 30m, i won't mind the game requiring going back and forward again to collect key itens, it prevent the need for new areas and extend the gameplay time, some puzzles that makes you think for a couple of minutes to solve would be nice too.
Of course i cannot expect too much from a mini-game, i just want it to be enjoyable.
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thrashinuva
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Post by thrashinuva on Jul 16, 2015 15:31:29 GMT -6
32bit is too close to games today, so I want to go for 16bit. 16bit gives you a unique style that still has plenty of detail, whereas 8bit misses out on a whole lot of details.
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XombieMike
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Post by XombieMike on Jul 16, 2015 15:38:06 GMT -6
Gimmie that sweet Super CV IV look!
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Arcueid Brunestud
True Ancestor
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Post by Arcueid Brunestud on Jul 16, 2015 15:49:18 GMT -6
Considering it's going to be a prequel mini-game, I think 16-bit would be the best fit. You also have to keep in mind their budget.
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Post by helluminatus on Jul 16, 2015 16:11:27 GMT -6
16 bit is passable and the most realistic, but 32 bit would be ideal as a tribute to Iga's other works. Independently of 8-bit, 16-bit or 32-bit style, I just hope they will not use a fixed parabola jump (like old 8-bit Castlevania). I really hate it. At least Iga-san said he doesn't like precise jumps , and a fixed jump can be considered a precise one... I hope so... You misunderstand the quote. He didn't mean jumps as in the mechanic, he meant them as in obstacles; like if there's a pit that you need to jump over, and you need to jump from the very last pixel on one end just to make it to the very first pixel of the other, that's a precise jump. No platformer would be playable if jumps as mechanics were imprecise.
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kdfukuyama
New Blood
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Post by kdfukuyama on Jul 16, 2015 16:52:12 GMT -6
16 bit is passable and the most realistic, but 32 bit would be ideal as a tribute to Iga's other works. Independently of 8-bit, 16-bit or 32-bit style, I just hope they will not use a fixed parabola jump (like old 8-bit Castlevania). I really hate it. At least Iga-san said he doesn't like precise jumps , and a fixed jump can be considered a precise one... I hope so... You misunderstand the quote. He didn't mean jumps as in the mechanic, he meant them as in obstacles; like if there's a pit that you need to jump over, and you need to jump from the very last pixel on one end just to make it to the very first pixel of the other, that's a precise jump. No platformer would be playable if jumps as mechanics were imprecise. I see. Anyway, a fixed jump like in the first Castlevania (Vampire Killer) makes almost any jump to be a precise jump because you cannot control the character in the air when it's jumping. Any mistake especially when you're jumping through moving platforms means death.
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GUEST
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Post by LM on Jul 16, 2015 17:29:56 GMT -6
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