Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 12, 2018 2:28:24 GMT -6
Double Jump. Revealed alongside the Sixth Shard type reveal (Skill Shard). Only true "progression ability" of the game revealed so far. Igavania games always used "Soft locks" and "Hard locks" to block the player's progression through the game. A Soft Lock is a place designed to block your way, but you can actually traverse it if you are skilled enough, by using jumps and other features. A Hard Lock is a place designed to block your way in a way that it is completely impossible (unless you glitch the game) to keep going foward. In order to progress in the game, you need some item, equipment, skill or magic. That is what some gamer's call as "Progression ability". Something required to go further in the game. Regarding that, Igavanias had from the most common, to the most odd progression abilities. Almost all games had double jump, slide (from the start or as an ability), some way to open locked doors (such as keys or relics) or break special walls, some really unique progression stuff (like Dawn of Sorrow Puppet Master soul, that let you switch places with a puppet you can throw on small areas), or Portrait Ruin (where you can turn into a toad to get inside tiny places) and almost all of them had some way to fly. Symphony, Aria and Dawn had Bat transformation, Portrait had Owl transformation, Order had Volaticus, where Shanoa grew wings, Harmony had infinite high jumps and so on. Bloodstained, had one progression ability revealed thus far, the Double Jump Skill Shard, that was shown at 2017 Demo. Considering all that, I DO ASK: What kind of progression abilities would you want for Bloodstained, besides what we already know (Double Jump)? Miriam should have some way to fly, like most Igavania games had? Do you like the most simple progression limits, such as locked doors and walls, or you prefer odd stuff that are creative and must be figured out? Maybe a combination of both?
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Clear
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Post by Clear on Dec 12, 2018 6:11:57 GMT -6
One that I think will fit in somehow is turning into a cloud of shard dust. This comes from the "shard dust" onslaught occurring in multiple places at Curse of the Moon's final level. There can be many uses of this, including progression:
- As a 1:1 match of the poison mist ability from SotN, so floating AND being able to damage enemies.
- Ability to travel through some unique medium only accessible as in shard cloud form. So if there was a wall of broken shards that look to impede progression, Miriam can transform into the shard cloud and "flow through the wall" and proceed onward to another section of critical gameplay.
This is what came to me after reading the thread
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Galamoth
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Post by Galamoth on Dec 12, 2018 8:50:55 GMT -6
As I recall, you did have a thread asking us what Shards we wish to see in the game in the past. It's nice to see you revisit this, if only specifically about Progression abilities (whether they're Skill Shards or otherwise). That said, I shall repost a couple ideas I had in that thread for "Progression" Shards here (slightly modified to reflect certain changes made to gameplay since then): 1.) Trigger Shard: Crystal SproutObtained from: Crystal Golem ( BOSS) Description: REQUIRED to find certain Key Items. A magical crystal grows from the ground directly in front of Miriam at an accelerated rate, which will inflict "Strike" damage to all enemies that come in contact with it. Items or Gold can sometimes be uncovered from beneath floors and other surfaces. Upgrading: Shard's attack-power can be strengthened depending on total items found with this ability. 2.) Enchant Shard: Blood MagicObtained from: Gashadokuro ( BOSS) Description: Grants Miriam the ability to restore her magic reserves ( MP) just by hitting enemies that bleed and standing in the blood-spray's path. REQUIRED to defeat certain tough guardian enemies that block your progress (by sapping MP from them, beyond their own limits). Upgrading: Using this Shard in conjunction with the Shard obtained from Bloodless will sharply raise the amount of MP absorbed from each hit against "bleeding" enemies (the Bloodless Shard needs to be used to hit enemies). 3.) Effective Shard: Afterimage StrikeObtained from: Learned after confronting Alfred a second time(?) (Currently unknown whether Miriam will simply talk with him, or fight him, in the story)Description: Miriam summons a ghostly image of herself just ahead to mimic her movements and damage enemies on-contact. REQUIRED for bypassing seemingly impassable walls & surfaces to activate switches, and solve certain puzzles. Upgrading: Can be augmented with certain materials to add elemental attributes to the afterimage's mimicry attacks. 4.) Effective Shard: Suspend MomentumObtained from: Penanggal (or "Nukekubi"; enemy) Description: Miriam is now able to hover in one location at any point in a jump or while falling. Miriam can gain "momentum" (extra damage) for her Dive-Kick when using this Shard by staying in position for an extended period of time. REQUIRED to destroy certain floor barriers throughout the Castle. Upgrading: Collecting more of this same Shard (maximum of 9) will increase the amount of damaging debris created upon impact with surfaces. 5.) Enchant Shard: Sense of MajestyObtained from: Abaia (BOSS)Description: REQUIRED to gain access to all rooms in the underground lake of the Castle (assuming that's an area we get to visit); All aquatic enemies in this specific area become non-hostile (reflecting the Abaia's mythological role as protector of sea creatures) and allow Miriam to pass into otherwise inaccessible areas. Miriam also gains the ability to "see" in dark underwater areas, becoming capable of solving puzzles that were formerly invisible. Upgrading: In each New Game+ playthrough, absorbing Abaia's Shard again may increase the chance of "aquatic" enemies in other areas of the Castle fighting for Miriam rather than against her. ADDENDUM: I think that's enough for now. I might come up with some Item/Equipment ideas later.
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BalancedHydra
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Post by BalancedHydra on Dec 12, 2018 9:10:13 GMT -6
Ice breath so you can freeze enemies and water and use them as platforms.
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Post by HylianMetroid96 on Dec 13, 2018 14:50:58 GMT -6
I like that cloud of glass shards idea from ClearAzure.
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Post by HylianMetroid96 on Dec 13, 2018 15:00:23 GMT -6
Miriam should have the ability to transform into a flying form like a bird or bat as well as a sprinting form like turning into a wolf or even a Panther. A wing smash ability for her flying form where she constantly zooms forward at the cost of MP and you can keep going until you either hit the button again, hit a wall or run out of magic like the Saturn version of SOTN would be great. It could even have a little animation where smaller bats or whatever form around her and follow her as glass shards fly off behind her.
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Redogan
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Post by Redogan on Dec 13, 2018 19:12:48 GMT -6
I think Miriam should have a Crystal Shard Hand that is an aim-able ability (like the fire ability from the demos) that shoots out a crystalized hand to grab onto special grappling points throughout the world. It is like the whip-swing from SCV4 or the magnet ability from Order of Ecclesia, but would work more like Death's Grip ability from Darksiders 2 (but in 2d/2.5d). You would use it to launch yourself across chasms or vertically to reach very high areas.
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Galamoth
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Post by Galamoth on Feb 22, 2019 16:01:59 GMT -6
Anyone here want to make guesses on whether the "Invert!" Shard will be required for progression? Or if it's just for fun, for nostalgia's sake, etc.?
(Maybe Miriam herself won't have access to a High-Jump ability?... Or maybe she will, but she needs "Invert" until she acquires it.)
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Galamoth
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Post by Galamoth on Feb 22, 2019 16:03:22 GMT -6
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Pure Miriam
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Post by Pure Miriam on Feb 22, 2019 16:48:53 GMT -6
GalamothI'm CERTAIN that Invert is a Skill Shard, obtained from a boss or after a boss fight. It is very late in the game and you get it after the flying abilty, that i still believe it will exist in the game.
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Mr. Welldone
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Post by Mr. Welldone on Feb 22, 2019 16:53:49 GMT -6
Progression, for sure. I bank on at least one whole area that can only be accessed by it. Although, it would be also cool if said area(s) were completely missable.
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Enkeria
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Post by Enkeria on Feb 25, 2019 1:46:04 GMT -6
Invert feels like something you get before flying ability. Imagine how much they can cut off without flying but only giving you the Invert feature? If you flip a small section in the game, players can only use inverted in some areas, making it more useful in a skillbased matter. Once flying is obtained, we do not need to use inverted unless a mechanic in a special room use inverted as means to move or open something using gravity.
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Galamoth
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Post by Galamoth on Feb 25, 2019 12:06:32 GMT -6
Enkeria Yeah, I'm hoping there'll be puzzles like that which require manipulating gravity to solve. I'd very much like the "Invert" ability to have actual use beyond simply moving throughout Gebel's Castle. Certain "switches/levers" or other mechanisms should only work in the first place if gravity is flipped; they couldn't function otherwise, and/or will stop working immediately after you activated them, if you return gravity to normal. I could suggest a gravity puzzle which involves manipulating the momentum generated by Miriam's dive-kick (related to the "Suspend Momentum" Shard idea I posted previously).
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Mr. Welldone
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Post by Mr. Welldone on Feb 26, 2019 12:37:48 GMT -6
I'm going to assume that the 'i'mma chargin' my lazer' move to traverse a mirrored room will have more applications than just that. I wonder what they could be...
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Post by RichterB on Feb 27, 2019 17:03:51 GMT -6
I really want a Castlevania IV whip-swinging move where you grapple-swing between points with some level of platforming skill. (Going over a place where, say, a bridge has collapsed.) IGA finally put something like that in Harmony of Despair, so why not here, too?
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Galamoth
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Post by Galamoth on Feb 27, 2019 17:30:29 GMT -6
RichterB I imagine, at this point (and considering the kind of powers that Miriam possesses), that the 'whip-swinging' skill you describe could most-likely be a Shard move. I did mention something similar in the past thread by Pure Miriam, "Ossicle Spine" (but it certainly can't be dropped by the Decarabia, considering that enemy's already been confirmed & has a very different ability, from what we've seen).
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hyugakojiro
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Post by hyugakojiro on Feb 27, 2019 17:37:17 GMT -6
Would love to see items that when equipped change the time of day, season, and/or weather conditions of the stages, replace previous enemy types with different ones and potentially reveal new areas not previously accessible as well.
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