Post by Masquerade on Feb 5, 2019 0:16:53 GMT -6
With the acquisition of Requiem, as bad as it is how they altered a few things from the original, Yuri wasn’t so bad. But that’s beside the point.
There were so many things in this game that were given such care and detail and it was just the little things too like the fairy familiar sitting on your shoulder or Alucard’s fluid pixel movement. Now that I’ve played it, I wonder if certain things will/won’t carry over such as:
1. Would Iga create another weapon as strong as quick as the crissaegrim? And if he did, would he make it more or less difficult to get this time around?
2. The difficulty. I had the crissaegrim for most of the inverted castle so my input is a bit skewed but to my understanding SotN is one of the easier Igavanias out there. I played the beta and demos of Bloodstained and I’d say just going off my regular castle run it seemed a pinch above what symphony gave me on average. Bloodless and Zangetsu are DEFINITELY tougher than about 90% of any of the bosses throughout Symphony outside of Galamoth, Dracula and a few others I can’t remember.
3. The background. The background was very much alive in Symphony in certain rooms and it really added to atmosphere having stuff like books and other things pop out of the walls. The 2.5HD rendering is a perfect opportunity for things to come out of an area that’s not readily on the traversible map. The reason it worked though was because the CG was able to pop really well on pixel art. A great example of this is the diggernaut in Samus Returns. I advise you to look up footage of it. Well executed use of what I’ve been talking about here.
4. More of something I hope doesn’t happen is they streamline the other playable characters into a non customizable variant of Miriam that has their own unique style but can’t access items like Alucard or equipment variations etc. It made for a good challenge in the next run I’m currently on but it’s definitely something I’d call a “negative” albeit very light in regards to Symphony. Maria and Richter are unique, but just don’t have that charm that Alucard has.
5. Lastly, another thing that I hope is more put on the back burner is the certain situations where you just absolutely had to consult a game guide to figure out what in the hell you needed to go get X item or Y weapon....Symphony has a few problem areas in regards to that and I’ve always felt that was incredibly bad game design. Like, I’m all up for looking for stuff and grinding to get things, but needing certain complex item combinations in select areas with no nudge in the right direction outside of cryptic descriptions in the item screen is gonna get you slammed with the critics and even some fans alike too.
But I’m not here to bash the game, I freaking loved it and those are just a couple of things I’m wondering if it will carry over or if one of his developing habits will show its ugly head here or there. What do you guys expect?
There were so many things in this game that were given such care and detail and it was just the little things too like the fairy familiar sitting on your shoulder or Alucard’s fluid pixel movement. Now that I’ve played it, I wonder if certain things will/won’t carry over such as:
1. Would Iga create another weapon as strong as quick as the crissaegrim? And if he did, would he make it more or less difficult to get this time around?
2. The difficulty. I had the crissaegrim for most of the inverted castle so my input is a bit skewed but to my understanding SotN is one of the easier Igavanias out there. I played the beta and demos of Bloodstained and I’d say just going off my regular castle run it seemed a pinch above what symphony gave me on average. Bloodless and Zangetsu are DEFINITELY tougher than about 90% of any of the bosses throughout Symphony outside of Galamoth, Dracula and a few others I can’t remember.
3. The background. The background was very much alive in Symphony in certain rooms and it really added to atmosphere having stuff like books and other things pop out of the walls. The 2.5HD rendering is a perfect opportunity for things to come out of an area that’s not readily on the traversible map. The reason it worked though was because the CG was able to pop really well on pixel art. A great example of this is the diggernaut in Samus Returns. I advise you to look up footage of it. Well executed use of what I’ve been talking about here.
4. More of something I hope doesn’t happen is they streamline the other playable characters into a non customizable variant of Miriam that has their own unique style but can’t access items like Alucard or equipment variations etc. It made for a good challenge in the next run I’m currently on but it’s definitely something I’d call a “negative” albeit very light in regards to Symphony. Maria and Richter are unique, but just don’t have that charm that Alucard has.
5. Lastly, another thing that I hope is more put on the back burner is the certain situations where you just absolutely had to consult a game guide to figure out what in the hell you needed to go get X item or Y weapon....Symphony has a few problem areas in regards to that and I’ve always felt that was incredibly bad game design. Like, I’m all up for looking for stuff and grinding to get things, but needing certain complex item combinations in select areas with no nudge in the right direction outside of cryptic descriptions in the item screen is gonna get you slammed with the critics and even some fans alike too.
But I’m not here to bash the game, I freaking loved it and those are just a couple of things I’m wondering if it will carry over or if one of his developing habits will show its ugly head here or there. What do you guys expect?