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Post by exile on Apr 10, 2019 14:34:00 GMT -6
Is not that she screams when she attacks, it's her voice I think. I do hope the game have dual audio. Different strokes, I guess. I think the English voice actors are phenomenal, and this is coming from someone who typically loathes the English voice work done for Japanese games (I'm looking at you, Final Fantasy).
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purifyweirdshard
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Post by purifyweirdshard on Apr 10, 2019 14:42:51 GMT -6
Yeah I'm going to stick with English for at least my first run - the actors and what I've heard of their performance has been great. I think some people have just become too focused on the attack noises and are getting prematurely turned off from it.
Of course, some never care about the story and character interactions at all, and that's just too bad but another matter.
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Post by RichterB on Apr 10, 2019 14:49:45 GMT -6
TOPICS: Platforms, map rooms, wood textures, and physics.......and I only say pretty much because I do agree some things still need a little work like adding physics to the hammock platforms in the Minerva etc. Though her jumping through platforms isnt an issue, every single -vania game ignored having a "climbing" animation and its almost certainly for the sake of keeping the pace of exploration smooth and steady. I for one would get very, very annoyed if they felt the need to add some kind of physical interaction with the platforms considering just how much jumping and platforming occurs in any IGAvania. Oh, I certainly wasn't suggesting there should be any Metroid Fusion-esque climbing animations added or anything like that. I think what I and some others were noting was how there's a difference between presenting a solid platform and a platform that either has some manner of gaps in it (like a board with a hole and grate with spaced bars) or else is spaced enough from the back wall (like the hammocks and masts) so that you could theoretically fall or rise behind/around it. But what we're unfortunately seeing, as far as I can tell, is Miriam falling or rising "through" some platforms regardless of their shape, placement, or spacing. I think this is one of those things that may have to be ignored as a quirk of the transition from 2D to 2.5D, but Dracula X Chronicles seemed to get it right (well, for the most part) despite using some 3D assets. I agree that the current situation is not ideal for a modern entry in this genre, but I can understand how it could have been overlooked in the development process, as it involves the layering of the assets and consideration of how level design will vary depending on scenarios. Hopefully it could be touched up, but I imagine it's probably too late. I don't know much about programming, but I imagine you'd either have to replace the platform assets that look more unnatural or else change how Miriam interacts with them. I think they're mostly all programmed to act the same right now. The easiest solution for many of the problematic ones would probably be to have Miriam pass over them (which creates the illusion of climbing or jumping off something in the background), as seen with Soma in Aria of Sorrow below. Sometimes it makes sense, other times not...(images appear when logged in)
Next two are from older demo, but give examples:
Digging deeper, I did see a logic error in DXC, too, though...
As an aside, I finally saw that the map room was kept in its lesser state in the newest video. That was pretty shocking to me, but there must be a reason for it. Also, the wood textures aren't as nice and the patchwork pieces are gone, but maybe it was about conserving memory... (EDIT: 2016, 2018, and 2019 shown)
Also, I found another example of movement 3D weight physics from the bridge in DXC. Not as good of an example as the one from Super Castlevania IV that had the ropes move as well, but it shows that 2.5D can do it. Again, all nitpicks and not the end of the world, but since we were putting in feedback and Angel seemed to encourage it, I thought I'd clarify these points.
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Post by Galamoth on Apr 10, 2019 14:53:29 GMT -6
I'm still amazed that they got Ami Koshimizu as the Japanese voice of Miriam, because that's who I personally wanted. (Also amazed that they got Jonathan Joestar's voice actor to voice Johannes in Japanese) That said, just like purifyweirdshard, I'll be playing it in English first. I think the English voices are great too.
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Post by Arsenical on Apr 10, 2019 15:59:34 GMT -6
Miriam's speed. okay, this is something that has never bothered me and i would never complain about such a stupid thing but in this level where the camera is zoomed out and evrything looks big its hard to ignore that Miriam does look really slow. im guessing the player will have access to a speed boost of some kind by the time this area can be entered so im not really worried. Items and skills will make her faster than Alucard. Her normal speed is as Alucard. We have tested it. Dashing were also visible in very early footage, something people rarely talk about, which I find odd. Zoomed out is needed for greater bosses, playing against a big boss and just see one toenail isn't very fun. Her speed is spot on, from first backer demo to the last. Exactly, and im 100% aware of it but how do you make people understand that? such speed options were not present in the current demo and i find that really awkward considering that has been the number 1 complain since the first demo and it still is. why not include the dash skill shown in the Trailer? i bet you anything it would have helped a lot. the camera zoom out is not problematic when fighting valac. but navigating a huge platforming section with the camera like that does make Miriam look heavy. both you and i and many others here have been following the development of this game and know pretty much everything shown so far but the newcomers, the random viewers and the people interested in this game probably doesn't know that those speed ups exist in the game. Sure, we can tell them how amazing this game is and that there is going to be this and that but will that be enough? haters gonna hate but how do you convince the other people?
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Post by BloodyTears92 on Apr 11, 2019 4:28:13 GMT -6
RichterB Ahhh okay, I see what you mean. Sorry, misunderstood what you meant.
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Post by freddythemonkey on Apr 11, 2019 4:38:05 GMT -6
Arsenical I don't even think the problem of most people lies specifically with walking speed (which can be upgraded in the game). People read that the general gameplay is too slow and repeated it like a mantra and now they without a doubt believe that the gameplay is indeed too slow. Which is not a valid critique to make because these games always had THIS gameplay speed. They were never faster. It's like calling Dark Souls's combat "slow". Well duh, it's "slow", it's supposed to be like that. If people still believe they're getting a modern, fast paced metroidvania then they're wrong and just have to deal with it. It's not about the jogging speed for Miriam, or at least not only that. People believe the gameplay to be slow and nothing is gonna change their mind aside from actually speeding up the gameplay which isn't that easy to do because the game is deliberate and slower by design.
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Post by BloodyTears92 on Apr 11, 2019 8:03:16 GMT -6
Its also the general popularity of games that have helped redefine the genre since IGA's absence. Bloodstainend still feels like a Castlevania game in terms of speed but its also important to note that a fair few people seeing this now had their tastes honed by "inspired by Castlevania" games like Dead Cells, or Guacamelee or Dust, most of which tend to be at least a little faster, if not a LOT faster. So for some I think when the "series that inspired the games you love now is returning under a new name" and its not actually quite like the stuff it inspired it creates at least a little disconnect. "I thought Salt and Sanctuary borrowed heavily from Castlevania, but its faster and the combat is a lot more punishing and brutal." Stuff like that. The old games have been gone for fifteen years now, thats almost a full friggin generation ago, scary as it is.
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Post by ReySol on Apr 11, 2019 9:39:26 GMT -6
Yes, I agree with the previous post, new metroidvanias have been part of evolution of the genre. Recently I have played Hollow knight and I think it is a masterpiece, a game with beautiful art, music, tight gameplay, hard but enjoyable, really a unique game. After playing it, I look forward to the sequel Silksong even more than Bloodstained RotN. When I watch the new videos of Rotn's gamplay, I recognize it looks better than before, but at the same time combat feels clunky and boring. I am not interested in customization of Miriam nor the cooking up potions in the menu screen. I think it lost some appeal that it had previously. I hope I will still like it and I have great expectantion. Even though I might not like it, I will take the best from it - music, artwork and Curse of the moon which was fantastic!
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Post by Brainiac on Apr 11, 2019 9:45:45 GMT -6
Recently I have played Hollow knight and I think it is a masterpiece, a game with beautiful art, music, tight gameplay, hard but enjoyable, really a unique game. After playing it, I look forward to the sequel Silksong even more than Bloodstained RotN. Hey Mr. Welldone, I think this guy would like a word.
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Post by estebant on Apr 11, 2019 12:34:17 GMT -6
Yes, I agree with the previous post, new metroidvanias have been part of evolution of the genre. Recently I have played Hollow knight and I think it is a masterpiece, a game with beautiful art, music, tight gameplay, hard but enjoyable, really a unique game. After playing it, I look forward to the sequel Silksong even more than Bloodstained RotN. When I watch the new videos of Rotn's gamplay, I recognize it looks better than before, but at the same time combat feels clunky and boring. I am not interested in customization of Miriam nor the cooking up potions in the menu screen. I think it lost some appeal that it had previously. I hope I will still like it and I have great expectantion. Even though I might not like it, I will take the best from it - music, artwork and Curse of the moon which was fantastic! Bloodstained just looks so dull huh? I'm glad I'm not the only one who can see it.
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Post by Scars Unseen on Apr 11, 2019 17:35:17 GMT -6
The idea that an Igavania would be considered outdated because it's slower than current Metroidvanias is bizarre to me. It's not like there weren't fast paced games when Castlevania was popular. Platformers had been considerably faster since the original Mario Bros. Even within the Metroidvania genre you had, well, Metroid. The Castlevania series has always been slower than a lot of other games out there, and it was never a problem then. There's no need for it to meet some arbitrary speed requirement that other games are supposedly setting. The Castlevania games were fun at their pace, and I fully expect RotN will be as well.
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BloodyTears92
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Post by BloodyTears92 on Apr 11, 2019 18:57:15 GMT -6
Oh I agree, I'm super glad the team stuck it out and insisted the game is paced correctly, I was just exploring an angle I thought explained why the speed might seem like an issue to some now when it wasnt back then.
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Post by Clear on Apr 11, 2019 20:23:37 GMT -6
I think one reason why people think Bloodstained is slow is because of the media and how those in the media word their thoughts about the game.
For example, if someone reads "We played it, we review it! Bloodstained is the Metroidvania you're looking for!" then impulsively looks up recently-posted gameplay footage, this person may be inclined to compare other (recent) titles of the same genre and may end up seeing a valid point in their mind about the "apparent slowness" in Bloodstained. Note that the headline is very much heavy on the general side of explaining the game and leaves the reader on an open end, which may also play a part.
If instead words/phrases like "Igavania" and "SotN fans" were part of the headline, a better message would come through and drive a better point across. As a result, less claims of "slowness" may be voiced. And a relative handful may then want to know "What is an Igavania?" or "What is a SotN?" to potentially help them understand better the roots of Bloodstained.
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Post by RichterB on Apr 11, 2019 21:36:42 GMT -6
I'm going to address this "too slow" stuff, building on some things I said in the Shoutbox earlier. The problem is basically a perception of A.) "What is Castlevania?" and B.) "What is Metroidvania?" Fundamentally, the media and general public perceive these things differently through the lens of different experiences and foggy memories. When you hear Bloodstained brought up in the same sentence as Cyber Ninja and The Messenger, that tells me there are mixed mental metaphors going on. Ninja Gaiden is clearly more of an influence on those games, and if we're talking the original NES Ninja Gaiden, it always played faster and more straightforward than Castlevania. Ninja Gaiden and Castlevania, while both action-platformers, are as different as Mario and Sonic. Ninja Gaiden encouraged moving as fast as you could because lingering meant opening yourself up to danger. Castlevania was always slower and more deliberate, even giving rise to areas that could be punishingly so, like Castlevania III's "falling block" section. Metroidvania came out of Castlevania, but there are reasons for the foggy memories about how these games consciously and purposely play. Media members' familiarity with Castlevania is almost always more casual and/or selective. Super Castlevania IV, Symphony of the Night, the GBA games, or the DS games are the ones people are most familiar with, but few played all of these and even those who did did not necessarily linger on any of them to understand what makes them tick or different/similar from other Castlevania entries or other action-platformers/adventure games. Castlevania has such a strange "Rorschach test" reputation based more on memories than experiences because it hasn't had a consistent presence of notoriety in media/popular culture outside of Japan (and maybe inside Japan as well, though I don't know those specifics). But speaking for North America: Super Castlevania IV was about the last game of the original era of Castlevania that was received with some fairly heavy fanfare. Right after the well-received 1991 Super Castlevania IV, there was a bit of a crisis--Rondo was largely an unknown commodity outside of Japan in 1993 that you perhaps only caught a glimpse of in a wistful magazine article or import catalog; Bloodlines was mostly overlooked on Genesis in 1994; and Dracula XX was too late to the party in 1995. That's around 6 "lost" years as a franchise before SotN then garnered critical notoriety, becoming the new standard-bearer in 1997, and changing the expectations of how Castlevania should play. But that had consequences. Legends was a blink-and-you-missed-it Gameboy title in 1998; the N64 entries were more spoken of than people recall, but were still controversial and largely misunderstood in 1999; Castlevania Resurrection for the Sega Dreamcast was cancelled despite a fair amount of buzz in 2000, and Castlevania Chronicles was seen as nothing more than a side novelty in late 2001. But in mid-2001, there was a game that started to get more attention, and that was Circle of the Moon on the GBA (a launch title for GBA, in fact). That led to IGA coming back into the fold for the rest of the GBA entries in 2002 and 2003, setting a new baseline and reference point for the series returning to some public reputation. (Although worldwide sales for HoD and AoS together were only about half of what Circle of the Moon did, showing the uphill battle for consistency Castlevania has with the public's consumption/retainment.)
But between these, Lament of Innocence and Curse of Darkness in 2003 and 2005 failed to move the needle very far on the home console market, which limited Castlevania's reach amid the rise of games like Devil May Cry and God of War--which these Castlevania games sought to emulate to some extent, especially with their combo systems--and which were considered the modern replacements for Castlevania along with the rebooted Ninja Gaiden in 2004, despite their combo-driven gameplay and limited platforming. Already, you see major confusion brewing over what Castlevania is. The DS games, 2005-2008, semi-stabilized Castlevania for a limited audience, but did so in a very specific way that kept the franchise bottled up. (Their worldwide sales numbers were better individually than IGA's two GBA games, but none of them got anywhere close to KCEK's Circle of the Moon numbers, despite the DS having a strong install base. They became seen as a cyclical thing to be taken for granted, perhaps, like during the NES era of Mega Man.) Dracula X Chronicles in 2007 was made with the best intentions but was sort of just a glorified "legacy collection" on the limited-audience PSP; meanwhile, well-intentioned but really left-field experiments like Judgment (2008) and Harmony of Despair (2011) were not very well received, and there was a [rather biased] perception that Castlevania works best (or solely) as a portable 2D series in a Metroid-esque formula. Period.
2009's Castlevania: The Adventure Rebirth was mainly overlooked on WiiWare, partially because it was a semi-"budget title" on Wii and partially because it wasn't a Metroidvania, since there had been such a push to brand Castlevania in that mold, even going back to the N64 titles, where people complained they weren't the same as SotN, forcing the franchise into a tiny box. The Lords of Shadow era tried to broaden Castlevania in an almost desperate way between 2010 and 2014--combining and even force-feeding "modern/popular" elements from stuff like Uncharted and Shadow of the Colossus--and this actually did bring in new fans, but there was too big of a gap between releases and too much discrepancy between what direction it should take, resulting in more rifts, confusion, and another crash for the franchise.
Within that muddled "soup" of a history, which doesn't have the same steady reputation as something like Zelda, it's no surprise that there is no mainstream consensus on Castlevania, and many people are only finding out about it through Smash Bros. now. But then you add on the confusion of Metroidvania. With this strand of Castlevania being prolific for a time but then going dark for years on end, people stepped up and started doing new interpretations. And guess what, people experienced those with either no knowledge of Castlevania or only foggy memories of games they enjoyed reviewing/playing years or even a decade or more ago. As such, these games--Cave Story, Guacamelee, Hollow Knight, Dead Cells, Shadow Complex, etc., BECAME Metroidvania--simply by virtue of their Metroid-ish structure. So, there is a huge perception gap right now. As for myself, Bloodstained is turning out better than I could have hoped thus far, even before the Classic Mode is detailed. It's main mode is blending (and even highlighting) some of the more intense action-platforming and environmental hazards of older Castlevania games into the exploration and character-building that has taken center stage in many later Castlevania entries. I like how it's deliberate in how it's doing this, and in a sense, it is blending Classicvania and Metroidvania as much as it can without alienating the fans that lean more toward post-SotN than pre-SotN. But few know or care about Classicvania these days, and Metroidvania has been defined for many not by SotN now, but either memories of SotN, newer things like Hollow Knight, or some combination of the two superimposed over each other in their mind's eye.
I dislike the one-size-fits-all mentality that's gotten into gaming in recent generations. It doesn't always have to play faster and more flashy. I think that the reliance on flashy, repetitive combos have hamstrung 3D action-platformers and player-based ingenuity, for one. But I digress...
It's a matter of if people will give it a chance and play it by its own rules, and experience that journey. Will the media and general public do that? That's the question. The Castlevania brand has actually sadly suffered in the past when it tries to be other "popular" games, and I don't want Bloodstained the make the same mistake as it carves out its own identity. I have my nitpicks, but overall, I'm pleased with what I've seen and played so far.
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Post by rav4ishing on Apr 12, 2019 9:12:35 GMT -6
I'm going to address this "too slow" stuff, building on some things I said in the Shoutbox earlier. The problem is basically a perception of A.) "What is Castlevania?" and B.) "What is Metroidvania?" Fundamentally, the media and general public perceive these things differently through the lens of different experiences and foggy memories. When you hear Bloodstained brought up in the same sentence as Cyber Ninja and The Messenger, that tells me there are mixed mental metaphors going on. Ninja Gaiden is clearly more of an influence on those games, and if we're talking the original NES Ninja Gaiden, it always played faster and more straightforward than Castlevania. Ninja Gaiden and Castlevania, while both action-platformers, are as different as Mario and Sonic. Ninja Gaiden encouraged moving as fast as you could because lingering meant opening yourself up to danger. Castlevania was always slower and more deliberate, even giving rise to areas that could be punishingly so, like Castlevania III's "falling block" section. Metroidvania came out of Castlevania, but there are reasons for the foggy memories about how these games consciously and purposely play. Media members' familiarity with Castlevania is almost always more casual and/or selective. Super Castlevania IV, Symphony of the Night, the GBA games, or the DS games are the ones people are most familiar with, but few played all of these and even those who did did not necessarily linger on any of them to understand what makes them tick or different/similar from other Castlevania entries or other action-platformers/adventure games. Castlevania has such a strange "Rorschach test" reputation based more on memories than experiences because it hasn't had a consistent presence of notoriety in media/popular culture outside of Japan (and maybe inside Japan as well, though I don't know those specifics). But speaking for North America: Super Castlevania IV was about the last game of the original era of Castlevania that was received with some fairly heavy fanfare. Right after the well-received 1991 Super Castlevania IV, there was a bit of a crisis--Rondo was largely an unknown commodity outside of Japan in 1993 that you perhaps only caught a glimpse of in a wistful magazine article or import catalog; Bloodlines was mostly overlooked on Genesis in 1994; and Dracula XX was too late to the party in 1995. That's around 6 "lost" years as a franchise before SotN then garnered critical notoriety, becoming the new standard-bearer in 1997, and changing the expectations of how Castlevania should play. But that had consequences. Legends was a blink-and-you-missed-it Gameboy title in 1998; the N64 entries were more spoken of than people recall, but were still controversial and largely misunderstood in 1999; Castlevania Resurrection for the Sega Dreamcast was cancelled despite a fair amount of buzz in 2000, and Castlevania Chronicles was seen as nothing more than a side novelty in late 2001. But in mid-2001, there was a game that started to get more attention, and that was Circle of the Moon on the GBA (a launch title for GBA, in fact). That led to IGA coming back into the fold for the rest of the GBA entries in 2002 and 2003, setting a new baseline and reference point for the series returning to some public reputation. (Although worldwide sales for HoD and AoS together were only about half of what Circle of the Moon did, showing the uphill battle for consistency Castlevania has with the public's consumption/retainment.)
But between these, Lament of Innocence and Curse of Darkness in 2003 and 2005 failed to move the needle very far on the home console market, which limited Castlevania's reach amid the rise of games like Devil May Cry and God of War--which these Castlevania games sought to emulate to some extent, especially with their combo systems--and which were considered the modern replacements for Castlevania along with the rebooted Ninja Gaiden in 2004, despite their combo-driven gameplay and limited platforming. Already, you see major confusion brewing over what Castlevania is. The DS games, 2005-2008, semi-stabilized Castlevania for a limited audience, but did so in a very specific way that kept the franchise bottled up. (Their worldwide sales numbers were better individually than IGA's two GBA games, but none of them got anywhere close to KCEK's Circle of the Moon numbers, despite the DS having a strong install base. They became seen as a cyclical thing to be taken for granted, perhaps, like during the NES era of Mega Man.) Dracula X Chronicles in 2007 was made with the best intentions but was sort of just a glorified "legacy collection" on the limited-audience PSP; meanwhile, well-intentioned but really left-field experiments like Judgment (2008) and Harmony of Despair (2011) were not very well received, and there was a [rather biased] perception that Castlevania works best (or solely) as a portable 2D series in a Metroid-esque formula. Period.
2009's Castlevania: The Adventure Rebirth was mainly overlooked on WiiWare, partially because it was a semi-"budget title" on Wii and partially because it wasn't a Metroidvania, since there had been such a push to brand Castlevania in that mold, even going back to the N64 titles, where people complained they weren't the same as SotN, forcing the franchise into a tiny box. The Lords of Shadow era tried to broaden Castlevania in an almost desperate way between 2010 and 2014--combining and even force-feeding "modern/popular" elements from stuff like Uncharted and Shadow of the Colossus--and this actually did bring in new fans, but there was too big of a gap between releases and too much discrepancy between what direction it should take, resulting in more rifts, confusion, and another crash for the franchise.
Within that muddled "soup" of a history, which doesn't have the same steady reputation as something like Zelda, it's no surprise that there is no mainstream consensus on Castlevania, and many people are only finding out about it through Smash Bros. now. But then you add on the confusion of Metroidvania. With this strand of Castlevania being prolific for a time but then going dark for years on end, people stepped up and started doing new interpretations. And guess what, people experienced those with either no knowledge of Castlevania or only foggy memories of games they enjoyed reviewing/playing years or even a decade or more ago. As such, these games--Cave Story, Guacamelee, Hollow Knight, Dead Cells, Shadow Complex, etc., BECAME Metroidvania--simply by virtue of their Metroid-ish structure. So, there is a huge perception gap right now. As for myself, Bloodstained is turning out better than I could have hoped thus far, even before the Classic Mode is detailed. It's main mode is blending (and even highlighting) some of the more intense action-platforming and environmental hazards of older Castlevania games into the exploration and character-building that has taken center stage in many later Castlevania entries. I like how it's deliberate in how it's doing this, and in a sense, it is blending Classicvania and Metroidvania as much as it can without alienating the fans that lean more toward post-SotN than pre-SotN. But few know or care about Classicvania these days, and Metroidvania has been defined for many not by SotN now, but either memories of SotN, newer things like Hollow Knight, or some combination of the two superimposed over each other in their mind's eye.
I dislike the one-size-fits-all mentality that's gotten into gaming in recent generations. It doesn't always have to play faster and more flashy. I think that the reliance on flashy, repetitive combos have hamstrung 3D action-platformers and player-based ingenuity, for one. But I digress...
It's a matter of if people will give it a chance and play it by its own rules, and experience that journey. Will the media and general public do that? That's the question. The Castlevania brand has actually sadly suffered in the past when it tries to be other "popular" games, and I don't want Bloodstained the make the same mistake as it carves out its own identity. I have my nitpicks, but overall, I'm pleased with what I've seen and played so far.
I read this over breakfast. Thanks for writing this. I found this to be such a thoughtful post. Whether it's true or not will vary across readers, but what I like is the amount of thought you had put into it. I struggled to find something modern that would give me the same enjoyment that SofN, AoS, DoS, PoR, etc gave me. I tried the other games like Hollow Knight and Dead Cells, and while I can see why these games succeeded, neither of these blockbuster titles gave me the enjoyment I was seeking. As mentioned above, games like Hollow Knight and Dead Cells are more like derivations and re-imaginations of the original source. Again, I can see why these are great games, but in my eyes it doesn't include the core gameplay mechanics that made SotN and it's actual successors so fun to begin with. As an aside, I could care less what platform it's on (no disrespect to the Linux and other platform backers that got dismissed). I know these games take massive amount of effort and resources to make, and I'm just glad that it's being made because it's going to settle in itch in us that has gone unscratched for far too long.
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purifyweirdshard
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Post by purifyweirdshard on Apr 12, 2019 9:39:15 GMT -6
RichterB Yeah you should put that up as a linkable article somewhere, in a big social media group, etc. Good comprehensive look at the status of the whole thing and I agree with pretty much all points.
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Post by RichterB on Apr 12, 2019 14:19:17 GMT -6
RichterB Yeah you should put that up as a linkable article somewhere, in a big social media group, etc. Good comprehensive look at the status of the whole thing and I agree with pretty much all points. I appreciate you, rav4ishing, and all who went and read through that wall of text. I always think history is important with these kinds of things. I will see if I can get some time to clean/tighten that post up and post it more prominently as a linkable article. Thanks again.
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Post by kamuiarikado on Apr 12, 2019 19:12:15 GMT -6
My updated constructive criticism about the Bloodstained: RotN PAX East 2019 demo:
WARNING: Long post.
Things that I liked: - I love the sense of depth in the Tower of the Twin Dragons area, lots of verticality, spikes, gears, and platforming, great job guys!
- Pretty good level design. These aren't just empty halls and shafts anymore, environments have a lot of details, layers and variation. Beautiful backgrounds.
- Buer armor is a wacky and cool idea, I love that when the armor runs out of buers, it just pulls out another from hell itself! and its death animation is amazing too! I want to see more wacky and creative enemy designs like this.
- Just the right difficulty. There are a lot of nasty enemies like the Dullahammer Heads, Flying Mortes and Poison Toads that just don't give Miriam a break.
- Valac looks imposing and uncanny. Excellent monster design.
- Gears of Fortune is a beautiful and catchy track.
- Castle areas are bigger and better than before. You really feel that you’re storming a giant demonic castle.
Things that need more work:
- Death animations, especially the harpy and Cealeno needs more polishing, when you kill a harpy it just obliterates from existence.
- The "red stained glass" death animations needs more animation frames and variations, one of my favorite aspects of past IGAvania games was the variety of creative enemy death animations.
- Also, The Poltergeist death animation needs some polishing too and a more interesting portrait destruction sound effect.
- Valac needs more visual cues like the red flash in the Vepar boss fight and a flinching animation to tell the players that they're doing enough damage to the boss.
- When both dragons uses its fire breath and the fire touches the ground, it just disappears without leaving a trace of flames and ashes, incorporating a flame and ashes particle visual effect will add more personality and realism to the boss fight, players appreciate this little details. Also, Valac needs a more powerful and exteded fire breathing sound effect.
Update: Weird, in the Handsome Phantom impressions video both dragons emits a powerful and evidently raging fire breath sound effect and even in Gematsu video we can hear it, but in the Gamespot video there isn't evidence of any fire breathing sound effect, A bug? Gamespot fault? Who knows!?
- When Valac finishes its desperation move, the red shining eyes animation it just wears off immediately, Red Eyes Twin Dragons needs a more elaborate cool down animation. By the way, I love the Valac’s jaw trembling animation, great detail!
- The font of the menus looks… odd, like if the text isn't properly aligned, perhaps it's a glitch or something, for example: The “Use items or view their effects.”, and “POISONED” texts. The same occurs in the item names, attributes, descriptions, enemy names, and most of the game windows and text.
Notes: The red cues indicates the multiple instances of text glitches in the current demo.
- I want to emphasize that sound effects are crucial for a satisfying game experience: from using weapons and shards, killing monsters, to echoes in a cave, river water running, rocks crumbling, footsteps in the sand, wolves howling... sound effects must feel satisfying and rewarding, and by adding the right monster, weapon, spell and environmental sound effects, the Bloodstained world will feel more rich and vivid.
Well, I hope my feedback helps the dev team to make of Bloodstained: RotN an even greater game.
Note: I didn't mention the Miriam's crate pushing animation, the characters expressions, the visual tweaks in the Galleon Minerva stage like the map, the rope textures and hammocks movement, and some minor visual polishing because most of the users have given a more comprehensive explanation of why adding and tweaking this minor details in the game will make Bloodstained: RotN an even more complete and better experience for all.
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Post by Pure Miriam on Apr 13, 2019 1:11:49 GMT -6
RichterB Seriously, great article. I basically agree with most of what you said. kamuiarikado great feedback, too.
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