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Post by mourningxsun on Jul 7, 2019 23:35:23 GMT -6
I'm really not getting this aspect ratio argument at this point. It's just a straw-man. You're bringing up something that has never been a part of the discussion about this game series in twenty years of existence. Your argument is that the screen being 30% longer actually makes the game 30% bigger than what it appears to be. It's a fundamentally bizarre and nonsensical argument and no offense to you, but I'm tired of legitimizing it at this point. The game is 1650ish rooms. SotN and PoR both have more rooms. That's it.
Your choice to not take advantage of the options that the game reasonably presents you doesn't make the game harder. There's no ridiculous grinding needed in this game to get powerful, just some knowledge of it.
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Post by DSLevantine on Jul 8, 2019 0:51:25 GMT -6
strongly disagree with 3. Do you even know how powerful you can get in AOS and OOE? This game is definitely harder than AOS DOS OOE POR HOD SOTN, compare apple to apple, the difficulty argument doesn't hold water. I need to stress that maybe some of you got used to games like dark soul but that's not the way rotn should be.
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Post by mourningxsun on Jul 8, 2019 1:27:21 GMT -6
This game is definitely harder than ... OOE I'd like to personally congratulate you on being the only person on earth with this opinion.
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Post by freddythemonkey on Jul 8, 2019 3:12:39 GMT -6
Bloodstained harder than OoE is a new one. Apart from the fact that in OoE the devs decided to make areas and bosses more brutal (and I don't know why they did that but I'll forever love them for it), making damage attributes and resistances actually pivotal for once, the only really OP builds in Ecclesia are only available in the end game, as they should be. No access to Death Ring, the Cerberus Glyph, the Dominus life draining ability or the Nitesco glyph union until Dracula's Castle or well into the Castle itself. It's the only IGAvania which is not only not ridiculously unbalanced but actually rather balanced until you get the endgame broken stuff to have fun and melt bosses on NG+ (and sadly trivialize Dracula but hey I never said it was PERFECTLY balanced).
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Post by DSLevantine on Jul 8, 2019 3:14:36 GMT -6
This game is definitely harder than ... OOE I'd like to personally congratulate you on being the only person on earth with this opinion. So, you have asked all the people on earth and come up with that conclusion or you are just spouting nonsense?
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Post by freddythemonkey on Jul 8, 2019 3:16:42 GMT -6
DSLevantine it's an exaggeration on his part I assume but it's certainly an uncommon stance as far as I know of what the general opinions on OoE are.
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Post by DSLevantine on Jul 8, 2019 3:41:31 GMT -6
DSLevantine it's an exaggeration on his part I assume but it's certainly an uncommon stance as far as I know of what the general opinions on OoE are. Somehow, I got all the medals in OOE on my first play through. the crab - took me a few tries to learn the pattern the giant - he is so slow and I just spammed all the arrows on him the fish - took me a few tries to learn the pattern too, not so hard sea monster - easy man eater - easy centaur - iirc need to watch out for the crossbow? albus - jump to the back and absorb acerbatus barlowe - this one gave me some problems, I wonder why the third hit of the teleport punches always got me. blackmore - i think this is the hardest boss as i died too many times and there is no where to run
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Post by anonthemouse on Jul 8, 2019 4:14:48 GMT -6
The conversation needn't be muddied with aspect ratios. Um...what? It's not just a change in aspect ratios. That's been the point purifyweirdshard was making from the beginning. The rooms are actually bigger. Like, as in size of room compared to size of player model, they're bigger rooms. Each room has more area to traverse than a room in C:SotN. EDIT: The problem here is that you're treating "a room" as a standard unit of measure when it's not. The amount of total area that constitutes "a room" in C:SotN is less than the amount of total area that constitutes "a room" in B:RotN. If you want a standard unit of measure, use the protagonist. How many Alucards fit into a room in C:SotN versus how many Miriams fit into a room in B:RotN. What purifyweirdshard is saying is that the rooms in B:RotN fit more total protagonists.
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Post by purifyweirdshard on Jul 8, 2019 8:22:17 GMT -6
This game is definitely harder than ... OOE I'd like to personally congratulate you on being the only person on earth with this opinion. This is how I feel with regard to the "aspect ratio" thing when talking to you about it. I can only think of Sunraiser having the same thing to say a while back about the map being too small and she was probably reading it the same way. It's like you're purposefully ignoring something everyone understands as a given. anonthemouse 's post is another way of illustrating it - it's not a strawman, it's addressing things as directly and literally as I can. It wasn't part of the conversation before mostly because "why isn't it bigger" wasn't a conversation or just being a fact that many forgot or didn't consider regarding the screens being bigger, but things like this did come up here. Here's one instance: bloodstained.forums.net/post/64860To PM's post, you said "That's a bit of an odd way to look at it. Presentation doesn't really change anything in a practical sense" - but what him and I are saying aren't really about "presentation", it's like what I'm meaning here in that the game is actually bigger, regardless of how many blips can be counted. Here's another way to think about it in the most practical way that occurs to me right now - picture a sandwich at a sub shop. They're only measured in inches, right? However, isn't it well known and understood that a sandwich from your local deli is going to have much more meat and toppings than one from Subway who rations their meats in thin triangles? For this example, let's say the deli sandwich is also *wider* which is not taken into consideration of the inch length measurement. What happened was Koji Igarashi promised you a sub that was at least 12" rather than the 10-11"s you were used to that had less width, and less meat and toppings in them. What arrived was a bit longer than 12" (as with a bit over 1600 as was the promise), which may at first look and sound disappointing because it's not the grander length you expected, but the sandwich is wider and has more in it that such that you're getting considerably more food than if you'd gotten a 20" Subway sandwich with evenly spaced thin meat triangles (SD squares). Because of all this, "inches" of a sandwich is just as ineffective of a true measurement of how big it is just as a map having x squares when comparing SD to HD. If I walked into Subway right now and they told me they'd give me a 24" sandwich for the cost of a 12" from the deli/sports bar etc, I'd still pass because there'd still be less actual food.
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Post by Arsenical on Jul 8, 2019 8:52:03 GMT -6
mourningxsunMy man. thank you for that beautiful red post. you have mentioned every single one of my concerns about the REAL problems and letdowns i have about this beautiful Game. even my IGAVANIA fanboy agrees with everything you said. while i think that this is IGA's biggest castle, Den of the behemots its nothing but a map filer and that killed the deal for me. its about quality not quantity. lets hope the next bloodstained becomes the true OPUS MAGNUS that was promised. purifyweirdshard start a new game in OOE in hard mode and count how many times you die before you reach the skeleton cave and unlock double jump. OOE is Shanoa Must die level of difficulty and here are a very few reasons of why. 1. the damage formula was changed so that the minimum damage you can take is 31 instead of 1. this means the game is stupidly hard in the beggining where enemies can kill you in 3 hits. 2. enemy placement is insane. conbined with the damage formula modification, you run into infinite spawns of bats and winged bones with surprisingly annoying patterns and early golden medusa heads that can hit you for 130 damage + stone. Ruvas forest is an absolute hell and that is only the second stage of the game. 3. Recovery options are almost non existant until mid-late game. in OOE your only source of healing item during the first 2-3 levels are pieces of meat that recover 29 HP and your 2 starting Potions that only heal 50 HP. You unlock potion after you rescue the healer in minera prison island and thats the 4th stage of the game with ridiculous hazards. even after this, Potions are incredibly expensive and high potions are unlocked way later in the game (about 70% of completion) food options are also unlocked later after you get the Double jump.4. Limited power up options Shanoa laughs in the face of the other Castlevania characters because she has free Quick MP Recovery but she cannot use weapons. her spells are her weapons and she can only get them from a very limited amount of enemies, and that greatly limits her arsenal to fight demons. Shanoa only gains +8 HP per level. there is no such thing like food buffs and leveling up in OOE takes forever due to the ridiculous exp gains. 5. hazards and traps are Bullshark! i don't need to explain much here but placing gold medusa heads in a large corridor with spikes below you while you have to magnes your way to the other side is not exactly easy. fall and take instant 300+ damage per second. nope your way out with a magical ticket or good luck breaking free of the petrification. also Minera Prison traps get BUFFED. and theres more. compare these to Ritual and see :l
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Post by purifyweirdshard on Jul 8, 2019 8:55:00 GMT -6
purifyweirdshard start a new game in OOE in hard mode and count how many times you die before you reach the skeleton cave and unlock double jump. OOE is Shanoa Must die level of difficulty and here are a very few reasons of why. He was saying that OoE *normal mode* is harder than RotN *hard mode*, not comparing the hard modes themselves.
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Post by Arsenical on Jul 8, 2019 9:02:02 GMT -6
purifyweirdshardabsoute derp from me. that changes a lot of things but most of them such as the healing methods or power acquisition remain. irc the only way to power up your spells in OOE was by increasing your attribute points... zombie grinding intensifies. edit: Now that i think about it. Bloodstained is really easy because it gives you multiple options to power up yourself early. comparing both games i can see Ritual being harder than OOE in normal mode if the player ignores or doesn't pay enough atention to the upgrade systems. OOE didnt give you many options for that. you had to fight with everything you had at your disposal.
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Post by mourningxsun on Jul 8, 2019 12:16:13 GMT -6
purifyweirdshard anonthemouse I'm not sure how to break it to you guys, but room count has in fact been the standard of measurement for Iga's games the entire time. If you want to introduce relative character size into the discussion, you end up with strange arguments like Circle of the Moon being one of the larger games just due to the small protagonist, and Harmony of Dissonance being even smaller because Juste is a bit larger. And here's the thing, I'd bet you all the gold in China that if Bloodstained was in a 4:3 ratio, the castle layout and room count would be the exact same thing as what we have now. The screen being a bit bigger in a relative sense does not make the game bigger. It does not make the game longer, nor does it add more content. It is simply the size of the screens. It is a bizarre defense of a game that has failed to meet one of it's promises. Bloodstained does not have the most rooms, areas, enemies, bosses, or anything that could be reasonably used to explain how big the game is. The screen being wider does not magically make it the biggest game Iga has ever made in spite of everything else. If the game had half the amount of rooms, but double the amount of depth and stuff in it, then it would be a pitifully tiny game with a lot to mess around with. The goal was "Iga's biggest castle" not "Iga's most in depth game." You're a bit of a literalist when it comes to the stretch goals Purify, so tell me, where was aspect ratio officially introduced into the discussion regarding this stretch goal? I'll bring up the point of the save room again. Bloodstained has a bigger save room than SotN because of the aspect ratio. But what does that mean? Absolutely nothing. A 30% "larger" save room does not offer 30% more content. If Bloodstained matched SotN's aspect ratio, then we'd see the same map layout, the same enemy spread, and the same amount of content. Bloodstained doesn't have bigger screens to offer more content, it has bigger screens because it's not 1997 anymore and every game for the past decade has been 16:9. Nobody has ever made the claim that games nowadays are bigger and offer more content because of the aspect ratio. If the game had Miriam and the enemies half the size they are now while not touching anything else, would you be claiming that the game is now over twice the size of all of SotN? Also unfortunately for you I'm a sous chef in a restaurant that offers gourmet styled sandwiches, and I'd probably be shot if I sent out a sandwich that wasn't cut to the proper length regardless of how much "stuff" is in it. Bad analogy. I will reiterate. The standard measurement for the size of Castlevania games has been room count. Always. That doesn't change now to try and fit a narrative. The fact that this conversation can even be had, and aspect ratios needing to be brought in to defend the smaller size of the game, shows at the very least that they were cutting it very close with this stretch goal. And honestly, if the Den of Behemoths didn't exist and we had two or three actually interesting areas instead, I'd probably overlook the room count. But unfortunately the game has about 100-150 rooms of literal, actual, nothing, so I have a problem. Bloodstained shouldn't need the white knight brigade flying in. I should have finished the game and thought "Wow, that was definitely the biggest Castlevania I've played. I'm satisfied." Not ... "wait, that was the last area?" like I did. Even if I wanted to cede on this argument that's gone on way too long, my opinion would then rest at "well even if it's the biggest game he's made, it really doesn't feel like it."
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Post by Nezuto on Jul 8, 2019 15:13:40 GMT -6
purifyweirdshard absoute derp from me. that changes a lot of things but most of them such as the healing methods or power acquisition remain. irc the only way to power up your spells in OOE was by increasing your attribute points... zombie grinding intensifies. edit: Now that i think about it. Bloodstained is really easy because it gives you multiple options to power up yourself early. comparing both games i can see Ritual being harder than OOE in normal mode if the player ignores or doesn't pay enough atention to the upgrade systems. OOE didnt give you many options for that. you had to fight with everything you had at your disposal. Absorbing the same glyphs repeatedly would also power up your spells/abilities. Painstaking process with how % rates worked on some of those mobs, though.
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Post by anonthemouse on Jul 8, 2019 16:48:34 GMT -6
mourningxsun Dude, shut up about the room count. Right now, you're the guy being presented with a footlong sub and a hoagie and going, "But they're both just one sandwich."
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Post by 4blackout on Jul 8, 2019 17:14:08 GMT -6
I think mourningxsun has a point, even though I wouldn't go as far as to say the Kickstarter campaign lied.
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Post by mourningxsun on Jul 8, 2019 17:26:08 GMT -6
mourningxsun Dude, shut up about the room count. Right now, you're the guy being presented with a footlong sub and a hoagie and going, "But they're both just one sandwich." No need to be rude. Bloodstained has less rooms that sone other of Iga's. That's it. No need for all the goalpost moving and unrelated comparisons. Just take the L. This series is measured in room counts. Bloodstained is no exception. The end.
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Post by anonthemouse on Jul 8, 2019 17:52:41 GMT -6
Bloodstained has less rooms that sone other of Iga's. That's it. A sandwich shop offers two kinds of sandwich for catering. In either case you get 20 sandwiches. For one kind, the sandwich is 8", for the other, the sandwich is 12". Both have the same density of toppings per inch. ...and you are asking why one is advertised as more food than the other, when both are "20 sandwiches".
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Post by mourningxsun on Jul 8, 2019 18:47:50 GMT -6
Bloodstained has less rooms that sone other of Iga's. That's it. A sandwich shop offers two kinds of sandwich for catering. In either case you get 20 sandwiches. For one kind, the sandwich is 8", for the other, the sandwich is 12". Both have the same density of toppings per inch. ...and you are asking why one is advertised as more food than the other, when both are "20 sandwiches". Enough with the metaphors. They suck. For your argument to work, you would need to provide some kind of evidence that these 30% longer "rooms" provide 30% more content compared to previous games. Of that I am unconvinced. The way to prove that would be to take the starting area of Bloodstained, and the starting area of another Iga game, probably DoS, and figure out density. This would be accomplished by counting the amount of rooms in each area. Then one would count the enemy spawn points, items, chests, and whatever other quantifiable "thing" in that area. Then the numbers can be turned into a ratio (something like "Bloodstained has 1.2 enemies per room square) and if Bloodstained's ratios are about 30% bigger than the other game's, then you'd be correct, and I'd be wrong. It's the easiest way to objectively answer this one way or the other.
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Angel-Corlux
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Post by Angel-Corlux on Jul 10, 2019 11:52:13 GMT -6
Hey all, don't have time to deep dive but I appreciate all the feedback, and regarding "Iga's Biggest Castle" I can assure you that the content that's in the game is already much bigger in terms of actual size when compared to Iga's previous games, when we did the calculation it came out to something like 1.78 times bigger than SotN I believe.
Plus when you add in all the extra content that's coming, there's really no question that Bloodstained is going to be bigger than any previous Igavania, the others don't even come close.
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