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Post by LordKaiser on Dec 26, 2015 15:48:19 GMT -6
Please inti-Creates and the other devs:
Please don't forget to add all of your creativity to how monsters and playable characters die. It will add character and life to the game so I don't just want the enemies to die the same way either fading or exploding. Animations like the ones used in later Castlevania games like bones spreading out and skulls bouncing on the floor when skeletons are killed or Pieces of a Golem falling to the ground when killed and all of that. Anyway knowing Igarashi he will do so but this is just a reminder as those details cannot lack in this game. About Miriam and the other 2 playable characters, I want memorable good death animations.
Also other types of animations like when on Dawn of Sorrow you step on a van and the snow falls of etc. are important to the quality of the game. Please add a lot of them where they're needed so it feels alive.
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Dec 27, 2015 0:29:49 GMT -6
I completely forgot about this aspect of the game to be honest. Having varied horrible demises for the protagonist and villains alike is something that adds a sense of excitement to the gameplay.
For all my championing of complete artistic freedom I am hoping for something falling a little short of let's say Mortal Kombat Fatalities.
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Post by Valtiel on Dec 27, 2015 12:09:44 GMT -6
I don't recall any of Iga's previous games having notably violent death animations for the playable characters. Personally that's not something I want to see in this game, either. But hey maybe Iga will feel like pushing the envelope this time.
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Dec 27, 2015 13:53:10 GMT -6
Well maybe it isn't in previous games, but they did have unique damage animations. In a few sprites here you see different damage animations. He also has damaged sprites that are unique to Wolf and Bat form. Richter Belmont did as well, and I think Maria too in the Saturn version. Variety is the spice of life after all.
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gunlord500
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Post by gunlord500 on Dec 27, 2015 15:20:25 GMT -6
I don't recall any of Iga's previous games having notably violent death animations for the playable characters. Personally that's not something I want to see in this game, either. But hey maybe Iga will feel like pushing the envelope this time. They weren't exceptionally violent, but for the most part ever since Rondo of Blood your player character dies by exploding into a geyser of blood. In SoTN, though (especially the PSP remake), if you're killed by different elemental attacks you'll disintegrate into flames, electricity, etc. which I thought was a cool touch. In Ecclesia Shanoa had two different death animations: One the normal 'exploding into blood' if she was killed in air, the other collapsing to the ground if she was killed standing.
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Post by Scuttlest on Dec 27, 2015 16:21:21 GMT -6
For all my championing of complete artistic freedom I am hoping for something falling a little short of let's say Mortal Kombat Fatalities. I wouldn't worry about that. I highly doubt we'd go anywhere near the level of gore in modern Mortal Kombat games. (And, this is a bit off-topic, but I feel the current creators of MK have a completely different view of the fatalities then past creators did. In the past there was frequently a goofy element to the fatalities, like uppercutting three heads off of someone, or Sektor having a human compactor hidden in his chest. MK9 and MKX have genuinely horrific fatalities.) For Inti-Creates' games, I've really only played the four Mega Man Zero games and the two Mega Man ZX games. I recall that all enemies in those 6 games had a 'sliced in half' animation, even bosses. Provided it was a regular Z-Saber slash and not a charged Saber attack. (Though specific, plot relevant boss characters, like Harpuia, did not have those animations.) And ZX Advent had a new 'shot through' death animations for enemies and bosses (but again, plot relevant bosses excluded) if you finished them with a charge shot. Some various death animations for enemies depending upon what sort of attack you used to kill them in Bloodstained could be fun. A few various player death animations could be fun as well, though I hope they don't get gruesome with what can happen to Miriam.
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Post by ghaleon on Dec 27, 2015 17:34:07 GMT -6
I find it funny this thread came up when it did, because just HOURS before this thread was made, in another forum someone made a thread about random little things you really care for in a game, not the 'major' ones like graphics and gameplay. But little things you care about more than a little... I'll copy-past what I wrote there, it's very fitting here.
_______________________
Im a morbid sunnofasubmariner so I always place an inordinate value in death animations. I like it when there are multiple or variable animations for both players and enemies. Ragdolls can work but they cant just go ragdoll instantly. I prefer some hand made bash/thrust/whatever tweaks to it to make it look believable as a ragdoll.
Edit. Special mention to star wars jedi outcast 2 and jedi academy. The enemies in that game reuse death animations wuite a lot but they are all great and the way enemies seem to be magnetically attracted to the nearest balcony or cliff to fall over kicking and screaming the whole way down is priceless.
It games like shadow of mordor or batman made enemies being defeated as entertaining as that, those games would gain alot more than even big things like graphics imo.
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Post by spideryfingers on Dec 27, 2015 18:08:11 GMT -6
I've always found it a bit disappointing when playable characters die in the same old manner (spray of blood). So, I think it's only logical and relevant that player characters should perish in a style that is related to the powers, spells or weapons associated with enemies (especially bosses).
Swords, knives, hammers, guns - 1) A generous spray of blood. 2) Body collapses with limbs falling off.
Fire - 1) Reduced to a charred statue. 2) Blazing away into a pile of ashes.
Chemical - 1) Dissolves into a pool of green sludge. 2) Withers into rotting emaciation. 3) Turns into a skeleton
Spells - 1) Atomized into a cloud of blood, dust or light. 2) Shattered into bloody pieces or chunks of ice. 3) Turned to stone or glass.
Lasers - 1) Obliterated to glowing smithereens. 2) Melts into a smoldering mess.
Of course, none of the above would be complete without a blood-curdling scream!
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Post by ghaleon on Dec 27, 2015 18:38:55 GMT -6
Got to have the over-dramatic slumps to the ground but suddenly lifts neck and raises one arm to the sky in one last desperate attempt to get up for one of the more obvious death animations like... after you're already a skeleton and you have no muscle mass completely, you somehow manage to lift that arm anyway.. or maybe a hand reaches up from the pile of ash =P Sorry, I'll be serious again if I post here again =P
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Post by Zechs on Dec 27, 2015 20:38:06 GMT -6
Using an effect specific to what kills her is ideal. Chare for fire, freeze and maybe breaking for ice, etc. But if it is physical, and for a little fun what about Miriam taking the damage, falling over and being raised as a zombie, skeleton of some other form of undead? Two reasons for this:
It implies the world continues after she falls.
And
It can be used to introduce Miriam undead enemy types. You know. Just for fun. But this would be a game feature suggestion... Like the topic kind of is.
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Post by CastleDan on Dec 28, 2015 12:11:37 GMT -6
The one thing I always hoped for was loads of animation details. It's one thing castlevania always excelled at.
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Post by Zechs on Dec 29, 2015 20:34:42 GMT -6
I wonder if they will utilize the Crystal curse for death sequences. Say if Miriam takes one final hit, her body covers with crystal as she tries to move before she is crystalized. Like a statue.
Also, if this was the case, it would be cool if those statues exist through everyone's online game world to show where spots are tough and where they aren't (and where it may take time to figure out what happened).
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Cale
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The world is indeed comic, but the joke is on mankind.
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Post by Cale on Dec 29, 2015 21:30:18 GMT -6
I wonder if they will utilize the Crystal curse for death sequences. Say if Miriam takes one final hit, her body covers with crystal as she tries to move before she is crystalized. Like a statue. Also, if this was the case, it would be cool if those statues exist through everyone's online game world to show where spots are tough and where they aren't (and where it may take time to figure out what happened). Fromsoftware?
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Post by Zechs on Dec 29, 2015 21:33:24 GMT -6
Yes... I knew I couldn't sneak that in. It was cleaver and could be used easilly in such an atmosphere if they wanted to include online stuff such as that.
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gunlord500
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Post by gunlord500 on Dec 31, 2015 2:54:02 GMT -6
I think they did mention there would be online components like markers for where other players died, so it is possible. See what they said for the "asynchronous online multiplayer" goal.
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Post by somacruz on Jan 1, 2016 1:52:10 GMT -6
I'd be fine with her just exploding and blood spraying everywhere like in castlevania
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[TI2]Drink stale wine to your heart's delight
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Post by Apollonian on Jan 1, 2016 5:34:40 GMT -6
I'd be fine with her just exploding and blood spraying everywhere like in castlevania lol Out of context that may just be the greatest thing I've ever read.
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Post by Goobsausage on Jan 1, 2016 14:00:23 GMT -6
I'd be fine with her just exploding and blood spraying everywhere like in castlevania lol Out of context that may just be the greatest thing I've ever read. "Miriam's fighting Gebel right now!" *boom* "...And she exploded!"
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Post by Ghalion on Jan 1, 2016 15:18:27 GMT -6
I was thinking mkre like *lkses hp from poison damage* *asplode*.
Dayumm. Thats some potent poison.
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Post by Zechs on Jan 1, 2016 16:06:45 GMT -6
Randomly bursting into blood just makes me think Terantino was slightly involved.
Just another slight shift, what if there isn't a need for death animations? I know they add to the flavor of an Igavanias, and are symbolic to the quality, but what if the plot if the Crystal curse prevents death to a sense?
I mean, while playing, your hp hits zero. You 'die', animation cycles but the game continues on. Miriam awakens somewhere, unsure as to what happend. Only to discover the Crystal curse prevents her death until it itself can be the cause of it? Like the Crystal is her means to cheat death but she can still zero out her hp and have to begin again in a central location prominant to the curse... I suppose it would be similar enough to compare what I mean to Axiom Verge.
Just a thought. But even so, she could have some flamboyant 'death' animations.
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