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Post by XombieMike on Mar 7, 2016 20:05:08 GMT -6
A) I don't think I put that bit about the combo system in the "What We Know - Bloodstained Gameplay Systems & Mechanics" thread. I should update that thread with stuff from the AMA since its all straight from the source. Maybe if that thread gets stuck people can see it better and avoid asking questions that have already been answered? ... I don't think a sticky would help much. What we need is a good Wiki system. When we get our own webserver and website it will open up opportunities for a wiki. There are wiki sites out there, but they are full of advertisements, and we can't really moderate them when they are external. As far as what we can do now... I tried This Thread but it never took off.
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Post by Goobsausage on Mar 7, 2016 20:06:00 GMT -6
I just like the SOTN/OoE/AoS older/realistic anime art style more than the DoS/PoR more recent/simplistic anime art style. That's pretty much it for me.
I don't think there was ever any concern or fear about art style bait-and-switch. It felt like people comparing and contrasting art styles and what they want or don't want to happen. It's just what people do.
Some of terminology surrounding both was kinda confusing at first, though. Both "anime" and "realistic" end up being a vague way to describe art styles. I wish there was some sort of universal DnD-style alignment chart to describe them (e.g. photo realistic, Norman Rockwell realistic, Alex Ross realistic, complex anime, simplistic anime, "I can't believe it's not" anime, and "realistic anime" for true neutral).
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Post by CastleDan on Mar 7, 2016 20:11:09 GMT -6
A) I don't think I put that bit about the combo system in the "What We Know - Bloodstained Gameplay Systems & Mechanics" thread. I should update that thread with stuff from the AMA since its all straight from the source. Maybe if that thread gets stuck people can see it better and avoid asking questions that have already been answered? B) I wasn't speaking to you specifically CastleDan , just in general. I feel we have this artstyle discussion relatively frequently and it confuses me why. I mean if you like it or not that's up to personal preference but I never understood this fear about DOS/POR's artsyle. We KNOW what the artsytle of this game looks like. We KNOW is doesn't look like DOS/POR. There should be no doubt, fear or ambiguity here. Yeah, I totally get you. I do think it's a bit exaggerated here as we have seen art more reminiscent of the older games. HOWEVER, I have noticed that... This looks very much like Kojima art which I absolutely love. Very painting like ( the art to the left) Yet... This looks like it's getting closer to that portrait of ruin style of art. ( not quite as cartoony but close) It's good art and it's nothing against the artist, just not my style. The weird thing is the previous picture piece and this look vastly different, one looks very Kojima and one doesn't. I REALLY wish the former was more of the visual style they're going with the art.
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Post by crocodile on Mar 7, 2016 20:22:50 GMT -6
A) I don't think I put that bit about the combo system in the "What We Know - Bloodstained Gameplay Systems & Mechanics" thread. I should update that thread with stuff from the AMA since its all straight from the source. Maybe if that thread gets stuck people can see it better and avoid asking questions that have already been answered? ... I don't think a sticky would help much. What we need is a good Wiki system. When we get our own webserver and website it will open up opportunities for a wiki. There are wiki sites out there, but they are full of advertisements, and we can't really moderate them when they are external. As far as what we can do now... I tried This Thread but it never took off. An internal Wiki would be a godsend (as you say, most external Wiki's are PLAGUED by ads) but until then a sticky thread is still better than nothing? We get an influx of members every time there is an update and sometimes people just forget. It might be helpful just to have something that might catch people's eyes. I just like the SOTN/OoE/AoS older/realistic anime art style more than the DoS/PoR more recent/simplistic anime art style. That's pretty much it for me. I don't think there was ever any concern or fear about art style bait-and-switch. It felt like people comparing and contrasting art styles and what they want or don't want to happen. It's just what people do. Some of terminology surrounding both was kinda confusing at first, though. Both "anime" and "realistic" end up being a vague way to describe art styles. I wish there was some sort of universal DnD-style alignment chart to describe them (e.g. photo realistic, Norman Rockwell realistic, Alex Ross realistic, complex anime, simplistic anime, "I can't believe it's not" anime, and "realistic anime" for true neutral). Well I mean a bunch of people, and this conversation tends to repeat itself, aren't just stating preferences but saying "I hope Bloodstained doesn't do X!". Considering we KNOW it won't do X, I always find the topic a bit weird and redundant. Like why are people worrying X might happen when we KNOW it won't? That's all. A) I don't think I put that bit about the combo system in the "What We Know - Bloodstained Gameplay Systems & Mechanics" thread. I should update that thread with stuff from the AMA since its all straight from the source. Maybe if that thread gets stuck people can see it better and avoid asking questions that have already been answered? B) I wasn't speaking to you specifically CastleDan , just in general. I feel we have this artstyle discussion relatively frequently and it confuses me why. I mean if you like it or not that's up to personal preference but I never understood this fear about DOS/POR's artsyle. We KNOW what the artsytle of this game looks like. We KNOW is doesn't look like DOS/POR. There should be no doubt, fear or ambiguity here. Yeah, I totally get you. I do think it's a bit exaggerated here as we have seen art more reminiscent of the older games. HOWEVER, I have noticed that... This looks very much like Kojima art which I absolutely love. Very painting like ( the art to the left) Yet... This looks like it's getting closer to that portrait of ruin style of art. ( not quite as cartoony but close) It's good art and it's nothing against the artist, just not my style. The weird thing is the previous picture piece and this look vastly different, one looks very Kojima and one doesn't. I REALLY wish the former was more of the visual style they're going with the art. I mean not all concept art is the same. Stuff made for promotional material is going to look a bit different than art made to demonstrate concepts, attacks, stances, etc. As for your examples, I don't think they are really any different when it comes to details and whatnot. At least not to a significant degree to really be worth commenting on. However, there is certainly concept art that's been put out there that I would call simplified but, again, I don't think that's an issue - not all concept art needs the same level of detail. This is true of video games or anything production in which concept art is going to be produced. Remember, most Kojima art you've seen has been promotional art rather than the whole range of concept art - we are getting more insight into the development of this game than any other Igavania before it.
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Post by CastleDan on Mar 7, 2016 20:25:19 GMT -6
I don't think a sticky would help much. What we need is a good Wiki system. When we get our own webserver and website it will open up opportunities for a wiki. There are wiki sites out there, but they are full of advertisements, and we can't really moderate them when they are external. As far as what we can do now... I tried This Thread but it never took off. An internal Wiki would be a godsend (as you say, most external Wiki's are PLAGUED by ads) but until then a sticky thread is still better than nothing? We get an influx of members every time there is an update and sometimes people just forget. It might be helpful just to have something that might catch people's eyes. I just like the SOTN/OoE/AoS older/realistic anime art style more than the DoS/PoR more recent/simplistic anime art style. That's pretty much it for me. I don't think there was ever any concern or fear about art style bait-and-switch. It felt like people comparing and contrasting art styles and what they want or don't want to happen. It's just what people do. Some of terminology surrounding both was kinda confusing at first, though. Both "anime" and "realistic" end up being a vague way to describe art styles. I wish there was some sort of universal DnD-style alignment chart to describe them (e.g. photo realistic, Norman Rockwell realistic, Alex Ross realistic, complex anime, simplistic anime, "I can't believe it's not" anime, and "realistic anime" for true neutral). Well I mean a bunch of people, and this conversation tends to repeat itself, aren't just stating preferences but saying "I hope Bloodstained doesn't do X!". Considering we KNOW it won't do X, I always find the topic a bit weird and redundant. Like why are people worrying X might happen when we KNOW it won't? That's all. Yeah, I totally get you. I do think it's a bit exaggerated here as we have seen art more reminiscent of the older games. HOWEVER, I have noticed that... This looks very much like Kojima art which I absolutely love. Very painting like ( the art to the left) Yet... This looks like it's getting closer to that portrait of ruin style of art. ( not quite as cartoony but close) It's good art and it's nothing against the artist, just not my style. The weird thing is the previous picture piece and this look vastly different, one looks very Kojima and one doesn't. I REALLY wish the former was more of the visual style they're going with the art. I mean not all concept art is the same. Stuff made for promotional material is going to look a bit different than art made to demonstrate concepts, attacks, stances, etc. As for your examples, I don't think they are really any different when it comes to details and whatnot. At least not to a significant degree to really be worth commenting on. However, there is certainly concept art that's been put out there that I would call simplified but, again, I don't think that's an issue - not all concept art needs the same level of detail. This is true of video games or anything production in which concept art is going to be produced. Remember, most Kojima art you've seen has been promotional art rather than the whole range of concept art - we are getting more insight into the development of this game than any other Igavania before it. Fair enough, I don't think it's bad at all ( the second one ).. Just seems slightly more simple whereas the previous one looks totally like the Kojima style I love. I'm pumped though, I think everything looks great so far.
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purifyweirdshard
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Post by purifyweirdshard on Mar 7, 2016 21:16:13 GMT -6
I was just like several of you and really didn't like PoR's art style. I pre-ordered the game for the bonuses and then sold the game actually because I didn't like what I had seen of it and didn't have a DS yet anyway. I believe it wasn't until after OoE that I went back and actually played the game and loved it. I hope everyone gave it a chance. The game is still for us/the fans/adults. I've seen for kids/childish/Saturday morning thrown around a lot here...and there is some very serious subject matter with this kind of art style shown in Japan. Big eyes and exaggerated expressions doesn't always mean kid stuff. And besides, the game behind it is amazing.
There's nothing to worry about here, really. This is kind of like still now bringing up that someone hopes Bloodstained doesn't play like a MercurySteam game, because we have no indication that it will.
edit: But oh yeah, was great to see croc on time with the animexposition D: hahaha, I've gotten to know some of y'all pretty well.
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Post by Redogan on Mar 7, 2016 22:04:05 GMT -6
I was just like several of you and really didn't like PoR's art style. I pre-ordered the game for the bonuses and then sold the game actually because I didn't like what I had seen of it and didn't have a DS yet anyway. I believe it wasn't until after OoE that I went back and actually played the game and loved it. I hope everyone gave it a chance. The game is still for us/the fans/adults. I've seen for kids/childish/Saturday morning thrown around a lot here...and there is some very serious subject matter with this kind of art style shown in Japan. Big eyes and exaggerated expressions doesn't always mean kid stuff. And besides, the game behind it is amazing. There's nothing to worry about here, really. This is kind of like still now bringing up that someone hopes Bloodstained doesn't play like a MercurySteam game, because we have no indication that it will. edit: But oh yeah, was great to see croc on time with the animexposition D: hahaha, I've gotten to know some of y'all pretty well. I agree with this 100%. Portrait of Ruin is one of my favorites when it comes to gameplay. I really enjoyed the Richter/Maria mode as well.
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Post by CastleDan on Mar 7, 2016 23:35:12 GMT -6
I was just like several of you and really didn't like PoR's art style. I pre-ordered the game for the bonuses and then sold the game actually because I didn't like what I had seen of it and didn't have a DS yet anyway. I believe it wasn't until after OoE that I went back and actually played the game and loved it. I hope everyone gave it a chance. The game is still for us/the fans/adults. I've seen for kids/childish/Saturday morning thrown around a lot here...and there is some very serious subject matter with this kind of art style shown in Japan. Big eyes and exaggerated expressions doesn't always mean kid stuff. And besides, the game behind it is amazing. There's nothing to worry about here, really. This is kind of like still now bringing up that someone hopes Bloodstained doesn't play like a MercurySteam game, because we have no indication that it will. edit: But oh yeah, was great to see croc on time with the animexposition D: hahaha, I've gotten to know some of y'all pretty well. I agree with this 100%. Portrait of Ruin is one of my favorites when it comes to gameplay. I really enjoyed the Richter/Maria mode as well. I'm not a big fan of portrai of ruin but I am a big fan of swords and whips being in the same game. Took far too long for that to happen. Glad that aspect is returning in bloodstained
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Post by Count Dracula on Mar 8, 2016 7:31:39 GMT -6
My choice for character and background Shaders 3 have already won?! that's cool! The 3D Character Model of Miriam is great! And thanks for the High-Res Version of the Destructoid Magazine Cover Art, it is very nice. We're waiting for more news about the game in the future.
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Post by Torabi on Mar 8, 2016 8:50:52 GMT -6
I agree completely with you. The shader 3 is really special and closer to the concept art. I like the illustration feel and I hope it will provide that beautiful 2D feel of the gameplay. I mean you can't deny that it looks way more like the concept art. This shader does it better than - While this is the older version of it the textured look makes it look ironically plainer. It looks not as vibrant or pleasant to look at. The cloth pieces look more plasticy and toy like where as the other character model looks like a drawing or illustration which fits the very vibe of the 2d igavanias. Except in the concept art, you can see texture detail, the difference in materials. It's the fine, delicate lines, the soft colors, that give it the look of an illustration. The thick borders and bright, shiny colors of shader 3 ruin that effect. It's not that I particularly like shader 1 -- I think the cel-shaded look could be good for Bloodstained. I just hate the specific implementation of shader 3. The discoloration drives me nuts. Where is that purple tint coming from? I think a blend of the two would be far better than either of them.
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Post by CastleDan on Mar 8, 2016 11:04:59 GMT -6
I mean you can't deny that it looks way more like the concept art. This shader does it better than - While this is the older version of it the textured look makes it look ironically plainer. It looks not as vibrant or pleasant to look at. The cloth pieces look more plasticy and toy like where as the other character model looks like a drawing or illustration which fits the very vibe of the 2d igavanias. Except in the concept art, you can see texture detail, the difference in materials. It's the fine, delicate lines, the soft colors, that give it the look of an illustration. The thick borders and bright, shiny colors of shader 3 ruin that effect. It's not that I particularly like shader 1 -- I think the cel-shaded look could be good for Bloodstained. I just hate the specific implementation of shader 3. The discoloration drives me nuts. Where is that purple tint coming from? I think a blend of the two would be far better than either of them. Odd, I don't see the 'textures' in the concept art, I see a painted look which is exactly what's happening in shader 3, which is why I think it looks just like the concept art. Especially the more refined model they just showed us in full 3d.
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Post by Scars Unseen on Mar 8, 2016 11:39:32 GMT -6
The discoloration drives me nuts. Where is that purple tint coming from? I think a blend of the two would be far better than either of them. If you're talking about on the cuffs, ruffles, and straps, I'm pretty sure that's environmental based on lighting. If you look at the rotating model video, it's much less pronounced, and I imagine that it will look completely different in a room with cool lighting(such as outdoors under moonlight). To be fair, the coloration was one of my few criticisms of shader 3(before I saw it in motion) in the last update thread, and I had made my own edit with cooler colors. I do have to agree with castledan about the concept art: I think you're letting your mind fill in details that aren't actually there. The art does a good job of creating an illusion, but there aren't any cloth textures there.
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Post by CastleDan on Mar 8, 2016 13:16:41 GMT -6
The discoloration drives me nuts. Where is that purple tint coming from? I think a blend of the two would be far better than either of them. If you're talking about on the cuffs, ruffles, and straps, I'm pretty sure that's environmental based on lighting. If you look at the rotating model video, it's much less pronounced, and I imagine that it will look completely different in a room with cool lighting(such as outdoors under moonlight). To be fair, the coloration was one of my few criticisms of shader 3(before I saw it in motion) in the last update thread, and I had made my own edit with cooler colors. I do have to agree with castledan about the concept art: I think you're letting your mind fill in details that aren't actually there. The art does a good job of creating an illusion, but there aren't any cloth textures there. I think shader 3 looked almost TOO cartoony when first revealed but the colors looked a bit more natural now when shown in the most recent update. It looks quite awesome
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Post by Mana on Mar 10, 2016 22:22:14 GMT -6
If you're talking about on the cuffs, ruffles, and straps, I'm pretty sure that's environmental based on lighting. If you look at the rotating model video, it's much less pronounced, and I imagine that it will look completely different in a room with cool lighting(such as outdoors under moonlight). To be fair, the coloration was one of my few criticisms of shader 3(before I saw it in motion) in the last update thread, and I had made my own edit with cooler colors. I do have to agree with castledan about the concept art: I think you're letting your mind fill in details that aren't actually there. The art does a good job of creating an illusion, but there aren't any cloth textures there. I think shader 3 looked almost TOO cartoony when first revealed but the colors looked a bit more natural now when shown in the most recent update. It looks quite awesome The color saturation was pointed out by many feedback comments, especially the blue rim light, when shader 3 was first revealed. Those feedbacks were translated and sent to Inti Creates. In the rotating video, we can see that the colors fit the environment better and the blue rim light is toned down. Thanks for noticing!
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Post by CastleDan on Mar 10, 2016 22:27:51 GMT -6
I think shader 3 looked almost TOO cartoony when first revealed but the colors looked a bit more natural now when shown in the most recent update. It looks quite awesome The color saturation was pointed out by many feedback comments, especially the blue rim light, when shader 3 was first revealed. Those feedbacks were translated and sent to Inti Creates. In the rotating video, we can see that the colors fit the environment better and the blue rim light is toned down. Thanks for noticing! Noticed it right away, I'm glad I wasn't just seeing things. Let them know they did a great job! It looks much more natural now whereas before it definitely had more of a cartoony vibe to it. Thanks for the insight!
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purifyweirdshard
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Post by purifyweirdshard on Mar 11, 2016 8:03:50 GMT -6
Huh, I didn't mind the saturation in this case (not like it was SF4 or anything) and I kinda liked the blue rim too. I just didn't meniton them because I thought they were fine What we still have is good, though...still looks flat/painting-esque. I hope they keep that a priority going forward with any more changes and for all the designs that follow.
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Post by CastleDan on Mar 11, 2016 9:22:55 GMT -6
Huh, I didn't mind the saturation in this case (not like it was SF4 or anything) and I kinda liked the blue rim too. I just didn't meniton them because I thought they were fine What we still have is good, though...still looks flat/painting-esque. I hope they keep that a priority going forward with any more changes and for all the designs that follow. I didn't mind it either but the newer version does seem to fit the environment way better. One of the many complaints I saw is how much she stuck out in the background and that she didn't blend as well in close ups. That won't be as big of a problem now.
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Post by Redogan on Mar 11, 2016 13:32:05 GMT -6
I just realized that the title of the update uses the word "Turnaround." I'm literally laughing right now, because I just realized that they were referring to Miriam actually spinning around 360 degrees. I thought they meant that they were originally going with something closer to shader 1 and then the shader poll results went with shader 3. I thought that was the "turnaround" they were talking about. Whelp...that clears up some of my previous confusion about the dev teams doing a 180. Sorry for any confusion I caused guys....
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Post by XombieMike on Mar 11, 2016 16:26:58 GMT -6
I just realized that the title of the update uses the word "Turnaround." I'm literally laughing right now, because I just realized that they were referring to Miriam actually spinning around 360 degrees. I thought they meant that they were originally going with something closer to shader 1 and then the shader poll results went with shader 3. I thought that was the "turnaround" they were talking about. Whelp...that clears up some of my previous confusion about the dev teams doing a 180. Sorry for any confusion I caused guys....
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Post by Goobsausage on Mar 11, 2016 21:12:40 GMT -6
I just realized that the title of the update uses the word "Turnaround." I'm literally laughing right now, because I just realized that they were referring to Miriam actually spinning around 360 degrees. I thought they meant that they were originally going with something closer to shader 1 and then the shader poll results went with shader 3. I thought that was the "turnaround" they were talking about. Whelp...that clears up some of my previous confusion about the dev teams doing a 180. Sorry for any confusion I caused guys.... A misinterpretation involving a literal use of the word "Turnaround" should involve a literal version of the music video Mike posted.
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