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Post by lovelydumpling on Apr 15, 2020 3:35:43 GMT -6
Bloodstained is lucky that I love collecting junk and leveling up stats so much....which is something Hollow Knight does not offer. This, and the general easy to play relaxing nature of Igavanias, are sadly why I can't get into other Metroidvanias much at all. They're similar, but just don't scratch that same itch Igavanias do. Especially with the whole Soulsish trend of being focused on being challenging and/or even punishing. A lot of people love them but it's not what I go to games for, and it feels like Souls's popularity has left me starved for content.
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Post by lovelydumpling on Mar 6, 2020 0:20:29 GMT -6
You can also say goodbye to features such as customizing Miriam's appearance: you'd have to draw and animate every single possible combination of visible gear, which is not feasible no matter how big your budget is. Nitpick, but as far as I'm aware you can do this without having to draw every combination separately by using layers. It's typically how 2D games add customization. It's still much harder/more expensive than 3D though because you still have to draw every animation frame for each customizable item as opposed to sticking it onto the model. Also a nitpick, but Dead Cells came out over three years after the stretch goal was made. Chasm just shortly before that. I think the only popular roguevania at the time was Rogue Legacy, which was a lot simpler in design.
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Post by lovelydumpling on Mar 4, 2020 5:55:30 GMT -6
Darnias it's referred to in as the turtle boss in unused dialogue in the game files extracted by modders. It's the one in CotM. The weirdest part to me is why they wouldn't just put one of those prisms you could break for the shard like the Shortcut and Silver Knight shards in a room somewhere. It'd have been significantly less of a Guide Dang It.
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Post by lovelydumpling on Mar 3, 2020 20:02:48 GMT -6
One thing that tends to be overlooked, imho, is that the kickstarter stretch goals were decided before the graphics specifications had even been finalized. This is a key point that we tend to miss. Remember those early screen mock-ups with plain-looking 3D graphics? Remember the first shaders revealed. Very few people liked them. When they came up with the improved graphics, then everyone was hyped; and so they went with graphics specifications that they weren't originally anticipating when they came up with the stretch goals. This was ultimately what caused the project to suffer delays and drained all of their financial resources; and if you run out of money, you run out of labor, and you have to prioritize and cut features. While definitely disappointing, this outcome is not at all surprising, since it happens all the time behind the scenes in the industry. You create an ambitions project outline, convince people that the game is going to be the be-all-end-all, and cram in the features; but then the reality of development sets in, and you're forced to make compromises, sometimes dramatically reducing the scope of the project. In these cases, the stakeholders, the people putting up the money, are company executives who are mostly concerned with the game's profitability or simply the long-term brand, and so they won't be terribly disappointed when features get cut. The developers themselves are the people most disappointed, because they were excited by the features. Consumers, on the other hand, are not terribly disappointed because the game is announced without all of the content that had to be cut. In a kickstarter, though, the people who put up the money for the project are the fans themselves. They paid cash precisely because they didn't want to compromise on features; so even if the game is wonderful, there's disappointment because there were high expectations and cash put up front. I guess for me the moral of the story is this: when it comes to kickstarters, the smaller the project scope, the better. More funding does not necessarily equal a more complete package. Largely agreed here, though there's a few other things I want to point out. If it was due to a lack of funding and man-power, I honestly think we would have received this news better if they just said so rather than say it was because they locked themselves out of the feature by not preparing properly ahead of time. The former is unfortunate circumstances, the latter looks more like, and I hate to use this word, "incompetence." That they didn't do their due diligence in setting up the game to be able to have what they promised. Furthermore it seems silly they'd wait this long to cancel the feature if its money and resources that was holding them back, since they even put the feature in their launch trailer. About halfway through the development of this game it felt like communication started becoming a larger and larger weak point for them. Another factor in all this is their choice to make the stretch goals a staggered release as opposed to releasing the "full product." Now they're stuck functionally doing free labor for a game they've already sold. Of course stakeholders aren't going to like that. But the problem is the game was sold on the idea that these features would be in the game, sooner or later. Not just in the Kickstarter campaign, but also the Launch Trailer.
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Post by lovelydumpling on Mar 3, 2020 3:58:49 GMT -6
One of the promised stretch goals for the game was Roguelike. Unfortunately, the code that was created early in the game’s development is not currently compatible with this type of gameplay Makes me worry about 2 player mode, not only is it my most desired stretch goal but i know many people bought the game because it said Co Op on the box/description Roguelike was mine. This sucks.I try to avoid getting overly critical of this game and the team behind it. I genuinely felt like they often got way too much flak for things that didn't matter too much, or for honest mistakes. And the base game is pretty fun. But this is seriously damaging to our trust. This wasn't just any stretch goal. This was the penultimate one, the last one they had stored up before they had to come up with Boss Revenge very suddenly. This was the bottom of the basement, the big FIVE MILLION DOLLAR goal. This was the big shebang! And it's not like other goals we've lost where it just was silly and/or unfeasible to continue to pursue, like the Wii U and Vita ports (and after the Switch's launch we probably dodged a bullet there really.) This is something that should have been here. It should be here. These goals were being busted so fast they could barely catch up. The game won the record for the most successful video game Kickstarter campagin at the time. And development on the game had barely even begun yet, to the point that it took four more years before we finally got it in our hands. There was plenty of time to prepare for this function. Especially since a staggered release of the goals supposedly wasn't the plan from the beginning. I am very disappointed, because this was going to be the biggest update for providing replay value to the game. This was the biggest update to look forward to. It was the biggest thing that was going to set it apart from the previous Vanias. It was the biggest thing to continue the life of the game. Instead we got a loot randomizer. That ain't it fam. I'm very disappointed, so maybe I'm being overly critical than I should be. But I'm looking at this thread and it seems like a lot of folks who were like me, strong supporters of this game and trying to give it the benefit of the doubt, have been really let down today. I've got very little to look forward to now. What was a mode that I could see myself playing again and again and again and getting really absorbed into just got replaced with a little gadget that honestly looks a lot more frustrating than fun. Oh boy it's the same exact game except now all the items are no longer in logical places and I gotta trial and error my way to victory! Zangetsu might be fun. Third character might be fun. I have zero faith in Boss Revenge or the multiplayer modes. Seems like the Bloodstained train is just about over for me. Not out with a bang, but a whimper. I'm sorry, I know that's harsh but... what can I say? The biggest most exciting part of the future of this game for me just got trashed.
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Post by lovelydumpling on Nov 2, 2019 17:16:12 GMT -6
I'd be happy with a consistent 30 but yeah 60 is a bit much. Though it really doesn't *look* like a game the Switch couldn't handle. But with no experience in game development, my opinion on how how hard it *looks* isn't really valid lol
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Post by lovelydumpling on Sept 26, 2019 11:00:37 GMT -6
Just as a quick question regarding this, according to Backer Update #87: Is this no longer the case for $100 backers? I have been patient since I have been stuck with a Nintendo Switch copy, but I do not wish to feel directly lied to again about something. The Ayami Kojima art is not the Yoshitaka Amano art.
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Post by lovelydumpling on Aug 2, 2019 4:08:28 GMT -6
What's worse than piracy? Profiting off of it!
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Post by lovelydumpling on Aug 2, 2019 4:06:09 GMT -6
Oh man, now that we don't have the Kickstarter updates anymore, I'm noticing a lot of very heated members with low post counts coming out of the woodwork...
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Post by lovelydumpling on Aug 1, 2019 16:55:14 GMT -6
So who's the 2nd playable character? I mean I thought Zangetsu was supposed to be 2nd, and not 3rd.
And I thought he was named Zangetsu and not Zengetsu, too. ... Oh! I get it. Our 2nd character is Zangetsu, and our third will be Zengetsu. It all makes sense now. Now I want a Zengetsu costume. Dressed like a monk and he stops to meditate for a short time at complete random, but it refills his HP.
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Post by lovelydumpling on Jun 18, 2019 23:55:40 GMT -6
i couldnt pick a single item drop in the outside area of the tower of the twin dragons. just like in the beta, the item bags would show but they cannot be looted. again, this only started to happen after the patch. I'm starting a new game due to the treasure chest bug, and I'm finding this bug now too as early as the Castle Entrance. And like in beta, the items get looted automatically after being stuck for a while. Is it just me or did this patch actually break more than it fixed? I love this game, I don't want to be negative about it, I was having such a fantastic time during 1.01, but all these bugs are really getting to be overwhelming.
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Post by lovelydumpling on Jun 18, 2019 21:37:28 GMT -6
1. when obtaining a shard the screen will freeze for 1 second before the animation of the crystals covering the screen triggers. i can swear this didn't happen before the patch. Same experience here tbh
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Post by lovelydumpling on Jun 18, 2019 21:32:13 GMT -6
I can‘t set up Shortcuts. Have 3 unlocked, but can‘t fill em. I choose a new one, then I get unequipped gear and shards.. I reequip em, but shows still empty space. Not a bug, rather the design of the game. Shortcuts don't "autosave". They must be manually configured in the Shortcuts menu on the pause menu. --- Also yep, I too have run into the Chest glitch and cannot progress the game. Weeee!
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Post by lovelydumpling on Nov 13, 2018 3:30:40 GMT -6
I gotta tell ya, the Dullahammer attack is really dissonant with the tone of this thread.
I'm glad you have a job. Sorry to hear you've got such a stressful way of having to get it.
Dullahammer, go away.
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Post by lovelydumpling on Nov 9, 2018 1:35:01 GMT -6
That's pretty much why I rarely ever played my Vita. Plus the inconvenience of needing an extra memory card to even access some games in the first place. While I do acknowledge that this news is bad for anyone who really wanted a Vita version... I'm actually glad the Vita version was cancelled. The only game I ever played on it with no problems was Ys IV. The Vita wasn't all that overpowered when it came out. It was the expected next step up from the PSP. If you want to protect the screen, get a glass screen protector. I've got one on mine, and it's still in great shape after all these years. Fits in my men's jeans pockets too. As for the requirement of a memory card to even access some games, did you have the same complaint with the PSP? Some games on the PSP had to make system data on your memory stick, and not a single PSP game saved to the UMD, as UMDs are read-only to my knowledge. If you're going to have this complaint about the Vita, you should also have a very similar one with the PSP. The PSP was very popular despite this flaw, so I don't see it as a valid reason as to why someone wouldn't use their Vita. Memory card prices are understandable though. Ys IV/MoC plays nicely on the Vita, and so does Ys VIII. MoC runs at a more constant 30fps, but it has its dips too of course. The PSP gave you near PS2 level games two whole years before the PS3 came out. The PS Vita gave you near PS3 level games two whole years before the PS4 came out. The Nintendo Switch gives you slightly better power than the PS3/Wii U... over three years after the PS4 came out. If the Switch is overpowered now, then the Vita and PSP definitely were then. Though one could argue the reality is that Nintendo handhelds were underpowered until now. Side note, PSP also used Sony Memory Stick Pro DUOs, a format shared with cameras and reproduced by third parties. It wasn't a proprietary memory card made exclusively by Sony. This is why the prices for Vita memory cards are absurd compared to Memory Stick Pro DUO.
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Post by lovelydumpling on Aug 25, 2018 13:55:10 GMT -6
I want erguments to be a word now. The combination of Ergo and Arguments. I don't know how it'd be used, but I love the sound of it. I'll have to think on this for a while.
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Post by lovelydumpling on Aug 24, 2018 22:34:07 GMT -6
I'm really concerned about Bloodstained as a franchise, cause it sounds like it might be unsustainable. I hate to say this but if the game looks dull and sounds dull then it won't matter how to me how good the gameplay is because that's just not what I come to these for. The environment and music and wealth of content full of visual and auditory splendor is what drew me to SotN. It's a beautiful game that I love to explore. It doesn't really matter to me that I dodge boss attacks and get in my hits when they're open. That's kinda fun but there's a billion games I can do that in that I haven't played and it's not really where I get my engagement in gaming. I'm drawn in by the world first and foremost, and if the world is dull and boring then I'll probably put the game down and never pick it back up again. You have done well in pointing out audio three times: "looks and sounds dull", "environment and music", "auditory splendor". You certainly have realized the tremendous importance of sound in these games. Well, I have two words which will shine your day: Michiru Yamane. Don't you see? 50% or more of the feeling was secured in this project by the very beginning. Backing It was so easy, as easy as repeating a two words mantra. It's very very hard to fail a marathon when you can begin halfway. Or, put It like this if you want: the graphics team should double or triple their efforts in negative, before even putting a dent into Yamane's magic. Unfortunately while I love her work in SotN, the GBA/DS Castlevania games for me only had a couple of notable tracks and were otherwise pretty forgettable. And so far the only track in Bloodstained to hit it for me is the main theme. The Galleon Minerva theme is catchy, but it doesn't hit the same chord with me the way Dracula's Castle, Lost Paintings, Wandering Ghosts, or Tragic Prince do.
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Post by lovelydumpling on Aug 24, 2018 1:23:20 GMT -6
Then why did you buy a Vita? Because it's neither bulky nor overpowered, and while the battery life isn't stellar it's still more reliable than the Switch's. Maybe today, but for its time the Vita was just as overpowered a handheld as the Switch is today, and as for bulk, it kinda sucks in the portability aspect compared to its counterpart (the 3DS) when you have nothing protecting its screen and those thumbsticks are jutting right out all the time. I love my Vita, but it really is the Switch of its time. Of course, I don't see that really as a bad thing
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Post by lovelydumpling on Aug 24, 2018 1:16:02 GMT -6
Well, I think they've heard your concerns--in the latest update IGA explicitly said that one reason they're delaying the game to 2019 is to improve the graphics and aesthetics! And I am... trying to be cautiously optimistic, but with the issues adan describe and the bizarre methods dareka mentioned behind how their graphics appear to be done that remind me a lot of the bizarre twists of logic an inexperienced programmer might use to preform tasks in a counter-productively elaborate manner, and I... don't know. It feels like they've tied themselves into a knot that would be more expensive and time consuming to try to unravel than just to start over and neither path is a desirable situation this late in, especially on a limited budget. Even if we gave them all the time in the world, I'm not sure how much can be done about it all, and people more experienced in the realm of Unreal 4 and video game graphics design than myself being as concerned as they are certainly doesn't help to rest my nerves.
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Post by lovelydumpling on Aug 24, 2018 0:57:34 GMT -6
Opening the games to modding to fix what's broken won't do us any favors considering the likely larger player base on consoles and if the game isn't good in the first place, it's going to be hard to inspire modders to do the work.
I'm really concerned about Bloodstained as a franchise, cause it sounds like it might be unsustainable.
I hate to say this but if the game looks dull and sounds dull then it won't matter how to me how good the gameplay is because that's just not what I come to these for. The environment and music and wealth of content full of visual and auditory splendor is what drew me to SotN. It's a beautiful game that I love to explore. It doesn't really matter to me that I dodge boss attacks and get in my hits when they're open. That's kinda fun but there's a billion games I can do that in that I haven't played and it's not really where I get my engagement in gaming. I'm drawn in by the world first and foremost, and if the world is dull and boring then I'll probably put the game down and never pick it back up again.
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