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Post by freddythemonkey on Jul 4, 2018 2:43:45 GMT -6
tekrelm totally agreed. It seems to me that guns are annoying to use but almost too powerful as they are.
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Post by freddythemonkey on Jul 4, 2018 2:37:20 GMT -6
Since when providing criticism to the graphics supported by screenshots and genuine concerns is being "negative nancys"? This thread as a whole is as thorough as criticism can be for the majority of the posts.
I'm am avid supporter of the game, I defended it a lot in the past and despite being convinced that this will be a valid game in the end I have to admit that this demo kinda disappointed me all things considered. Not even just in the graphics, but let's stay on topic.
Honestly I can understand the whole "don't worry, the graphics aren't final", it's fair enough, but we're supposedly close to the release date and at this point I'd like some concrete reassurance about the graphica. Yeah, "they will get better", but it's not 2015 anymore. It's been a while since the early stage of development, and if what I see appears to be worse than before (I preferred the 2016 demo in both visuals and feel of the controls) then a "don't worry about it" isn't enough for me anymore. I WILL be worried until I see the game itself being better from that point of view.
I am also worried because I see problems in this game and I know that a lot of resources will be directed to developing versions on vastly different platforms and bonus modes that have pretty much nothing to do with core gameplay I'd like from IGAvanias. But that's another matter entirely.
My admiration for Igarashi is unwavering. I like the people involved in the project, and I especially like Angel for doing a pretty much spot on job on communication and being more of a friend to this community than "the PR guy". I don't express concern and disappointment lightly because I genuinely care about these people and I dislike doing something that can be interpreted as sh*tting on their job, but I can't deny that this demo that I eagerly anticipated has for the most parr fueled my concerns instead of reassuring me.
I think it's a very serious matter and this section is invaluable to let the team know. I understand defending a project we love and probably have spent a lot of money on, but please don't mistake criticism and concerns for gratuitous negativity. It's not like that.
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Post by freddythemonkey on Jul 3, 2018 9:49:38 GMT -6
It makes no sense to be able to hit her in the background. This isn't 2D so depth has to be taken into consideration. To me it's pretty clear that Vepar backs away for the water splash, since she's smaller.
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Post by freddythemonkey on Jul 3, 2018 9:41:01 GMT -6
I am the one who complained about too many summon shards. If we're going to get so many of them, at least spread them out in the whole game. In the demo almost half the shards involved summonong the enemy. A few can be fine, but come on, I'd like more diverse powers considering that we'll also get familiar shards.
At the very least, I hope they won't implement ANY summon shards for the Effective category. Assuming they work like sorrow games, they would be pretty redundant with familiar shards.
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Post by freddythemonkey on Jul 2, 2018 8:21:58 GMT -6
The only one I have a "problem" with is the rightmost one in the screen you posted. Not because it's goofy but because it looks like the face is photoshopped on the painting as it was.
Other than that, I think they look nice and are not a problem.
With the whole matter of cute/funny stuff in the game... ok, the past games had it and it's fine (and funny) TO AN EXTENT. There's no need to go way overboard with the joke stuff just because the series always had those elements. They fit right in if they're in a reasonable amount. If I wanted to play a purely humour-centric, silly Metroidvania, I'd just go replay Guacamelee for the millionth time.
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Post by freddythemonkey on Jul 1, 2018 16:27:33 GMT -6
The explanation of "adjusting the graphics for beta purposes to play on the weakest systems as well" is certainly a reasonable one, but it's also weird that it has never been notified. I mean, OBVIOUSLY people are going to point out the concerns about graphics, so if that was the case I feel like a communication like "WARNING: this graphics were tweaked to make the most people be able to play the beta and give feedback" is a no brainer to prevent complaints.
So who knows, I'm sure a clarification will soon come.
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Post by freddythemonkey on Jul 1, 2018 9:23:06 GMT -6
BloodyHell: thanks for the post. It's very thorough and it also brings into question the "boat problem". I personally do think that not even the ship is particularly beautiful, but I've had so many critiques for the demo that I felt like an asshole to also criticize another aspect that most people are however enjoying.
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Post by freddythemonkey on Jul 1, 2018 7:54:23 GMT -6
spero si sbrighino a dare una data definitiva comunque a mio parere molto bello il fatto che miriam la si possa customizzare a nostro paicimento Io invece spero che inseriscano un'opzione per avere sempre visibile il modello di default specialmente nelle cutscene, parlare al villain con un cappello da pirata o le orecchie da elfo rompe abbastanza la mia immersione nel mondo di gioco. Non sono contrario agli oggetti un po' divertenti o strani, ci sono sempre stati in questi giochi, ma se riesco a tenerli confinati al gameplay ed estranei alla storia preferisco, per gusto personale.
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Post by freddythemonkey on Jul 1, 2018 4:21:02 GMT -6
Every Nintendo game ever because their price policy is absolute sh*t. Yeah, that's what I think.
On PC, Rabi-Ribi is certainly the worst offender on my wishlist. I won't buy the damn thing unless it's already 50%, and it never went below 35%. It's two and a half years old already, jeez!
Another one is Tiny Barbarian. I'd love to play it, but I knew about it only recently, and the devs in the last year or two years (I'm not sure) tripled the price to 30 bucks. It's currently 34% off, but I refuse to pay that price for a game that was available for 10 bucks earlier.
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Post by freddythemonkey on Jul 1, 2018 3:35:16 GMT -6
I hate broken options unless they're acquired at the end of the game or as a reward for completion/bonus modes.
The red minotaur soul was truly broken only with the Chaos Ring and that worked fine.
Order of Ecclesia had the death ring/nitesco union combo but both were late game things and the ring added a risk that doesn't completely balance the benefits but makes it not 100% broken.
But Symphony is a terrible example of balancing. Even taking the Crissaegrim out of the picture, there are many options so incredibly stronger than everything else (cough cough shield rod) that it kills the weapon variety and it undermines the creativity in the special moves. Symphony has abysmal balancing and I really hate that part of it.
So I'm fine with such options im the very late game but balancing is important. Some shards here were way too powerful. Even just the Vepar shards does high damage for a completely affordable cost and it covers 85% of the screen. It's overpowered. Don't have very powerful stuff so early in the game.
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Post by freddythemonkey on Jul 1, 2018 3:21:15 GMT -6
I really don't consider this aspect of the game a staple of IGAvanias (my favorites, Aria and Order, didn't have this mechanic at all) but it was nice to have in Dawn and Portrait, even if limited, and it WAS a staple of Symphony. I am still a crazy one that believes the gameplay of SotN to be not incredibly great overall and believes the masterpiece status of SotN to be connected to the staggering amount of subtleties, care and detail, both in graphics and gameplay. So yeah, inputs like magic and special moves in that game were a big deal.
The "problem" with Bloodstained is that it shouldn't be just another IGAvania. It aims to be a new beginning and the IGA game with the highest budget and resources (I think it is at least), so it really should aim to an attention to detail and subtleties on par with SotN. That's why I agree even kd my favorite vanias didn't have this feature. That's why I am hyper critical of the game lately. I want it to go above and beyond, a shining new beginning for IGA and his team.
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Post by freddythemonkey on Jun 30, 2018 4:20:41 GMT -6
This is awesome!
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Post by freddythemonkey on Jun 30, 2018 4:18:24 GMT -6
dareka I'd upvote that part about stretch goals at least nine million times
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Post by freddythemonkey on Jun 30, 2018 2:32:48 GMT -6
the sofa needs to be ditched for a coffin But poor Miriam isn't a vampire. I surely would be uncomfortable as a human being about saving my game by laying in a coffin.
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Post by freddythemonkey on Jun 30, 2018 2:30:09 GMT -6
Very nice detailed feedback, I agree with the majority of the things you mentioned.
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Post by freddythemonkey on Jun 29, 2018 17:28:01 GMT -6
Eh quel thread pone la cosa sotto la lente di ingrandimento ed effettivamente si nota che in alcune cose "era meglio prima". Ma anche senza un confronto così specifico, c'è tanto da fare. Nel mio thread di feedback ho scritto una marea di cosette, purtroppo a livello grafico pare esserci un problema generale non so se riguardo l'illuminazione o cosa. Spero che alla fine tutto si aggiusti. Non pretendo il gioco più bello del mondo, ma sarei certamente più felice con un bel lifting.
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Post by freddythemonkey on Jun 29, 2018 17:08:47 GMT -6
Angel-Corlux commented earlier. He'll probably respond again at some point. Do you have a link to his comment? In the first page of this very thread!
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Post by freddythemonkey on Jun 29, 2018 17:05:26 GMT -6
La formula di gioco è sempre solida, mi divertirò parecchio in ogni caso quando il titolo uscirà,
Però serve davvero ancora parecchio lavoro, specialmente dal punto di vista estetico. A questo punto spero nell'uscita 2019.
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Post by freddythemonkey on Jun 29, 2018 17:04:11 GMT -6
Well that is a decision I really can't comprehend but then again I'm speaking as a fan/player and not considering the whole business side of things, as I know nothing about it.
Thanks for the replies, I don't go on Discord often so I miss insights like that, but still I deem them pretty interesting.
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Post by freddythemonkey on Jun 29, 2018 16:57:48 GMT -6
lovelydumpling it sounds reasonable. I would like to know some sort of comparison between team size and budget of Bloodstained and older IGAvanias. They often recycled some enemies, but in some games like Aria of Sorrow a lot of things look like they're made from scratch so it would be interesting to compare the projects somehow. I guess I'm just bummed that I'm not really liking everything I saw and I look back at those fine works IGA and his team managed to pull out with probably not sufficient budget and pressing deadlines.
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