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Post by crocodile on Jun 23, 2016 10:50:12 GMT -6
Cool gifs I found: Win 7 64 4gb ram 9800gt amd athlon 64 2x dual core 6000+ 3.01 ghz Thanks. I guess it really doesn't work on a 32-bit system. UE4 (the engine they are using) is a 64-bit only engine. That plus they say in the system requirements you need a 64-bit OS. Sorry buddy
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Post by crocodile on Jun 23, 2016 3:50:09 GMT -6
*Says they are doing a giveaway* *Is charging money for their code* You have every right to do with your code as you please. But what you're describing isn't what I'd call a "giveaway"
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Post by crocodile on Jun 23, 2016 1:29:59 GMT -6
Mighty No 9 also had a French dub to my surprise. Another dub in a language I can actually understand is appreciated though I do wonder why Inticreates is shelling out extra for French dubs. Not a complaint just a query
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Post by crocodile on Jun 23, 2016 1:22:51 GMT -6
In case anyone can't get their demo to work, you can watch Jim Sterling play it below! I highlight his playthrough because Mana mentioned that the "Amy Shard" was super-rare. However that didn't stop Jim Sterling so thankfully you get to see it in action
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Post by crocodile on Jun 22, 2016 23:36:47 GMT -6
Per the demo, though that is old news now, we know there will at least be a ship portion outside the castle. I wonder if and by how much the ship might get expanded upon in the final game and what happens to the ship once you reach the castle. I hope you can come back to it later. I hate miss-able portions of the map or portions that disappear forever after a certain part of the game.
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Post by crocodile on Jun 22, 2016 23:29:08 GMT -6
Oh the irony of me doubting IGA and crew could get something playable together for E3 let alone going the extra mile in distributing it to backers later <3
Me: 0 Them: 1
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Post by crocodile on Jun 22, 2016 21:24:13 GMT -6
Update is Live!Highlights
- Keys will start going out shortly to those who qualify (check you e-mail or your backer survey page). There are a lot of keys to hand out so it may take a while to get yours. If you don't get yours by June 27th, e-mail orders@fangamer.com.
- See the update for PC requirements. WINDOWS ONLY!
- romscout will be streaming the game on his channel this Saturday (June 25th) at 9pm EST. Watch it if you can!
- Feeling quick? Try to speedrun the demo. Post your runs on Twitch VOD or YouTube with "Bloodstained Demo Speedrun" in the title.
- Can you beat romscout's times? Beat his times and you'll get a shout out next update. The fastest runner will get a free Bloodstained artbook.
- If you have any gameplay feedback, go to this thread to report them. You don't need to hold back but be respectful and constructive!
- If you run into any bugs, go to this thread to report them!
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Post by crocodile on Jun 22, 2016 18:06:55 GMT -6
...I think there's some confusion possibly about what's being discussed here. No one is saying that the back dash by itself is broken or glitched. Nor even being able to backdash and cancel it into an attack. Those things ARE part of how the games have worked since SotN, they're how they're supposed to work, they're normal, and completely acceptable. Nobody's asking to remove that or fix it. Everyone accepts that as being part of the game. The problem - and this is what I believe Kupomogli is saying is "broken" - is that in SotN, you could chain backdashes through a glitch that existed in that game. This allowed you to do endless backdashing even though you weren't supposed to be able to. Even Iga in the first stream he did with Romscout admitted that this was a glitch. In Bloodstained (at least in the demo), they seem to have built this glitch into how the game works normally, allowing backdash chaining as just a normal part of gameplay. I find this an odd choice because they could have saved this as a tweak for the Speed Run mode and left just regular backdashing - with just the one backdash that you can if you choose cancel into an attack and it stops there - in the game and given other options to increase speed such as items and abilities that you could get as you progress later. Now, as far as we know, it could still be there plan to remove that and only have it in Speed Run. It could be that they didn't even know it was in this version of the game until Romscout did it in the stream. It could be that this is such an early build they haven't even close to finished with the movement mechanics in the game. It could also be that it is entirely their intention to have it and keep it. We don't really know. But this is what I believe Kupomogli sees as being broken, and I can definitely understand why he feels that way though I personally wouldn't choose to use the same terminology. So basically I'm saying 100% definitely leave in the backdash. Don't touch the thing. But the backdash chain glitch? Maybe leave THAT for the speed run mode only and give us alternate means of increasing our speed over the course of the game. I don't think you've sufficiently explained why chainable backdashes in a problem within the context of the normal campaign? Chainable backdashes were not the reason SOTN was baby easy (again see OoE) and they won't be the reason Bloodstained is super easy if the game turns out to be super easy (hopefully not). It's not something the vast majority of players will take advantage of or notice but for the players who do care about this they will like it alot. Lenticular design is the concept of designing something that appears simple to neophytes and beginners but allows people with more experience or more insight to derive more utility or fun out of a mechanic. Backdashes (a way to quickly avoid enemy attacks) are simple enough to understand and use. Chainable backdashes are a real boon to speed-runners however. It most likely won't have any effect on the game except for the people who REALLY like in which case it will make them very happy. As an aside, though there have been Speed Run modes that have added little twists here and there, I don't know of any of them that have completely changed how basic mechanics work in the way your propose. Part of the fun of speed-running is using all the tools that the game give you naturally to progress. Speedrunning exclusively in a mode where you get extra powers or something seems inherently less interesting that using the normal mechanics of the game. Conversely speedruns with a limited power set usually prove to be more interesting (though not necessarily more interesting than the normal game rules). That's how I feel at least and I'm sure a non-zero number of people would agree.
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Post by crocodile on Jun 22, 2016 11:42:35 GMT -6
It doesn't exactly "make a difference" that they were originally glitches. I just find it strange that they would intentionally build in as a mechanic to this game what existed only as glitches in an old game. They're clearly doing it specifically to cater to the speed run audience, when they already have said there will be a speed run mode that would better suit the placement of these mechanics. Perhaps I wasn't clear. I'm not saying that these are necessarily bad, I'm just surprised that they would choose to included glitched mechanics as the main mechanics instead of trying to find new ways of having the game work mechanically. Particularly I can see this being a problem with the backdash cancelling because the back dash's very existence makes the game easier, so being able to chain backdashing could possibly make parts of the game (like bosses) too easy. So if they do keep this mechanic, they should probably consider their game design around the fact that it will be there (obviously without overdoing it to the point that you're forced to use backdash cancelling constantly). Am I saying "mechanic" too much? I've seen nothing to suggest they are specifically catering to speedrunners via the movement mechanics. Iga even said as much in the Twtich stream - that they were important but weren't the primary audience. ALL players like a game that fells good to move around and do things in. For an action oriented game like this that is super critical. It's just that mechanically oriented gamers, like speed-runners, are the first to notice if game movement feels good, usually the first to be turned off if movement feels bad and because of those factors combined are usually good players to ask for feedback on on these sorts of issues (though as with any feedback you don't have to agree with what they say). It's the same reason many fighting game developers have arcade tests or betas or ask well-known fighting game players for their opinions and feedback. As for combat, bosses and basically enemies aren't going to be too easy because of a strong backdash. They would be too easy due to weak AI/patterns and/or poor stats. As you already alluded to, tools only break a game if the game (including the enemies) aren't properly designed with those tools in mind. The concern shouldn't be that the backdash is too strong but rather the game is designed well. SOTN and OoE had similar backdash shield canceling techniques that both represented the optimal way for quick movement and yet the challenge level between those two games are probably as disparate as you'll get among Igavanias.
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Post by crocodile on Jun 22, 2016 11:07:05 GMT -6
A) Part of my frustration with the MN9 situation is that there are real critiques to make about how it was handled and the nature of the final product but some people are so salty that they are content making up problems to feel further justified in their anger. Cries of "con", "scam", "$4 MILLION!", etc. just get eye-rolls from me at this point. This "at least its better than nothing" thing was just a big nothingburger. A shame Ben caught flack for it.
B) With all the hype of the demo and whatnot, it slipped my mind that the BCB Episode 6 wasn't mentioned in the KS update. I felt your discussion of MN9 was critical but respectful. I can understand if FanGamer/whoever didn't want to include it but I hope in the future you don't avoid subjects you feel are actually important to talk about just because maybe FanGamer/whoever don't want to talk about them or won't mention them in the KS updates.
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Post by crocodile on Jun 22, 2016 11:00:38 GMT -6
Well, it's clear this forum has complete faith and devotion to Romscout, but I gotta say, I definitely understand where kupomogli is coming from regarding the back dash being broken. I'm not sure "Broken" is the right word, and definitely it's impossible to really say at this point seeing as we haven't played the demo ourselves yet. Maybe it feels entirely natural and there's no issue. THAT SAID... The thing about it all is this: In Symphony of the Night, the back dash cancel and the double attack that you could pull off by attacking just before landing... those things we GLITCHES. That is to say, they were an accident of the way the game was designed. They were not intended to be part of the way the game worked (or at least the back dash definitely was). These were things discovered by people who loved the game and played it so much they were able to discover quirky little accidents that helped change the way you played the game. That is, quite honestly, one of the major reasons as to WHY Symphony was such a good game: because there was more to the game than what was on the surface. In Bloodstained, however, they are intentionally designing the game to work in this way. They could fix it, they could develop a unique mechanic for this game, but instead they're opting to make the game work EXACTLY how it did in SotN, down to the glitches. I worry that this will make the gameplay too "familir" (sorry, couldn't resist), too reminiscent of Symphony, to the point that it will make this game feel more like it's treading old ground rather than breaking new. Not that I entirely want it removed from the game. But I feel like they should develop a unique system for Bloodstained that definitely stands out as saying "This is Bloodstained," and not just "This is Castlevania re-skinned." Obviously I want it to feel like A Castlevania, otherwise I wouldn't have backed it, but I don't want it to just feel exactly like a particular Castlevania, but actually able to stand out as definitely a unique entry in the series. So I feel they really should try to develop a unique system and feel for this entry. Then these gameplay elements we know and love from Symphony can be part of the Speed Run mode, where the game is supposed to be optimized for this sort of thing anyway. Of course, as far as I know this could already be the plan, but I just wanted to point out my thoughts on the matter. A) I don't want to belabor upon the individual in question much more but I will briefly say my disagreement with them had nothing to do with a reverence for romscout and everything to do with the use of loaded terminology ("broken" actually means something), what I saw as an inability to substantiate their argument and poor tone in multiple respects. You don't have to agree with that assessment however B) I'm not sure what difference it makes if back-dash canceling and jump canceling were glitches. The question is do they improve gameplay? Are they fun? I feel the consensus is yes? Combos were glitches in the original Street Fighter but became incorporated in earnest into the series and now they have been an integral part of almost every fighting game for decades. From what I can observe from videos of the demo, Miriam's backstep is quick and has low cooldown but I can't say much more than that. However, taking what was once a glitch and making it an actual feature has been a common aspect of video game design for years. I don't think the origins of a gameplay mechanic matter as long as its good design (or rather the game is designed with it in mind well) and if its fun. C) If your general sentiment is "I don't want this to be a complete retread - I want it to do some new things and surprise me in some ways" then yes I agree. I don't think movement mechanics are a bad place to look to try something new either. We saw the evolution of the Mega Man series to the X/Zero series and how the addition of the dash and wall cling mechanics drastically changed level design and combat (and made those series more fun to play IMO). I'm not sure the backdash or complaining about move-canceling is the right place to look however. Stagnation and innovation for the sake of innovation are opposite sides of a coin you have to balance wherever you make a new game in a popular genre. That is even more difficult when you are doing a spiritual successor - pressures will be high to deliver familiar experiences especially since its been almost a decade since we've had a game like this and if you stray too off the beaten path and don't hit onto some fun/good, unexplored design than the backlash is likely to be strong. You still have to deliver on the basics though and you have to deliver a game that feels fun to move about. I'm a casual level player but as someone who primarily likes to play action games, platformers, fighting games, etc. I consider nailing the movement down very important and the flexibility of easy move cancels is appealing to me. Speaking of the backdash, I think player expectations are such that if you don't deliver a backdash, there are going to be a lot of very upset backers/players. Like making a Mega Man game where you have no character that can shoot If you want new movement mechanics I'm not sure a demo of the first level is likely to reveal them. However, Castlevania has touched upon this before (see the Magnes glyph from Order of Ecclesia) and I think/hope there is room for similar surprises here. You could also subvert expectations with moves that are less dearly held and expected. Games where you can double jump but not high jump are very different from a level design perspective than those where you can high jump but not double jump. SOTN vs. Super Metroid and how they treat movement would be a clear dichotomy (both games have "fly" mechanics but large sections of the games are explored before you get them or you don't want to use them in many sections). All previous Igavanias have had a double jump but either no high jump or a useless one (a high jump is not the same as like the ability that lets you shoot up into the air). Also I think Circle of the Moon is the only Igavania with a Wall Jump whereas wall jumps are pretty common among the Metroidvania genre. So yes, I think there is room to try out new (new in general or new/rare to Igavanias) movement techniques but again a demo of the first level is unlikely where they would be and a backdash or movement-canceling is not where I would be making cuts or subverting expectations. As an aside, I feel we should recognize the ways in which Bloodstained has already shown itself to be different to past Igavanias. Goobsausage kind of already pointed it out but the manner in which the boss interacts with the stage is not something you've seen in past Igavanias. The boss actually changes the stage at several points. We've also seen some basic background elements come into play and be interactive in a way that changes the terrain (note the cannons). You only got a little of that in previous Igavanias but I think Bloodstained is already set up to greatly expand on that (the 3D engine/assets probably help in this regard).
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Post by crocodile on Jun 21, 2016 23:01:56 GMT -6
Okay, back up. I am lost on the subject now. Stuff went over my head. Earlier I said "I also don't remember hearing about the "customize" system you mentioned getting announced or working like that.", and you're acting like I already mentioned/knew what you were talking about in your first sentence. I don't know what part of what I mentioned earlier described what or how something I don't remember getting confirmed from an official source, like a Kickstarter update or interview, supposedly works. That was probably unintentional. A lot of what you're saying about the "customize system" reminds me of how people used to speculate that Miriam's Room would be an actual part of the game and included it in their own suggestions, even though it wasn't actually confirmed. It was just speculation. It sounds like what you're saying is that the torso/body is the "costume" and doesn't change if you equip something, but the shoes and headband are equipment that also change appearance and alter stats once you equip them. Like, there's a difference between purely vanity items and equipment with stats like the headband or shoes. I do not think want that, or like the sound of that. I might be able to understand what you're saying better once I play the demo for myself, but that's not going to be for a while. What I want, is that if I see a costume or piece of equipment I want to wear, like a headband, hat, shoe, hairstyle, or whatever, I want to be able to wear/equip them whenever I want and not have to worry about their stats, or having to abandon them for a stronger item with better stats. I would either like to see the unlikely game direction where armor/costumes/equipment/hats/hair/headbands/shoes/etc are purely visual and don't matter at all and stats are raised some other way (level-ups, or stat-raising items like HP and MP up), get burnt at the stake by SOTN purists for doing something different, and feel it's totally worth it (I probably would)... ...OR go with this one solution I saw in Terraria; There's one set of armor slots for your actual stats and abilities, and a "social"/vanity slot just for your appearance in-game. That is a situation where I feel everyone would win. (Also, no story connections for any type of customization, please. Not every feature in a game needs story connections.) Have you not watched any of the demo footage? Having a conversation when not everybody has the same information is A) Here is the image of what was shown about customization back at PAX: We don't know all the details on how this will work. But this real information that we are shown (not something we've assumed may or may not exist like a room for Miriam). Here, aside from glasses/hats/masks, we can change Miriam's skin color, outfit color (but not its design), hair style and even her ears. We don't know if any of those changes will not change her stats but do you think that is unfair conjecture? You talk about two slots in Terraria - this would basically be your vanity slot/options. Like having equipment be relevant to gameplay isn't a "SOTN purist demand", its an expectation of this sort of game. You couldn't really expect them to not fulfill that understood promise? B) Have you not watched any of the demo footage? Just like go watch it. Nothing I've said is conjecture. In the demo your default attacks are kicks. There is a sword weapon and a shoes weapon you can find. When you equip the shoes, your attack power goes up the most and the boots on Miriam's feet/legs change. There is also a headband item you can collect that kind of looks like a Blue Rose. When you equip it it shows up on your head. Both the appearance changes from the headband and the shoes show up in cutscenes too. These are just facts that happen in the demo and have informed me of how this might work in the full game.
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Post by crocodile on Jun 21, 2016 22:41:03 GMT -6
I have no qualms with what is being proposed but I can't imagine there is any real legal ground for concern. People have avatars, smiley's, signatures, etc. from tons of copyrighted IP all over the internet. What would be the legal benefit (not to mention the cost) for Konami to attack random users on random internet websites? Either way its a low cost to us so if you're super worried about it go for it.
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Post by crocodile on Jun 21, 2016 20:42:59 GMT -6
I'm separating the Customize system (what you mentioned) from regular equipment. That's what I meant by "everybody is already getting what they want". In the demo we saw that putting on the Kung-Fu shoes or the Headband changed Miriam's appearance. Putting on the Leather Breastplate did not (as it would change most of her actual default costume). Did you not like that? Do you not want that to happen in the full game? Because if there is equipment and they show up on your body like they did the demo than you are going to have an intrinsic link between appearance and stats. You can't have both and not have equipment influence appearance. Fortunately, as I've already said, you have the Customize system that lets you already change Miriam's appearance without affecting her stats (maybe it can affect her stats to some degree but I feel things like changing outfit colors, giving her elf ears or changing her hair would not influence her stats). I have no idea if the Pure Costume will affect gameplay (since its the curse that gives Miriam her powers, what does it mean if she no longer has the curse?). However, if how things in the demo extrapolate to the real game, we already know costumes are separate from equipment. So you have the Customize system, Full-on Costumes and then Equipment. There are a lot of ways to change her appearance that both do and do not affect her stats. This feels like a non-issue to me.
On a side note, I do hope the Customize system is like integrated into the narrative of the game. Not like just a random thing but maybe justified as using Demon Shards to transform yourself or something.
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Post by crocodile on Jun 21, 2016 19:09:16 GMT -6
Games that have outfits/armor/equipment or whatever that affect stats and appearance at the same time is such a common, normal thing in videos - I really don't understand the objection to it. The "Customize" system is what you want to use if you want dress options that don't affect stats. I have no idea why a few people demand that applies to equipment. Something can't be equipment and not affect stats at the same time It seems the game is already set up to please everybody in this regard.
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Post by crocodile on Jun 21, 2016 16:02:41 GMT -6
For some reason I kind of assumed Adventure Time was in the opening post but looking at it again its not LOL. Yeah I would definitely put that on the list (even if I feel the shows best days are behind it) Goobsausage : I assumed we were just talking about currently being made/airing cartoons. If you want to include all cartoons ever made (or within the past X decades), obviously this list opens up a lot!
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Post by crocodile on Jun 21, 2016 14:55:58 GMT -6
I think you guys are on to something with the Shantae suggestion. I personally think it would be cool if had these two alternate versions of Miriam. 1. Succubus/Stained-glass covered fleshBen Judd mentioned the preliminary designs for Miriam were more succubus-like, so it could be based on these. Would have attributes such as... - A quicker dash
- Increased strength for magic attacks
- Decreased DEF
- Decreased strength for physical attacks
2. Valkyrie/Full-body armorA full body armor that nonetheless looks sleek, like an armored angel, if you will. Would have attributes such as... - A slower back-dash
- Decreased strength for magic attacks
- Increased DEF
- Increased strength for physical attacks
Unfortunately, this type of suggestion has probably very little chance of making it into the game, as it requires additional assets and play balancing, but it never hurts to offer it! I have no idea if they would tie costumes to stats but you did remind me of Circle of the Moon and its Class system (Fighter, Magician, Shooter, Thief). As opposed (or in addition?) to using cheat codes, you could have different costumes change you into different classes. Like a witch's outfit for a Mage, an archer's outfit for a shooter (though I don't think this game really has sub-weapons), a thief's outfit for Thief mode, etc. It feels like it should be something pretty straight-forward to do if you just focus on base parameters and parameter growth (like those modes in Circle of the Moon did). This seems like an aggressively good idea and I hope that's something they have the time and resources to implement. Mana - is this something that could be done or is it economically/developmentally nonviable?
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Post by crocodile on Jun 21, 2016 1:09:41 GMT -6
Hopefully I'm not throwing myself into a sticky, fiery situation but I feel compelled to offer my opinion: Armor (or equipment in general) isn't actually armor/equipment unless it affects stats. If the goal is to allow equipment to have cosmetic aspects to it, it still has to actually be equipment. In the demo we saw that Head items and Kicking Weapons (Kung-Fu shoes) changed Miriam's appearance whereas the Leather Breastplate did not. I feel confident that different scarves will also change Miriam's appearance but we have to assume that - we don't know that. Is that the extent that equipment will reflect on Miriam's attire (head-pieces, shoes and scarves)? I wouldn't be surprised if her main outfit remained static - especially given how important the curse was which I think was emphasized by the shard interaction and how Miriam would jam those into the mark over her chest. ghaleon : If you want in-depth customization divorced of equipment stats, I think what you have to be looking at is the "Customize" system which we know can alter things like Miriam's hair, facial features, skin tone, the colors of her default outfit and maybe other parts of her body (it would be interesting to see how far they are interested and willing to take it). We still don't know much about it but I assume we will get more details in the future. Mana - are you allowed to share insight on how much equipment can/will affect her appearance? Have we seen the entire range or is there more stuff waiting to be implemented? Is the influence of equipment just limited to headpieces and shoes (and maybe scarves) with more drastic changes either up to alternate costumes or the "Customize" system?
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Post by crocodile on Jun 20, 2016 13:15:07 GMT -6
If what you're generally looking for is a light-hearted affair but with good writing that can actually be enjoyed by adults and has some "meat on its bones"(given the 3 shows you mentioned), I would point you towards Regular Show and We Bare Bears. I'll also back Rick & Morty (hit and miss but more hit overall) and Venture Brothers (excellent though it starts off slow) but those two are definitely more "adult" in nature. I'll also mention Archer (though I haven't been keeping up with the latest season) though that may be "too dumb" for your interests.
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Post by crocodile on Jun 19, 2016 17:35:34 GMT -6
Miriam, now with high-kicking kung-fu action! ( Source)
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