Pure Miriam
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Post by Pure Miriam on Jul 12, 2016 3:53:12 GMT -6
OOOHHHH you're making me even more excited for this game, Pure Miriam . Why you gotta intensify my butterflies like dat? Haha Well, i basically read almost all interviews and such that IGA gives since early 2000's. I wasn't going to stop now. But yes, IGA said that. And he said even more. Another idea IGA has mentioned is for the drops to give different stat subeffects: for example, an enemy head drop will raise magic power, or a drop from an enemy leg/foot will raise movement speed. By using the different drop materials and the different stat subeffects, the player will be able to customize Miriam to his or her liking. He also didn't explain it how that would work, but we can guess it is some sort of small buff applied to a drop that you can equip it? Or maybe it is a buff that passes on to the crafted equipment with that material (like, bronze gives CON + 2, so, anything forged with it, will also give CON + 2). He also said that some drops will be usable on quests. So, the game will have a quest system.
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Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jul 12, 2016 3:37:57 GMT -6
IGA probably referenced the 10h a while back as an average estimate of his previous games. That may have even been before this particular stretch goal was met, perhaps? Can't recall the source of the quote. Regardless, we should be looking at quite a bit of game. I wouldn't want to extend it much more, rather instead keep a potential series going. Years ago, when IGA left Konami and was talking about how to develop a game at a conference, he said that he estimate the overall dificulty of bosses by making the play test fight against a boss at a overral "normal" condition at that time of the game. The boss is considered good enough if the professional play tester can beat the boss without taking damage. I think when he said that 10h time frame, he is basing that on play testers. People capable of beating bosses without taking a single hit and that can beat the game fast and with a skilled gamplay. You can sure multiply that timeframe but 3 if you are talking about a "normal first time" player. Has there been any mention of MORE gear than previous Igavania games? ( more weapons to collect, more armor, more scarfs) If they're going for a bigger castle, you'd assume there'd be more to find right? IGA said on a interview that this game will be less equipment-dependant than Symphony of the Night. But even so, i think the number of equips will be higher, due to my answer below. My ultimate worry here is that enemies will end up with basically just a shard and a single item. I want all enemies to have a common and rare drop at least, in addition to a shard if they have one. I'd also prefer it if their alchemy drops (regardless of how rare) were kept separate from their item drops, meaning if they have an alchemy drop, it doesn't take the spot of their common/rare drop.
IGA has said in a interview that his current idea is that there will be five different kinds of drops, corresponding to different parts of an enemy, the heads, arms, and so on, and that even single monsters will have multiple drops. So, each monster would have at max five drops (probably head, arms, legs, body and shard), but not all of then will have all five. He never explained that idea very well, so, we don't know if each slot will have a drop corresponding to that (like arms dropping weapons), it is probably not. Some people (like me) assume he was talking about a general terms for drops. For instance, Amy is nothing more than a Head, so, it is probably that it only drops one thing (Head slot) and a shard. Dullahammer has arms, legs, body, shard, but has no Head. So, he maybe drops four itens. IGA also said that the general drop chance will be higher than most of his other games, because drop materials to forge and shards are a essential part of the gamplay and, as such, they can't be that hard to get. IGA also said that they wanted shards to be usable only after "maturing then", evolving then on some sort with alchemy. But we didn't see that on the demo, so maybe they gave up on that idea (He Said that the team wasn't happy with this, because it would be frustrating to get a power and not able to use it at the same time) or maybe they are re-working it.
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Pure Miriam
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jul 2, 2016 11:48:56 GMT -6
(...) Well the structure is considerably more in the foreground compared to the main castle and it has an arched structure visible on its right side, this to me would strongly suggest that it is the remains of a bridge; the central "spire" could easily be a gatehouse for the aforementioned bridge. So it would have either served as a way to access the castle in the past or as a way to access whatever building the castle is now in place of (from what i remember of the story from the kickstarter the castle was supposed to have sprung up literally overnight). The key question here i think is was the water/ocean here before the castle was? if the answer is yes then the structure is almost certainly part of ruined bridge but if the answer is no then perhaps its the visible part of whatever was there before the castle arrived, but what kind of structure has supportive arches at roof height - Alchemist's Lab maybe? At first, i thought that the castle picture was just a placeholder art, since they where still working at the game when that was done. But they are using that same picture as the demo's title, so, this GOT to be something, right? And, yes. From what we know so far, if i'm not wrong, Gebel summoned the castle from hell itself, on top of what was the Alchemist Guild, after slaughtering them all. So, the Castle's foundation is the Alchemist Guild, that probably was on a island at the ocean. That also make me think that this justifies some of the magical itens we would find in the game. I hope we got to see some remains of the Alchemist Guild too (or maybe, a realm where the Alchemist Guild still exists).
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Pure Miriam
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Post by Pure Miriam on Jul 2, 2016 7:15:15 GMT -6
I wanted to flow the discussion, and that's good. I didn't want to give out my opinion before other people saying, but what i think is this: 1600+ rooms on a single Castle, for me, can be considered that stretch goal as cleared. The inverted castle was a huge pallete swap. And yes, i don't want a inverted castle. If they do it, i will like it, but it is no surprise anymore. I want a second castle, or place, or anything of the sort. Now, i want to play around something. Look at this I dare to ask you all, what do you think that little castle-something at the right side is...
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Post by Pure Miriam on Jul 2, 2016 3:08:43 GMT -6
One of the stretch goals from kickstarter was this. "Iga's biggest Castle." Basically, the dev team promised that Bloodstained: Ritual of the Night will be the biggest game of Iga's career. The biggest game IGA ever did was Castlevania: Symphony of the Night. That game had 942 rooms at it's castle (each room is a block of the map), not couting the inverted one. Later, it was confirmed that Bloodstained will have more than 1600 rooms. This led to some mixed opinions, with people saying that the game will be "smaller" than SOTN, because if you put the inverted castle together, it goes over 1800 rooms. But, if you see the Kickstarter's faq, it goes like this: Will there be an inverted castle?
You’d really want us to spoil it for you? Even though Lord IGA knows the idea of an inverted castle stretch goal would bring in money, he’d rather keep that one as a question mark for now to value creative integrity, first.
So, i want to discuss two things: 1) You will consider Bloodstained: Ritual of the Night smaller than Symphony of the Night if the whole game end up having 1600 rooms, since if you count the inverted castle of Symphony of the Night, that game has more than 1800? Thus, that would mean the Dev team didn't keep the promise of "Iga's Biggest Castle" Stretch goal?2) Do you want Bloostained: Ritual of the Night to have a inverted castle, a second castle or something like that?That's all folks!
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Post by Pure Miriam on Jul 2, 2016 2:56:32 GMT -6
I think the main problem here is the fear that the main game can lose it's sense of "something unique" when you put it on a roguelike mode. But i think i can dismiss some of those fears.
Let's take DOOM for instance. The old one, that old 1993 DOOM game.
DOOM had a limited set of graphics and parameters. All 36 maps from Ultimate Doom was made with those same parameters and graphics. Also, you have some building tools nowadays that let you built random levels with a set of options.
If you take a good random engine, like Oblidge, and change it's options, you can built 5 games and they will be different from one another. They use the same elements, graphics, assets but the stages will always look different. People are playing the same DOOM since 93 and still didn't got tired of doing new levels AND the original games are still a must to play even for today's standards.
And that happens because DOOM is a VERY WELL CRAFTED game, so much that 23 years later, there is a huge community that still plays it, still do levels with it, and still plays the original game and still finds it fun and rewarding.
Bloodstained: Ritual of the Night needs to be very well crafted. If it's gameplay elements turn out to be fun and rewarding and it's scenarios are forged on a gorgeous way, you can play as much rogue castles as you like. The main game will still be unique own it's on way.
We need to believe on IGA and the Dev team for that.
Also, as a last note: the game will not have 1600 unique scenarios. The game will have over 1600 rooms. This was an answer to a question made about the stretch goal of "Iga's Biggest Castle". Symphony of the night had 942 Rooms of size (each room is a block of the map), not couting the inverted castle. And they confirmed that Bloodstained will have more than 1600 rooms.
This led to some mixed opinions, with people saying that the game will be "smaller" than SOTN, because if you put the inverted castle together, it goes over 1800 rooms. But the Dev team said they wouldn't talk about a second castle or inverted castle or anything...So...Maybe Bloodstained will have another castle. But that is a matter for a thread i just made.
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Pure Miriam
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Post by Pure Miriam on Jun 29, 2016 2:00:00 GMT -6
About the questions, most of them was already answered at the Kickstarter page. They said it would be this: - Control several different bosses
- Utilize their special attacks to wreak havok
- Explore a new BOSS REVENGE area
- Turn the tables and defeat “Hero” Bosses in your pursuit of humanity's destruction
- Would every boss in the game be playable? Or would it just be a select few?
I'm pretty sure it will not be like that. Not only due to how massive some bosses are bound to be (like Vepar), but also, i think the game will have puzzling bosses (like Wallman from Order of Ecclesia) whose gameplay would be downright impossible. Also, going back to the Kickstarter description: "Control several different bosses"Several is different then "every". - What would the new "Boss Revenge" area be? Would it be part of the castle interior, or an original area all together?
I think it will be something like the classic mode. Using parts of the castle to built a special area where you can kill normal monsters and then fight against Johannes, Zangetsu, probably some other humans that we didn't see it yet, and, lastly, Miriam, as bosses. - What about LARGE bosses? As in ones that take up the entire freakin' screen? Given they were available for selection, how would they be incorporated?
I don't think they will be avaliable for selection. BUT, if that happens, i'm pretty sure they will have a different mode, something like a reverse Boss rush. If you choose Vepar, you don't play at the Revenge Boss Mode Area. You just play at Vepar's original area and you will fight against Johannes, Zangetsu, Miriam and such. - How would buttons correlate with the actions of the boss? Would different buttons correlate to different attacks? (Button combos, maybe???)
I'm pretty sure that the bosses will be adapted to use the same controls as Miriam, but with their own skills. Using Vepar as an example, and Xbox as a controller, you may press X to attack normally with her tentacles, Y to shoot water splashs, Right Analog + RT to control and shoot her water spray and such. - What would the menu screen look like? Maybe there wouldn't be one, and it would be like playing alt. characters in the previous IGAvania games. (IE Albus, Julius, Stella/Lorreta)
Most probably what you said. There will be no menu, or just a simple, config one with all other options removed. - Would the bosses be capable of RPG elements? Things such as leveling up and changing equipment?
I don't think so. I think Boss Revenge Mode will not be like Julius Mode from Danw of Sorrow or Stella/Loretta Mode from Portrait. It will be a smaller game, on a smaller area, with straight stages leading to hero bosses.
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Pure Miriam
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Post by Pure Miriam on Jun 29, 2016 1:39:40 GMT -6
Mehve allooutrick yeah, go figure. Anyway, it is good that works. And i hope it keeps working
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2016 16:58:21 GMT -6
I liked what you did with Vepar, fatihg. but i'm at the vocal minority (i think) that liked Vepar with it's original design and colors. Yeah, i prefer her with that bright poisonous blue and pink colors, but thar's me This is exactly why I love modding, it gives people options. Have something you want to see in a game? Change it yourself. Did someone create a mod you are not a fan of? Just ignore it. Totally agree
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2016 14:01:38 GMT -6
My opinions on some opinions shared here
About the random drop
Normally, most games that use random numbers, don't use random numbers. They use pseud0random numbers, that is exatly like what you guys said. It is strange to say that, but, the truth is that pseudorandom feels more random than true random for the perspective of who is playing the game.
When you are trying to obtain something from an enemy that has 1% chance to drop, you naturally expect it to drop after at least 100 or 120 tries. If the number is fully random, you may spent 1000 tries with no score or score it at the third time, because that is what real randomness is. It doesn't feel really random, it feels cheap or unfair.
So, in reality, most games do use pseudorandom generation of sorts. From what i read before, if something has a very low chance to drop (let's say 1%) some games simply LOCK that drop (put it at 0%) for the first tries, than goes to the real drop chance (at 1%) and after a set number of tries it goes to 2% and such. So, you do need a lot of tries to score, but you WILL score eventually, so, it feels MORE random than REAL random...Yeah...it's weird.
About Shards usefulness
I partially agree that the Shards should be useful but not for the whole game, that is almost impossible to achieve. Some powers will pale in comparision to others, because on a leveling-progressive game, to make a starting power useful for the whole game, that power will feel overpowered at start, OR the game must be smaller than what Bloodstained will be.
So, the solution to this is scale shards according to MP cost. Aria of Sorrow and Dawn of Sorrow did that to MOST of souls. You simply had weak, poor range, hard-to-use souls with very low MP cost, and strong, good range, powerful souls with high MP cost. So, you could play on a conservative way, sacrificing usefulness for more usages, or the oposite.
Even so, there was some souls that are downright useless anyway. That is bound to happen with shards too. Expect some of then pale, and some of then BORN useless. I think it is just a adverse effect of any system with a huge selection of powers and spells.
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2016 13:32:04 GMT -6
I liked what you did with Vepar, fatihg. but i'm at the vocal minority (i think) that liked Vepar with it's original design and colors. Yeah, i prefer her with that bright poisonous blue and pink colors, but thar's me
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2016 13:25:45 GMT -6
I don't think this is a serious flaw, it is just a small problem for me, that i would want to see differently. But i do have confidence on IGA and the dev team. And yes, Morte has no Shard because that creature is a half-demon, it has some context and i like that. ANyway, i wanted to see if i was alone n that matter, and i think i am haha.
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Pure Miriam
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Post by Pure Miriam on Jun 26, 2016 1:59:36 GMT -6
It's been a while since i don't create a new thread with a suggestion, so, here goes a new one, with a poll too!
A LITTLE HISTORY
Long time ago, when IGA was director of the Castlevania franchise, he gave a lot of interviews. I read most of, and i remember that he said that the first thing he and his team made up when forging a new IGAvania game, was the battle/magic/power system. And then, built they plot around that.
Back then, when he made Dawn of Sorrow, he was asked why he was repeating the Soul Dominance (the magic system form Aria of Sorrow and Dawn of Sorrow). He specifically said that, for him, on his own opinion, the Soul Dominance was the best magic/power system he and his team ever created. They where at the peak of creativity. I totally agree with IGA when he said himself that.
THE SHARD SYSTEM AND IT'S PROBLEM
The Shard System is a remade of the Soul Dominance. And that is great. As i said, i totally agree with him when he said that the Soul Dominance was the best system they ever made. But i do have a little thing i didn't like at the System. The fact that Morte has no Shard. Since Morte has no Shard, that means the game will feature more enemies that has no Shard. At Soul Dominance , 100% of enemies had Souls (with the exception of human enemies), with even forced the Dev team to be REALLY creative, making up some really odd and weird powers for some enemies that was really hard to made up something. And i loved that. I think all enemies must have Shards. And i will defend my position of why.
WHY I THINK ALL ENEMIES SHOULD HAVE SHARDS
Considering how close the Shard System is with the Soul Dominance, here are some arguments of why i think all enemies should have shards:
1) Gameplay Variety: more shards, means more powers, means more gameplay variety. I know that even at Soul Dominance from Aria/Dawn, some powers became a little repetitive (throw daggers, throw bloodied daggers, throw swords...) but even so, variety adds to the fun factor.
2) The Surprise and curiosity effect: At Aria and Dawn of Sorrow, when you saw a new enemy, the first thing you thought was "look at that monster. What kind of Soul that thing will give me?" that factor is lost if not all enemies had shards. I want to see the dev team at it's creative peak, forced to made up powers for the strangest, most weird enemies that this game will have.
3) If everything fails, put at Enchant: Aria and Dawn of Sorrow had an Enchant type soul. And a lot of enemies had that, because it is easier to create. So, if the dev team can't really think of a power for that small fly demon that does nothing, put at enchant, with a bonus or a effect that doesn't need a lot of work.
THE POLL AND CLOSING COMMENTS
So, that's my opinion. I made a poll so we can vocalize that. You think Morte and all enemies should have Shards?
That's all folks!
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Post by Pure Miriam on Jun 26, 2016 1:41:37 GMT -6
When IGA got aboard on the Castlevania Franchise, one of the first things he and his team did was create how the gameplay would work on Symphony of the Night.
I read a lot of interviews from him and, although Symphony of the Night had a director, (IGA was an assistant) he helped on forging the game's general gameplay. From there on, he tried to do lots of different systems.
From what i read, IGA said that, when he was at Konami, the first thing he thought when he was going for a new IGAvania game, was the battle/magic/power system. And then, he built the plot around that. This helped him to shape each game with his own "thing", to depart from the classic Belmonts = Subweapons and whip system to new things.
Back then, when he made Dawn of Sorrow, he was asked why he was repeating the Soul Dominance (the magic system form Aria of Sorrow). He specifically said that, for him, on his own opinion, the Soul Dominance was the best magic/power system he and his team ever created. They where at the peak of creativity. And they was even forced to be really creative on some of those powers (what kind of power you made up for a blue crow that flies around?). So, for me, the Shard System is a great idea. I totally agree with IGA when he said himself that the Soul Dominance system was the best thing they ever did. And great things can be recreated and renewed for eternity!
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Post by Pure Miriam on Jun 25, 2016 4:15:59 GMT -6
For some reason that is beyond me, Bloodstained runs perfectly even at max resolution, on my outdated PC. My PC has requirements lower than the minimum recomended! Wich is REALLY NICE, and i hope it stays that way: And i was thinking on researching to do a overclock on my outdated i3 processor because i had no money for a new PC now
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Post by Pure Miriam on Jun 25, 2016 1:50:01 GMT -6
Oh, look, it is me Also, great mod, and great findings. Man, this will be a HUGE game, if those numbers tell anything! Great work!
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Post by Pure Miriam on Jun 24, 2016 10:01:31 GMT -6
Well, i think it is time to elaborate a little about my opinion.
Bloodstained: Ritual of the Night is a game where a mad guild of alchemists used two childs (Miriam and Gebel) to summon demons from hell and prove their superiority over science. The villian is a madman that massacred a whole guild and summoned a devil castle from hell itself to serve as his personal lair.
And some of you are offended by a hideous-monstruosity showing her huge breasts.
So, let me see if i get this right:
Sacrificing two childs to invoke demons from hell: fine. A massacre of a whole guild by the hands of a hurted madman: fine. A monstruous creature showing off her big boucing breasts: not fine.
I respect everyone's opinions. But to me, this doesn't make a single bit of sense.
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
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Post by Pure Miriam on Jun 24, 2016 9:47:54 GMT -6
My personal opinion is that IGA can do whatever he wants. 100% agree. I love that boos exatly as she is know, with her color, and body shape, and huge boucing boobs!
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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Legendary Comrade
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Oct 20, 2019 3:32:00 GMT -6
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Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
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Post by Pure Miriam on Jun 24, 2016 8:48:35 GMT -6
I don't know if this helps about the performance issues, but i had a great peformance playing the demo and my PC is quite outdated. My computer has lower specs than recomended. Only at max resolution i get a small slowdown that doesn't do much. I hope the game keeps like this, so i can play the full version when it's out here's the specs OS: Windows 10 64-bit Processor: Intel Core i3 @ 2.93 Memory: 8 GB RAM Graphic: Nvidia GeForce GTX 550TI DirectX: newest Gamepad used: Xbox360 gamepad.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
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Post by Pure Miriam on Jun 24, 2016 8:17:36 GMT -6
Hi everyone! Wow, so many posts, i didn't read them all yet. I'm so happy that the dev team linked my humble thread to be their official demo feedback! Ffter playing the demo for quite a bit of time, trying to look at every bit and cranny, I can write my thoughts about it. A lot of people talked about a lot of things, so, this post will not be very large because i don't want to repeat everyone's thoughs. So...let's GO! ABOUT GAMEPLAY AND CONTROLS
The gameplay is fluid, intuitive and responsive. Controls are easy to use and i have almost nothing against it. Good: - Downard attacks.
- Shards with easy-to-use moves.
- Slide from the start.
- Starting jump is way higher than most Igavania games.
- Miriam's walking pace, not very slow, not very fast.
Bad: so far, i have nothing against controls. Suggestions: - Weapon skills with (quarter circle foward attack) like Symphony of the Night and Aria/Dawn of Sorrow and some other games.
- The slide appears to be a little too short.
ABOUT GRAPHICS AND MIRIAM ANIMATION
The graphics are gorgeous! I know they will get even better, but i do have a thing or two to say about them: Good:- Graphics are really nice. The overall 3d and cellshading have a good degree of work.
- Little details: Miriam's stance is cute, Jojo's style. And when you let her be for few seconds, she hangs her hand on her waist. Most Igavanias had some kind of idle animation after some time. Also, when you crouch, Miriam puts her hand on her bottom and the scarf goes down, hanging by her neck and body. She has quite a lot of hurt animations. Those little details are great.
- Attack animations are awesome. Specially her normal moves. When Miriam kicks, she stops, kung-fu style, for a while. After attack with the sword, she assumes a defensive stance, holding the blade by her side.
Bad: - That little jump Miriam do when she falls through plataforms are ankward.
- When you land on a plataform, Miriam kinda "snap" on her default position. It is a little ankward too.
- Miram's death animation (yeah, i died just to look how it is) could be more gruesome. She kinda spins around with some blood. It could have more blood and her body could spin on a more frenetically way.
Suggestions:- Give Miriam a "bored" animation if she stands idle for more than 2 or 3 minutes.
- Her crystal flower, on her back, can't be seem easily. At one of the first videos, we could see it better. Maybe increase it's size a little?
- She looks too "normal" during the cutscene. She should look surprised, challenged or angry.
ABOUT ENEMIES
The enemies are nice, and considering how short this demo is, it is good to see how large the variety is. Good:
- Some enemies have varying death animations. Morte's head can fall off or he can vanish on yellow ashes. Nice.
- Some enemies have specific weak spots. Dullahammer suffers more damage on his "head" than the rest of his body.
- Enemies combine dark gothic looks (Amy, Buer) with some little comedic ones (Dullahammer, Morte), in a really nice way.
- Enemies animation are fluid and surprisingly realistic, not cartoonistic.
Bad:
- Morte Cannon doesn't look like anything. It is a confusing design. It should look more like morte, or like a cannon, so it can look like something, but that is a really personal opinion.
Suggestions:
- It would be good if some enemies had more than one attack pattern or movement.
ABOUT VEPAR, THE BOSS
The first boss of the game, quite impressive one. Good:- Outstanding look. Vepar has a sexualized, horryfing and menacing look all at the same creature!
- Non-obvious weak points. She suffers more damage at her breasts and head. It is kinda obvious, but it is not a "flashing red light".
Bad:- Vepar has a Overwhelming look for a first boss. She looks like she is something way stronger than she actually is. But that can be fixed (look at "Suggestions").
- Yes, she is the first boss, but even so, she is too easy. Vepar needs at least a little more health.
Suggestions:- it would be good if Vepar doesn't die at the beginning. She just runs away, the Galleon hits Gebel's Castle and destroys itself even more, blocking the path to return to it. Later on the game, maybe the player could find something to open the path again and revisit the Galleon, that is now in ruins, with new enemies and passages due to the wreckage, with a powered-up Vepar waiting revenge!
ABOUT THE SHARD SYSTEM
Obviously inspired at Soul Dominance, the Shard System is fun and nice. Good:- Soul Dominance with a new name. And that's awesome! Soul Dominance from Aria/Dawn of Sorrow was, by far, the best magic system of all Igavanias ever created.
- The animation of Miriam obtaining a Shard is simply gorgeous!
- The large variety of Shards types (five).
- Most Shards so far are nice. Even considering that they are the first ones. I loved Dullaham's shard. And no, i didn't got Amy Shard yet!
Bad: - Cerulean Splash [Seamma] and Fire Cannon [Morte Cannon] have almost the same visual. I know it is hard to add variety, Soul Dominance also had shades of that. But i don't think it is a good idea to have two shards so look-a-like right at the first area of the game.
Suggestions:
- I already said that before, but it would be good if Shards could be leveled, like Dawn of Sorrow. Collecting the same Shard over and over again raises it's power. Since there is a "Quailty" info of sorts at the Shard meny, i'm guessing that this could be already a plan.
- Morte has no Shard. I DEMMAND that morte, and ALL enemies have shards!
ABOUT MINERVA GALLEON
A bold, but surprisingly good first stage for the first contact with the game. Good:- Logical decisions. Miriam start at the crew deck (there are beds and chairs at the background where she starts), right after the crew deck, there's the cannon deck. There's even some broken stairs to show that the crew doesn't need to "jump" to reach higher places. And after crew and cannons deck, you gain the outside. It is very close to how a true galleon works.
- Minerva details are very nice. From the water going inside the lower decks, to the outstanding rain hitting the main deck, to the Seamas crawling from the sea.
Bad: - It is not really a "bad" thing, more of a warning. Minerva has a very "blocky" layout. Rooms, corridors and some plataforms. it doens't have the ups and downs, broken and curved floors of most Igavanias, but i really think that it is to make Minerva, a more realistic Galleon.
Suggestions: - We should be able to revisit the galleon later (see "suggestions" at the Vepar section).
ABOUT THE MAIN MENU AND HUD
The functional, easy to handle menu and hud. Good: - The main menu has a beautiful overall look. It's windows and options are easy to handle.
- The hud looks like alchemist vials!
Bad:- The Hud (Miriam's health and MP bar), although looks nice, it is obviously pasted on the screen, the blood drop is clearly a flash with low framerate.
Suggestions:- Miriam's picture on the hud could be a 3d render of her face, looking around, showing her expressions when in pain, or afflicted with some status problems.
CLOSING COMMENTS
The kickstarter campaign started at may 11, 2015. On june 23, 2016, basically one year later, and we already have a great working demo. Things must be improved, of course, but it is impresssive the massive work on the game, where in a single year, so much has already been done. Great work dev team. Great work backers. Great work IGA. ADDENDUM
i was able to play on a i3 Computer and the game worked perfectly =) I hope it keeps that way. I want to update my computer but i have no money for that yet
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