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Post by allooutrick on Aug 22, 2017 8:41:13 GMT -6
He did say he wants to franchise Bloodstained so a sequel sounds incredibly likely. As for that game, in the context of the speculation, he probably means the prequel.
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Post by allooutrick on Aug 15, 2017 15:16:51 GMT -6
About the whole "Why IGA don't use Dracula / Death / Skeletons" discussion. I don't like to be the one to break people's hopes, although i believe we have a chance of IGA using something like that (Bloodless is a vampire) i firmly believe, and hope, he doesn't use it. The thing some people must understand is that spiritual sucessor and carbon copy are two different things. A spiritual sucessor is a game that borrows the same feel, gameplay and overall structure from a past game, without copying it to the bone. It's not about Konami trying to sue IGA for plagiarism (although that is also not impossible) is about creating a new IP that is not just a carbon copy of what you worked before. Dracula, Death and such are public domain enemies, that's right. But the game is already looking dangerously close to a Castlevania. Adding all that would make it so similar that IGA could be accused of lack of creativity. You guys don't think the man can do something different then that? That he can't create a villian as cool as Dracula for himself? Or a sidekick as menacing as Death? I believe it is also a bit of what IGA really wants to do. IGA didn't created the Castlevania franchise, he just directed it for years. Now that he is creating a franchise from the stratch, let the man's creativity be his own guide now. That's, perhaps, the most logical justification I've seen for this and I completely agree.
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Post by allooutrick on Aug 15, 2017 13:55:02 GMT -6
Welcome, angel. My question is what type and quality of material can we expect for the physical items? For example, would the map be made of parchment, cloth, would it be designed in a way that feels authentic to the era the game takes place in?
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Post by allooutrick on Aug 14, 2017 8:42:36 GMT -6
I think it would be great if it was roughly ten rooms large. The devs could get incredibly sneaky and require Miriam to wear an accessory as she enters a certain area. For example, if the boat lands at the castle then she could go inside the boat again. If she goes back in with this accessory equipped then she'll enter the retro level. This could also be a nod to the secret level at the entrance of SotN that players needed to glitch through the ground to reach.
I'd like for the level itself and sounds to be retro but I won't mind if Miriam, enemies, shards, etc remain as they are.
Lastly a reward for players who find this secret would be good. It'll be fun in it's own way to stumble on this but a unique shard or two would be preferred.
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Post by allooutrick on Jul 14, 2017 10:17:47 GMT -6
If the game must have DLC then I would prefer to be cosmetic and minor. I'm not a fan of getting new levels or anything major after the fact. So things like a costume for Miriam or an alternate theme to her room. Just something neat and small that won't make other players feel like their missing out if they don't get it
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Post by allooutrick on Mar 26, 2017 17:29:05 GMT -6
I forgot about this happening and about Mario Maker. His commentary was interesting.
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Post by allooutrick on Mar 22, 2017 0:32:52 GMT -6
This wasn't an easy decision and it looks like they handled it very well. I just hope Armature is still being involved in the development.
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Post by allooutrick on Mar 7, 2017 20:40:13 GMT -6
From a gameplay perspective that can work rather well for the player. Granted the range limitation can be a downfall. Instead of having to look for a que from each wall and a sound effect, the player can recognize Miriam performed a specific animation. It'll be easier to recognize when a breakable wall is found. That's a nice comic too.
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Post by allooutrick on Mar 7, 2017 20:18:49 GMT -6
Did someone say shovel Knight art? *Points at profile picture*
More seriously, I would love to see this recreation of shovel Knight in the game. A spear class shovel would great as well so Miriam could swing it like shovel Knight did.
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Post by allooutrick on Mar 6, 2017 13:48:33 GMT -6
Regarding the map system of bloodstained. It should be a lot like the other Castlevania games that Igarashi led. Specifically each section of a room will be one square tile to scale with the actual environment. This will be filled in as the player explores. Doors and rooms of significance will be marked. This may have been displayed in the demo but I'm not sure.
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Post by allooutrick on Dec 14, 2016 14:29:42 GMT -6
A concern I've heard brought up due to the usage of procedural generation is that rooms may be re randomized each time they're entered. If anyone is having that concern then I imagine the team is using a seed that is generated with each time a new game file is made. With a seed they can tell procedural generation to do this for this room every time it's entered. That's speculation but something to that effect seems likely. Also if somebody mentioned this already then I must've overlooked it.
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Post by allooutrick on Nov 24, 2016 2:33:57 GMT -6
While this update didn't spoon feed us a lot of information it did provide some critically important details we can use for speculation. As many of us may know, making a video game is a monumental task. A team of easily over 100 people performing work on every aspect for a minimum of one year can reinforce that idea. The addition of a separate team that'll provide technical support for the engine itself can make their current deadline an easier target to reach. The amount of knowledge needed to make a game is rather large so a team that is focused on knowing the details that the developers won't know, for various reasons, is definitely beneficial.
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Post by allooutrick on Nov 14, 2016 18:08:56 GMT -6
I don't have the money the buy a switch so I haven't been keeping an ear to the wall waiting on the next piece of information but I have been curious about it. Mainly curious because it's being advertised as a powerful system and doesn't follow the model most consoles do, which appears to be a trend of Nintendo. So I figured it would be beneficial to use this thread as a condensed source of information on the console. Only the relevant stuff and little of the fluff to turn hardware specs into an article. Also, if I may request it, I'd like to see that old thread. I'm curious to see different perspectives on the console and just how bad that negativity got.
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Post by allooutrick on Nov 13, 2016 11:09:56 GMT -6
I came too late
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Post by allooutrick on Nov 10, 2016 18:55:42 GMT -6
I'm normally not too harsh on how correct a translation is, (I hardly play games for the story to begin with) but for Bloodstained's sake I hope it does get an excellent translation. Some engrish would be fun to have but this game needs every advantage it can get to be a resounding success because, I believe, this game will directly influence what we see in a AAA market for quite some time and probably get some indie igavanias more attention.
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Post by allooutrick on Nov 10, 2016 16:09:12 GMT -6
I think it's actually rather difficult to tell others information about the game without being so vague that it sounds like just another day in the office. Thinking about that I actually would like some semi vague updates. "The section of our team designing the weapons has come up with several dozen ideas so far. Here's one such weapon:" and then they expand on it or even choose a subject more broad. I can only imagine though that the devs are prioritizing the game greatly over updates.
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Post by allooutrick on Nov 2, 2016 12:09:02 GMT -6
I liked the sense of discovery as well. Smacking random walls became rewarding when the reward was more than just wall chicken. I especially loved seeing the weapons get progressively more mythical in design which added to the sense of discovery.
Another thing I liked is how the difficulty is dynamic because it's as easy or as hard as your level and gear set up. The player can choose to grind to make things easier or drop their armor to make the enemies more dangerous.
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Post by allooutrick on Oct 21, 2016 15:45:14 GMT -6
I think the best way to do this is to cancel the physical copy for Wii U version. Deliver only digital version. This will minimize the losses and Iga'll be able to keep his promise. That's something I didn't even consider. If those of us here that do want a Wii U copy are ok with strictly digital then that's a good compromise.
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Post by allooutrick on Oct 20, 2016 18:00:09 GMT -6
www.engadget.com/amp/2015/06/11/unreal-engine-4-psvita-wiiu-bloodstained-port/ This article lists some of Armature (the company working on the Wii U and Vita ports) past accomplishments. I don't think we need to worry about them being unable to port it to begin with or the difficulty in updating the game down the road. Rather I think the reason Iga is unsure if a Wii U port will happen is because as some here have said. The system isn't selling well and will become irrelevant in 2018. If Iga continues development on the Wii U version there will be very little profit and they'll likely lose money for doing it. Because of that the only reason he has is to uphold a promise, which he may likely do.
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Post by allooutrick on Oct 20, 2016 1:37:06 GMT -6
This console has been teased for so long by Nintendo that I'm all hyped out and actually a tad skeptical. I think I'll just wait until it's actually released before I look into it further. Any remaining hype and fanfare should have died down by then and serious reviews could be underway by critics and community.
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