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Post by allooutrick on Oct 15, 2016 11:05:38 GMT -6
I'll probably get a copy for a different console because I love finding small differences in performance and exclusive bugs. That or so a friend of mine can have a copy if they aren't able to get it themselves.
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Post by allooutrick on Oct 14, 2016 12:44:53 GMT -6
Iga gave us the swordwhip so he already decided. Though on a serious note this is an interesting question. Miriam has been seen with both throughout the art and they are undoubtedly weapon types in the game. Also, as XombieMike already pointed out, swordorwhip.com had a poll of this. That's conclusive for now. Once the game gets released and we see how each weapon looks and controls the favor could possibly shift towards the whip.
Personally I would choose a whip. I love how practical a sword is to use yet feel it's a weapon that's over used in games. The whip is hardly practical and rarely seen in games yet it gives so much satisfaction to hear it crack and strike things.
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Post by allooutrick on Oct 12, 2016 10:34:16 GMT -6
As someone who has enjoyed the difficulty of every souls style game and the 3D Ninja Gaiden games I wouldn't mind hard mode being dark souls hard and this difficult being accessible from the first time through the game. I also think there should be a normal mode that is slightly easier than Order of Ecclesia or just as moderately challenging as Lament of Innocence. A lot of us here and who backed the game are likely long time fans of igavanias but an outright difficult game can discourage new fans from getting into the game
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Post by allooutrick on Oct 8, 2016 17:30:44 GMT -6
I'm glad this game's base experience will be with a hand made castle. Procedural generation loses a lot of the appeal of exploration to me because someone just set the boundaries on what can exist rather than making it entirely themselves. All the little details become less significant and truly unique areas are much less likely.
Having said that though I do find procedurally generated content fun. I specifically enjoy rogue like games because it's rarely the same playthrough twice. I can't grow complacent and have a foreknowledge of what is coming up.
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Post by allooutrick on Sept 30, 2016 18:15:28 GMT -6
It's not all room scale like you described. There's seated experiences. You should really try it out at a Best Buy. Imagine being able to look directly INTO the castle with your own eyes No thanks. I'll look more into VR for the sake of discussion but after a long day on my feet I prefer to keep my motion to a minimum. Just a personal preference.
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Post by allooutrick on Sept 30, 2016 15:10:03 GMT -6
I don't see the appeal to VR, as it is, to begin with. When I get home I don't look forward to moving around more. However, if vr advanced to a level similar to Sword Art Online then I'll be all for a virtual reality igavania.
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Post by allooutrick on Sept 26, 2016 17:42:41 GMT -6
TL DR everything above this post, but I have a feeling this may be positive. instead of having potions food etc grant an instant health increase, it could be given over a number of seconds. if anyone has played salt and sanctuary or DS2 lifegems, you know what im talking about. I think that would make an excellent way to make the highest difficulty more challenging. The other difficulties could have instant healing but this tweak can allow the developers to add difficulty without massive stat boosts.
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Post by allooutrick on Sept 19, 2016 19:59:17 GMT -6
My only gripe with quests is with the ones that are little more than kill X enemy Y times and go to X location and get Y item. With a game like this I can't imagine this being an easy thing to avoid so moderation will be acceptable.
I would prefer quests that end differently than intended because the area wasn't as expected, an ambush occurred, etc as well as ones that require Miriam to track down locations that require some puzzle solving. As long as the developers get creative really then that's good enough for me.
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Post by allooutrick on Sept 12, 2016 19:05:19 GMT -6
I would imagine some shards will specify their input. That could be because a melee shard wouldn't need the directional aiming of a ranged one. Though it may also be possible for special inputs to change their effect. Fireball shard and a quarter circle forward = fire wave.
I would prefer to have several semi optional bosses that must be beat for the good ending and several entirely optional bosses as well. The mandatory bosses can either guard or drop an ability or key necessary to reach the bad ending and the semi optional bosses can drop something that allows the player to directly ascend beyond the bad ending or reach a new area that has the thing to get to the good ending.
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Post by allooutrick on Sept 8, 2016 18:57:00 GMT -6
I'm very happy to see them being so open with us. This is a huge push back but also one that was almost inevitable. My respect for Iga and the team has grown knowing that they want to deliver this game in its entirety and that it's done right the first time. Perhaps any lingering doubts about the quality of the game on release have just been put to rest as well.
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Post by allooutrick on Sept 4, 2016 20:35:07 GMT -6
I'd have to choose other and go with gravity manipulation. If it exists it can be moved, including myself. I would no longer need a vehicle to get anywhere because precisely controlling wells of gravity could lead to flight. Strap on a mask and a back pack of belongings and I'll be traveling across states. Could also use it to make physical tasks easier as well. Could even have a fan effect by pushing air around
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Post by allooutrick on Aug 27, 2016 20:33:57 GMT -6
I've unintentionally gathered a small collection of hdmi and usb cables if that counts
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Post by allooutrick on Aug 23, 2016 8:39:25 GMT -6
I probably beat this game about four times myself, snes version and Zero Mission. It's a very well made game that doesn't really age. Metroid Prime 2: Echoes, however, is my favorite Metroid game and I highly recommend playing that trilogy sequentially.
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Post by allooutrick on Aug 21, 2016 11:16:59 GMT -6
That would be fun. If Miriam isn't the artistic type she could go to someone who is and describe what she saw actually it would be better if she was not good at art... then Johannes can take a picture of it (or a pic of sorts through alchemy) and we can see her bad drawings in contrast of the picture, they could look like a little kid's drawing... I would love the contrast of the two different looks. Maybe we could get a glimpse of Miriam's personality through her drawings... even though she lost her emotions. Oh! I know, it could look like a kid's picture diary. that would be cute and awesome
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Post by allooutrick on Aug 20, 2016 7:17:47 GMT -6
That would be fun. If Miriam isn't the artistic type she could go to someone who is and describe what she saw
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Post by allooutrick on Aug 15, 2016 15:47:47 GMT -6
Two things: 1. I'm happy that crafting is still in. 2. The people who claimed the game is too slow I wonder if they've paid attention to IGAVANIA's at all because it's a perfect speed that replicates the very feel of all the games. Also, as a fan you'd know that upgrades come later that make your character faster in terms of relics. The lightning wolf relic? The soul abilities, the glyph abilities. You need a somewhat slower character ( even though it's not that slow) to contrast with the abilities you get later on. That's just the IGAVANIA snob in me talking but that complaint felt bogus from the beginning, the game feels like Castlevania and that's what I want. not to mention it's very difficult for a human to be swinging a weapon with enough precision to be effective if they're swinging wildly and I doubt Miriam recieved enough extensive training across all weapon types to retain speed and skill.
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Post by allooutrick on Aug 14, 2016 22:12:44 GMT -6
Despite the demo capping at 99, the evidence produced by LeoLeWolferoux highly suggests we will be able to go past 99 in the full game! If the max level ends up being 255, that'll be a nod to Order of Ecclesia =) Or like, they just programmed level to be an integer instead of a float or double or whatever they call such things in unreal4 script. Your terminology is correct but integer, float, and double have varying characteristics but all of them exceed 255 in their maximum values significantly. what's more likely is that when we look at binary values the max is 255. As for why that number has been chosen in Order of Ecclessia and several JRPGs I'm not sure.
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Post by allooutrick on Aug 8, 2016 15:12:03 GMT -6
The descriptions had me confused for some reason but I'm glad I went back to analyze the video while reading the update. As these are idle attack animations I wonder if the team will go beyond previous igavanias and include aerial and crouching attack animations that are different from the idle one. Lastly, the lack of specifics for the animation of the whip makes me wonder if different whips will be used differently
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Post by allooutrick on Aug 7, 2016 15:02:32 GMT -6
I've just got no words for how weird it is. It's cartoony, underwater, mermen, and they're punching sharks. When I first saw this I couldn't help but laugh and be in disbelief this was coming from them yet I've never enjoyed watching a music video so much because of its weirdness. August Burns Red - Identity
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Post by allooutrick on Aug 6, 2016 22:21:43 GMT -6
How will the game advance? (Bosses unlock doors, special skills that are always active, equipable boss shards that give unique effects, etc)
what is Igarashi-san's stance on glitches as well as the team's stance? Are some ok or even fun to have?
How long do they expect the average player to take to find every item and secret in Bloodstained?
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