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Post by allooutrick on Aug 2, 2016 17:54:43 GMT -6
This sound track is a big reason why I was willing to upgrade my order to the alchemist treasure. Gotta have a CD of this music too.
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Post by allooutrick on Aug 2, 2016 17:49:06 GMT -6
Update 22, which can be found in the link below, seems to say that the sword whip will be an early game weapon, probably in the player's inventory from the start of the game
As for the 28 dollar tier getting some of the perks of the higher tiers I can't say. It doesn't sound unreasonable to request the sword whip and the igarashi super boss but I can't see it happening. That would require 20,000+ orders to be changed to include those items.
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Post by allooutrick on Aug 1, 2016 13:33:24 GMT -6
Similar to how a killer clown would allow the player to weaponize playing cards, I would like to see an artist type creature that allows Miriam create a physical barrier of ink using a paintbrush. It could even poison enemies it contacts. It's a big castle after all and I bet Gebel would want help decorating the walls with portraits.
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Post by allooutrick on Jul 31, 2016 18:59:48 GMT -6
A large source of the fun I've had in igavanias has been seeing what new weapons I could find and the locations that I would eventually discover with a new power up. Specifically in SotN's case I found myself using the weapons I thought looked the best since I was so over powered anyways.
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Post by allooutrick on Jul 29, 2016 8:00:26 GMT -6
I think Ebon got it quite right. Also this video, Development Update 3, shows a map in the corner of the screen.
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Post by allooutrick on Jul 26, 2016 17:52:43 GMT -6
I loved the heaven sword. It's surreal to have a sword, throw it, and see it return to the hand used. I ended up using for much of my first playthrough because of it's range and how little it hindered my movement.
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Post by allooutrick on Jul 26, 2016 7:56:58 GMT -6
I get the feeling that many of these new game+ features would work wonderfully in creating a "high score" style of playthrough for the rogue like mode. Complete with a leaderboard, people can see how many times themselves, and others, complete the mode with ever increasing difficulty and perks.
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Post by allooutrick on Jul 20, 2016 16:02:07 GMT -6
I think i´ve seen something like this before^^ Thumbs up, good idea for Bloodstained;) This looks really familiar to me as well. Maybe I'm thinking of the Metroid Prime world map but I feel like it's been done elsewhere too.
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Post by allooutrick on Jul 19, 2016 9:52:52 GMT -6
It's a shame they couldn't make it
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Post by allooutrick on Jul 19, 2016 9:44:47 GMT -6
I remember freaking out as a kid when I fell down the massive hole in SotN and then laughing when the Knights started freaking out about to drown because I plugged the hole with the box. Also can't forget Johnathan! Charlotte!
How old are we talking though? Do you mean every Iga game released?
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Post by allooutrick on Jul 19, 2016 7:22:53 GMT -6
It would be interesting if warp points were mirrors that reflected locations she was thinking about. Then she could walk through and be there and provide a reason as to why she would need to visit the location first before being able to warp there.
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Post by allooutrick on Jul 10, 2016 20:40:54 GMT -6
Can we put a close to this thread? At this point, I think everything that could have been said has been done so. I feel strangely honored to have been able to participate on this thread.
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Post by allooutrick on Jul 4, 2016 19:09:29 GMT -6
1. The shader. According to what I've read, this very community is to blame for the fact that we have this cel shaded look to the game. In the case of this boss, it seems that the black outlines have been kept in rough proportion with the size of the enemy, rather than staying uniform with the complete game render. That's a problem. Miriam's black outlines are subtle because she is always so small on the screen; otherwise they would probably be cause for a demand to revert the shader to something less obnoxious. The excessively thick edges on the boss give it a cartoony look, which leads me to 2. The colors. These are not an accident, or incompetence. Those too-bright colors are deliberate. And I have to strongly suspect that the specific idea was to make the boss look cartoony to match the shader. I have faith that the designers of this boss could have figured out ways to make it stand out from the terrain/background without arbitrarily giving it full-body pastels. I see no problem with the shader and, upon verifying with screenshots of the boss and level, dont see any black outlines that are obscenely larger than the others. maybe a little bigger sure but it all looks rather slim. As for the colors, I see them as a god send. so many games utilize dark, gritty, dull colors or colors that are rather normal compared to reality. It's nice to see something is vibrant and bright, almost like a crystal refracting light, in a game that will undoubtedly have gothic and horror elements. This game is also not even intended to be released until 2017 so concerns, like the lines appearing too thick on the boss, can be corrected by then. Lastly, at the end of the day, the final decisions lie on Iga and his team and its quite possible these developers have plans to make all the pieces come together nicely.
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Post by allooutrick on Jun 29, 2016 20:11:08 GMT -6
The type of tutorial I've come to prefer is an in game manual that's accessed from the main menu and from the options section in game. This allows the player to see the controls before starting and allow them to look up anything they forget without pulling away from the game or a hard coded break away from the actual experience. For a game like this the manual can be expanded as new moves are acquired and, maybe, as special attack inputs are found.
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Post by allooutrick on Jun 29, 2016 13:16:11 GMT -6
Mehve allooutrick yeah, go figure. Anyway, it is good that works. And i hope it keeps working Indeed. I changed my backer reward from PS4 to Gog PC after this revelation.
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Post by allooutrick on Jun 28, 2016 21:12:29 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! Really? I have to see if it works for me as well then
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Post by allooutrick on Jun 28, 2016 21:06:58 GMT -6
Only in my dreams can this even hope to play the demo so I decided to have some fun presenting it. Also if it's not ok for me to be using this image of Miriam please let me know. Edit: This little thing can run the demo beautifully. I am so happy
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Post by allooutrick on Jun 28, 2016 10:59:20 GMT -6
Maybe because Morte is half demon they do have a shard but its strength is too weak to be used since they're not a full fledged demon. If I recall correctly, the Kickstarter page shows different pieces of monsters being used for crafting as well so maybe Morte's bones can be grounded to dust to make a lesser healing potion.
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Post by allooutrick on Jun 28, 2016 8:41:12 GMT -6
But a thing I have wondered about is how does everyone time their run. I always start the timer the moment I hit game start and end it when I get the level up message since that means I killed the boss. the timing method I'm most familiar with is the timer starts on the first button input after starting a new game file and ends when the player can no longer control the character.
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Post by allooutrick on Jun 24, 2016 9:27:04 GMT -6
It's an interesting concept that's been pulled off before but I'm not sure if the sense of progression can be retained in an Igavania if everything gets stronger with you.
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