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Post by allooutrick on Jun 24, 2016 7:56:03 GMT -6
If God of War 2 can get away with a sex mini game I don't see why Iga can't have demon boobs with physics.
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Post by allooutrick on Jun 16, 2016 21:37:03 GMT -6
I probably reference Star Ocean 3 more than any sane person should but that game had a nice way to customize text boxes. The font couldn't be altered but the box itself could have each corner a separate color by using a few sliders to get the exact colors desired. As for bloodstained, however, I would love something similarly customizable or just a few special presets, like nostalgic blue with the frame.
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Post by allooutrick on Jun 7, 2016 15:03:33 GMT -6
This is too much spoilery for my liking but I approve knowing many others don't feel the same. The screen shots are looking excellent.
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Post by allooutrick on May 22, 2016 13:00:18 GMT -6
Honestly? Considering this is coming out on consoles? As nice as the teaser looks, I'd wait for reviews before touching this. Seriously, I'm not a console hater, not by a longshot, but that doesn't mean I'm unaware of problems they can have keeping up with graphics on modern titles. And the detail level in this vid looks like it could cause many PCs to choke. So for now my expectation is that it'll either a) not look as good as implied or b) have serious framerate issues unless Square managed to pull off Fox Engine (Fuck Konami) levels of technical voodoo. I don't think we need to worry. many videos show the game running smoothly and people have been given the opportunity to play the demo titled Episode Duscae. I also doubt a company would spend well over five years developing a game that was virtually unplayable on release or risk devastating their fan base with a product less than what is advertised.
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Post by allooutrick on May 21, 2016 12:34:59 GMT -6
I would like to see what Dawn of Sorrow did with it's secret enemies expanded on. Rather than just finding one enemy, Miriam could summon a character that'll grant her access to an optional area or alternate route. As for mandatory progression abilities I feel something crystal related is a must, whether that's reflecting light like Zelda and the mirror shield, shooting a crystal mass through the air, forming crystals around herself and dashing with the speed of a wolf, or even forming a pillar to stand on. Lastly, these abilities should be useful at some points but not used everywhere. For example, I don't mind an ability being used in optional rooms, between areas, and the occasional room along the main path.
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Post by allooutrick on May 16, 2016 21:34:18 GMT -6
For readability's sake I'll present an ordered list.
Aquaria (PC) more metroid than vania. You play as a young, water breathing humanoid that utilizes a force called the verse, by singing, to alter herself and the world around her. The majority of the game is set beneath the ocean and the story centralizes on searching for a sense of belonging while unearthing a mystery.
Scurge: Hive (DS / GBA) The protagonist, Jenosa, has been tasked with hunting an alien parasite of mythical capabilities. It's a constant battle against time and the environment as the parasite infects everything, including Jenosa. It can best be summarized as a metroidvania lite set in a sci-fi horror theme.
You Have to Win the Game (PC) A charming little title that can take less than a few hours to beat. It's a retro looking platformer with character upgrades some puzzles. There are additional game modes that change the layout of the world as well. There's no RPG elements or even gear to swap out so the vania is quite lacking.
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Post by allooutrick on May 13, 2016 8:10:51 GMT -6
This is a very tough decision since I prefer and also receiving a disc copy. Two years for the main content or an indefinite amount of time for all content. Tough choice.
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Post by allooutrick on May 8, 2016 19:08:53 GMT -6
I never considered this as a thread idea but I highly approve. If time permits, the developers could incorporate a feature that gives item drops a colored aura and then allow the player to toggle between color sets for different forms of color blindness. Also appropriate text size is a must. Some good games can become nearly impossible to enjoy because the text requires the player to strain their eyes.
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Post by allooutrick on May 8, 2016 18:56:16 GMT -6
I'm leaning more towards the pixie. As an ally they look both friendly and able to handle themselves, which are two traits the other choices only have one or the other of in my opinion.
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Post by allooutrick on May 4, 2016 7:47:13 GMT -6
The alchemists are probably depicted as a group bent on world domination but we'll see later on that they actually wanted a never ending supply of stones for engagement rings. Inhumane are their methods but apparently quite effective with some, magical, side effects.
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Post by allooutrick on May 4, 2016 6:56:09 GMT -6
praises thread and tells of concerns Mana was tagged in the original post. I'm sure she will clarify this stuff and address our concerns. I'm glad to hear that.
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Post by allooutrick on May 3, 2016 8:22:21 GMT -6
This is an excellent topic to receive clarification on and for the development team to hear their fan's input about. To keep it short, as long as the main game mode is available on release I'll be ok with that. I was wanting to speed run this game or, at least, assist in optimizing routes and finding new ones. I'll also be buying the inevitable disc that has all the content and patches on it because of what this game is and I have no doubt I'll enjoy it enough to be alright with owning two discs.
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Post by allooutrick on May 1, 2016 9:55:34 GMT -6
Morte is getting a lot of criticism but I feel I must add to it. I love this idea of a monster but when I read it's description, "this mud-like creature can't hold its shape", then saw it jut arms out of its body so quick I couldn't help but think there's a contradiction there, given its an early design so things can change. I hope the developers realize this and emphasize that description in it's attacks as well.
EDIT: I didn't realize Morte had bones so perhaps the mud like substance, Morte, is wrapping itself around a corpse. It's attack animation is much more reasonable to me now.
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Post by allooutrick on Apr 13, 2016 12:59:50 GMT -6
I'm actually happy with how close the camera is. I have a 19 inch flat screen and games like UnEpic and Tera have their text defaulted at way too small of a size for me to read without pressing my face against the tv, or in Tera's case, just adjusting the window sizes. What I'm getting at is even though we have the technology to allow it I don't think that necessarily means we should. As I think about it though I'm going to have to watch the video this discussion relates to on my tv and possibly change my stance on the matter afterwards.
Edit: After watching the video again, this time on a TV, I can see where the complaints are coming from: Miriam does look big. To my knowledge, though, handheld Igavanias had the camera distance match very closely to the size of one tile of the map and that may be holding true too for Bloodstained. This can be a hard thing to resolve while maintaining a 2D feel to the game because if we simply just zoom the camera out then there must be a way to make that work for any corridors that are only one tile high or vertical climbs that are one tile wide.
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Post by allooutrick on Apr 7, 2016 16:27:10 GMT -6
I voted for simple combos and other. I would like to see attacks and spells chain into others like forward and attack would cause Miriam to attack on a strictly horizontal plane and if you follow up with up and attack she could bring her weapon back to her and use it in an uppercut motion. Spells could chain together like pressing down and the spell button after shooting a fireball would have Miriam place her hand on the ground and summon pillars of fire if she has found that spell.
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Post by allooutrick on Mar 28, 2016 21:32:31 GMT -6
Personally I would like Bloodstained to distance itself as much as it reasonably can from the metroidvania Castlevanias. More specifically the references, enemies, weapons, and skills so no references in any of those from those titles. As for an Easter bunny though I think it can be a crystallized bunny that has a very vibrant color and its description, if descriptions will be a thing, can reference its similarity to a symbolic creature of fertility in western cultures.
As for my own Easter egg hopes I wouldn't mind seeing an enemy beat a whole into a door, peek it's head in "Here's Johnny" style, then entering the room in reference to The Shining by Stephen King.
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Post by allooutrick on Mar 1, 2016 19:34:17 GMT -6
Graphically this game is shaping up to be extraordinary. Also I loved that the crystals behave differently to the lighting than her skin. They appear to be actual crystals now.
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Post by allooutrick on Feb 28, 2016 12:50:58 GMT -6
This is a total joke/gag weapon but it wouldn't be the first time something like this was done (Alucart Sword) Ladies, Gentlemen and everything else, I humbly suggest A PILLOW WEAPON! It could even be hard-coded so that it only does 1 damage (even with crits). Maybe pave the way for a 1 damage challenge. Why a pillow? We need more weaponized pillows in video games. That's why. add in that you can get it by jumping on the bed in Miriam's room a certain number of times to make the pillow fall off and she can then pick it up.
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Post by allooutrick on Feb 10, 2016 0:43:08 GMT -6
Even on mobile you can access the desktop version. The option should appear at the bottom right. Even on mobile you should be able to hold a press down on any image and open it to copy its url. All menus found in the desktop version are available from drop down menus in mobile. Indeed there is. I misread the instructions in my haste to be a part of this during break. Thanks for politely answering Mike.
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Post by allooutrick on Feb 9, 2016 9:50:27 GMT -6
I'm on mobile nearly 100 percent of the time so is there a way to get that image attached to your location from mobile?
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