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Post by allooutrick on Dec 9, 2015 8:53:26 GMT -6
Unfortunately. I think the amount of things they want to do with the game will be too much to fit into a 3DS cartridge. If they made a pixel version of the game then maybe it could fit onto the 3DS but that's a lot of extra work.
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Post by allooutrick on Dec 8, 2015 16:43:12 GMT -6
Total rush on this because I'm on lunch break, but I don't think I like orthographic projection anymore. looking at this has me certain the team knows what they're doing when it comes to the camera's placement.
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Post by allooutrick on Dec 7, 2015 14:11:37 GMT -6
Items only and finding stat upgrades lying around would be interesting. Being able to take a minute or two to grind the materials you need to craft that new piece of gear without making it obsolete for the reason you need it for (being able to beat a challenging boss, make it to the next save point with a greater level of ease) because you leveled up a few times getting the materials. Then if that still doesn't work for you, or doesn't suit you, then the stat upgrades laying around could give a much needed boost
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Post by allooutrick on Dec 6, 2015 19:32:20 GMT -6
I agree about the overreaction thing. Pretty sure 'period' clothing included corsets with low necklines anyway. Not saying I want that but im thinking calling foul is really accurate here I like to think that, since this game has a gothic / dark fantasy theme, that a tweak to the history of the game itself can include a different every day kind of clothing. Maybe even go as far to say it's an alternate version of history.
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Post by allooutrick on Dec 6, 2015 19:27:59 GMT -6
I hadn't considered that. That's a good point too. Thank you. I'm trying to figure out how that would apply to her legs though since her outfit leaves them exposed. I can only assume the crystallization down to her legs would be a recent development.
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Post by allooutrick on Dec 6, 2015 13:23:27 GMT -6
I would think a detail like this should be one of the identifying features of an Igavania and its one that never hinders the experience because it's optional. I hope they carry it over to Bloodstained as well.
Edit: I misread what you wrote in my haste so the link is gone and misunderstanding resolved.
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Post by allooutrick on Dec 6, 2015 13:12:32 GMT -6
I like the tweak to her outfit. Seeing the crystallization coming through from beneath the clothes on her shoulder rather than being in plain sight has a more believable feel and gives the impression she's trying to cover it up.
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Post by allooutrick on Dec 3, 2015 14:19:57 GMT -6
This is quite a list we have going here. Some costumes I would like to see wouldn't be a change of clothes but more of a complete change in appearance. Like Miriam being made entirely of colored glass and a version where she's been recreated with a theme that fits with the Lesser Key of Solomon (or other sources they may use).
Edit: I've read through some of these ideas and see now I'm not the only one suggesting these exact things.
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Post by allooutrick on Nov 30, 2015 16:30:02 GMT -6
I think they should do what happens to fit with the game. If a creature they're pulling inspiration from to make an enemy is partially nude then make the enemy partially nude too. Same with the portraits, statues etc if nudity in art fits with the point in history this game takes place in.
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Post by allooutrick on Nov 25, 2015 19:00:16 GMT -6
It was a sad thing for me to see that so few Igavanias had shields. They can add so much diversity to play styles simply by existing. Like in SotN you could dual wield, carry a shield and weapon, or a two handed weapon. Those options were there. I would love to see a shield or two that can be thrown like a boomerang or even a shield with an animation to look like a person is trapped inside.
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Post by allooutrick on Nov 23, 2015 9:51:39 GMT -6
I would love to see Bloodstained have this and, to add to your list, the most recent game I've played to have this is Final Fantasy 13: Lightning Returns. The field music shifts depending if enemies spawned for example.
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Post by allooutrick on Nov 17, 2015 16:36:48 GMT -6
Dont people like challenge for challenge's sake anynore? I played through Ninja Gaiden 2 (Xbox 360) multiple times and nearly beat it on its highest difficulty. So I feel I can safely say I take on challenges simply to overcome the challenge itself.
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Post by allooutrick on Nov 16, 2015 12:11:08 GMT -6
I only knew about the pure Miriam costume that was unlocked on the Kickstarter. Hopefully someone else can come chime in Edit: could I get a link to hear about those headpieces?
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Post by allooutrick on Nov 15, 2015 21:40:02 GMT -6
What I love about games that focus on stealth is that the difficulty comes from how alert enemies are and changing the difficulty can affect that. What I would love to see on nightmare mode is something similar and that would be enemies behave more aggresively.
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Post by allooutrick on Nov 14, 2015 13:56:39 GMT -6
Hi allooutrick and Steele! Sorry about not greeting you earlier, Rick. Have a complimentary retroactive welcome hug/unwanted personal space violation. *hug* You too, xmd. I don't want you to feel left out left out even though this is a bunch of text and there are no actual hugs/unwanted personal space violation issues going on. *hug* It's alright. Thanks for the welcome
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Post by allooutrick on Nov 11, 2015 14:59:25 GMT -6
I just checked out the trailer and I gotta say I'm pretty excited to play the final product.
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Post by allooutrick on Nov 8, 2015 20:31:58 GMT -6
I would love to see a location Gebel created as a fail safe to hide himself away in if his plans ever back fired. Given the theme of the game it could be found by walking through a false stained glass window (maybe of Miriam?). Light, reflections, and illusions could be something that works as a mechanic for the deeper areas and has a focus over all on being a sinister place symbolizing his loss of humanity.
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Post by allooutrick on Nov 8, 2015 20:15:46 GMT -6
I generally don't mind seeing something happen for the sake of fun (like crafting on the go) but in response to this thread I am in support of a specified location. Having a dedicated crafting location would make each new item feel more worthwhile. Though my support of a dedicated crafting space may change depending if it's something that benefits the player (Dawn of Sorrow's weapon crafting) or a feature that greatly affects the experience.
What I hope to see is items require an increasingly diverse list as we advance closer to end game items instead of just farming from a specific area to get the next tier. To clarify, low grade items would only need stuff found at the start of the game, mid game items would require a mix of the ingredients for the low grade and some new materials, end game would require a mix of all of the above, without going crazy (like twenty of eight different items found throughout the game).
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Post by allooutrick on Nov 7, 2015 13:09:33 GMT -6
actually, that gives me an idea, if theres a rose flourish by the hp/mp bars, maybe the rose changes color based on status, and the color drains out as the status goes away, like green for poison [stat drain], purple for curse [mp drain], red for bleeding [hp drain], etc That's a pretty clever idea actually.
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Post by allooutrick on Nov 5, 2015 20:20:12 GMT -6
I can't imagine how a purely no UI would work in a game like a metroidvania (though if they figure it out and make it work well then I'll be quite impressed). I personally like the idea of a fading UI for when there are no threats nearby but I also wonder how likely that is to be. Igavania's have some sort of creature in nearly every room. Maybe a fresh option would be to display changes to the stats as the changes occur like -poison in green text to signal you are cured of poison, a colored bar that deplete's over Miriam's head when her hp or mp drops accordingly, a special effect (like Alucard's glow) when her mp is back at max. Nothing wrong with a classic hp and mp bar in the corner either.
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