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Offline piscesdreams

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Re: The first sign rises with the full moon.
« Reply #3765 on: June 19, 2019, 03:17:15 PM »
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I picked up the PS4 version yesterday and I have to say, I expected a higher quality standard especially considering the Kickstarter budget.  That's not to say I think the game is bad, but there are some areas that need some further polish that hopefully will be addressed in an upcoming patch.  Some minor nitpicks, some major issues that I find.

1) The hitboxes seem really awkward.  When you're attack causes you to reach forward that makes you just happen to collide with an enemy, that seems unfair to me.  I guess I'm of the mindset that the damage hitbox should be the same size standing as well as attacking.
2) The textures in places are still really rough and at times clash between characters and backdrop elements.  It's certainly a tough balance to achieve when your characters have the art style they do but the backgrounds have a little more "realism" in their textures.
3) Some of the animations are funny but need work - especially Dominique's walk.  That woman has one helluva stick up her butt when walking.  :o
4) The voice acting feels all over the place.  Some characters are voiced really well, others not so well.  I find myself just turning down the voice acting and getting the text only.
5) What's up with the moon in the beginning being in front of the castle?  Maybe that's a story element I haven't reached yet... I hope...
6) During the cutscenes, it's distracting how the text types itself out and when it runs out of space it carriage returns to the next line to finish the word.  Why didn't they just program the carriage returns in the right place?
7) Sometimes the backdrop elements feel further in the background and like I shouldn't be able to interact with them, candles specifically, so sometimes I find myself not sure what's interactive and what's not.
8) I adjusted the transparency of the mini-map, but it hinders my field of view sometimes.  The bats in the entrance are a bitch that come out of nowhere because of the minimap obscuring their placement.

All those gripes said, the controls do feel pretty solid for the most part.  I like the crafting system and I usually despise them, but it feels pretty intuitive and natural here.  Being able to upgrade your shards to higher levels is also a welcome addition.  I was hoping for a greatly polished game, but it feels like they were forced to rush it out by the publisher.  None of these are things I feel break the game and would be easily fixed, here's to hoping.
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Offline Gaawa-chan

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Re: The first sign rises with the full moon.
« Reply #3766 on: June 19, 2019, 03:24:59 PM »
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Hnnnng... they put the squeaky shoes in!  That was the one item I really, really wanted!  ;D

Offline Jorge D. Fuentes

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Re: The first sign rises with the full moon.
« Reply #3767 on: June 19, 2019, 07:21:47 PM »
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Also I did not see anywhere a graveyard area or a catacombs/burial chamber. Is this a Castlevania-Like game without one. I hope I find something like that in the game because that would be a shame!

I need to have a graveyard area in Bloodstained RotN!

I thought that when you give town deceased a proper burial, a grave would be erected next to the woman.
I have a few graves there.  They're not far from the farmer dude.
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Re: The first sign rises with the full moon.
« Reply #3768 on: June 19, 2019, 07:26:44 PM »
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Heh, I just met the librarian O.D, who's totally not Dracula in any way.

Offline Zuljaras

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Re: The first sign rises with the full moon.
« Reply #3769 on: June 19, 2019, 08:51:48 PM »
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I thought that when you give town deceased a proper burial, a grave would be erected next to the woman.
I have a few graves there.  They're not far from the farmer dude.
I did not know that. So you can make a graveyard? Do you by any chance have a screenshot?
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Re: The first sign rises with the full moon.
« Reply #3770 on: June 20, 2019, 09:05:13 AM »
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So, for those who might not have heard already, there's a game-breaking bug within the 1.02 patch update for console versions of the game. If you created a save file prior to the patch installation, several chests within the game will swap out their status from "opened" to "closed" and vice-versa. This means you will find chests you previously opened now closed with duplicate items, and closed chests that are now opened and unable to get their item. This will make progress to certain areas of the game impossible and you'll be unable to advance.

I tweeted the announcement, made only to the Bloodstained Discord (and now I see Reddit), but not on the official forums and as of yet not in a Backer Update.

https://twitter.com/sindravania/status/1141693424959201283

(There is a fix being reported; that if you uninstall the game and reinstall from disk and then suspend the patch update, you won't hit this bug and will just have to deal with the graphical glitches of the original version, since the save files stay on the cloud and you can just pull them into the pre-patched game from where you left off and at least beat the game. I will be trying that later)


I'm pissed this wasn't communicated to backers, since most of us got the game early and this affects us the most. I'm also pissed that this is just one more example of how this game's final phase of production was rushed to launch sooner, before they had all their shit together. I've been very happy with their communication and the game development for the past 4 years up until about the last month, where it seems like everything's been rushed and broken.



« Last Edit: June 20, 2019, 09:07:01 AM by Sindra »

Offline Foffy

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Re: The first sign rises with the full moon.
« Reply #3771 on: June 20, 2019, 10:04:37 AM »
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I was lucky backing the PC version, as I didn't have this issue. That said, I beat it and really enjoyed my time with it, so I'll just copy/paste my thoughts I posted elsewhere. Still thinking where I'd rank this amongst the exploration Castlevania games, but I think it's in the top five, maybe even top three for me personally. I think I like Aria of Sorrow and Order of Ecclesia more, but it has less faults than every other Metroidvania in the series that hold it down in my eyes.

Pros
- Very well paced; the game doesn't have many fluff moments that speak for "increasing volume" or ways of milking time out of the game, and this is HUGE because many of IGA's previous games almost always had this sneak up on them due to time and budget reasons. Dracula's Castle in Curse of Darkness or the second half of Portrait of Ruin are clear examples of this going wrong for me, but I didn't see it here.

- Good variety; Maybe two or so locations seem similar but that's because they're supposed to be similar, the rest feel distinct, have a place, and don't feel like holdover areas.

- Great OST and fanservice; if you are a Castlevania fan in any way, there are at least three bosses that should make your face beam up brightly, even if they kick your shit in. For PS4/Xbone users, you don't have the IGA DLC yet, but I will say it's one of the best examples of this, and one of the best fights in the whole game. What you'd expect from IGA and his legacy is actually played into with this fight, and it's amazing for it.

Cons
- A FEW parts it's not made clear where to go; once Dominique stops giving you clues which filter you to an area, the training wheels come off and it expects you to remember one notable location to use an ability and then to actually just explore with the other to piece out what to do next, and the latter of which isn't too clear. I've seen a lot of people on the Bloodstained Discord get lost in regards to this, seeing as the "aha" of it clicking isn't made clear to people.

- Swimming is made tedious; out of the gate this might be the worst swimming in any Castlevania-ish game that allows you to swim. The fact you need to grind to actually move decently underwater seems like it's leaning so deeply into the upgrading shard feature.

- Endgame feels "light"; a bit of the momentum drops near the end because it's right at the end where it feels like the game was unsure what it should do with enemy and level design, so it falls a little bit back into that habit of feeling like it was made without all the time it needed to flesh it out as a climax. I'm talking the level design and general enemy placement, not the bosses, however.

- The game should have some form of marker if an item you can craft is also purchasable from the shop, as many items only appear in the shop if you make them. Having a drop of an item would let you see you have one of it while crafting, but because the game makes no distinction between crafted and collected, you'll have to go back and forth between rooms to double check. This gets quite annoying when it comes to food making.

- Quests are very lame; easily the worst part of this that I thought would be greatly improved over Portrait of Ruin and Order of Ecclesia. To my amazement, it's actually the worst quest system I've ever seen from IGA. PoR had some silly quests but they were like "find a bleeding statue" and the upgrades were pretty unique, and OoE had all of the townspeople who had interesting characteristics and a stronger motivation for why you were doing the things you were doing, like taking pictures of elusive monsters or playing hide and seek. Nearly all of the quests here are, to be perfectly honest about it, trash. They feel more like they belong in a mobile or MMO game. They're literally one idea just repeated until it's over for quests from that character, and it never gets any more involved than "give me food" or "kill X baddie". I am honestly shocked that what I thought were placeholder quests in the beta backer build were actually designed as the goal for the quests of the game. They spoke even then to being an undercooked "sample" of what may come, but nothing ever came of it. The fact I'm writing the most about this is because this is the worst part about the game. A handful of rewards are worth it, but they're at the tail end of the quests you can be given. Usually rewards you get while playing normally are almost instantly outclassed by anything you find by exploring. None of them have any quirks that make it even experimental to mess with. Just worry about the last two weapons the kill X lady wants to give you and that's it.

Overall, I really like it. Feels like a game IGA should have made after Order of Ecclesia, and regarding "full-scale" games that weren't downloadables, this really is that game. And I mean that with great praise and appreciation.

For those on the fence here, somehow, this is really what one expects from a Castlevania game that tries to not focus on Dracula and the Belmonts. How amusing that IGA called the series "Castlevania" in Japan to create games in the world following the themes of no Dracula (and maybe no Belmont, but I don't remember this as his explanation) and only after he leaves Konami, he does it.

Offline Ahasverus

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Re: The first sign rises with the full moon.
« Reply #3772 on: June 20, 2019, 07:28:43 PM »
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Man if Konami wasn't so damned stupid they'd release a game like this one and save the series.

Bloodstained is good enough, but it's not Castlevania sadly. Something did get lost in translation. And that's a shame
« Last Edit: June 20, 2019, 07:31:59 PM by Ahasverus »

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Offline Kingshango

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Re: The first sign rises with the full moon.
« Reply #3773 on: June 20, 2019, 07:39:31 PM »
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Man if Konami wasn't so damned stupid they'd release a game like this one and save the series.

Bloodstained is good enough, but it's not Castlevania sadly. Something did get lost in translation. And that's a shame

After seeing their newest Contra game, they can keep Castlevania dead for as long as they want.

Offline DragonSlayr81

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Re: The first sign rises with the full moon.
« Reply #3774 on: June 20, 2019, 07:57:13 PM »
+1
Man if Konami wasn't so damned stupid they'd release a game like this one and save the series.

Bloodstained is good enough, but it's not Castlevania sadly. Something did get lost in translation. And that's a shame
If they were smart, they would've tried to pull what Capcom did with Mega Man 11. But unlike Capcom, who's been releasing some damn fine stuff lately, Konami ain't THAT smart and I doubt they have a able and ready team willing to put out a big, full-scale 2D CV on consoles.

Offline Foffy

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Re: The first sign rises with the full moon.
« Reply #3775 on: June 21, 2019, 08:48:31 AM »
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Man if Konami wasn't so damned stupid they'd release a game like this one and save the series.

Bloodstained is good enough, but it's not Castlevania sadly. Something did get lost in translation. And that's a shame

What do you feel is missing? I don't want to get big on spoiler stuff, but there are HUGE callbacks to previous Castlevania games with bosses and such. I think everything people were expecting, assuming, and hoping would happen with characters and the like did in fact happen.

I've looked at the game as if it was what IGA was trying to do by rebranding the series as "Castlevania" in Japan, where it focused on demons and such and had very little to do with Dracula in the direct narrative.

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Re: The first sign rises with the full moon.
« Reply #3776 on: June 21, 2019, 12:09:03 PM »
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What do you feel is missing? I don't want to get big on spoiler stuff, but there are HUGE callbacks to previous Castlevania games with bosses and such. I think everything people were expecting, assuming, and hoping would happen with characters and the like did in fact happen.

I've looked at the game as if it was what IGA was trying to do by rebranding the series as "Castlevania" in Japan, where it focused on demons and such and had very little to do with Dracula in the direct narrative.

I don't think your view on Iga's work in the games and timeline is entirely objective.  Many if not most here would disagree with it.
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Offline Foffy

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Re: The first sign rises with the full moon.
« Reply #3777 on: June 21, 2019, 01:48:53 PM »
+2
I don't think your view on Iga's work in the games and timeline is entirely objective.  Many if not most here would disagree with it.

Just copying verbatim from the 'vania wiki...

"Starting with the release of Castlevania: Harmony of Dissonance for the Game Boy Advance, the Japanese games adopted the "Castlevania" name for a brief period. According to series producer Koji Igarashi (or IGA, as he is commonly known), the developers chose to adopt the Castlevania moniker as a way to involve scenarios that do not solely revolve around Dracula himself. Later bowing to overwhelming fan demand, Konami returned to the "Demon Castle Dracula" branding for the Japanese release of Castlevania: Dawn of Sorrow (悪魔城ドラキュラ 蒼月の十字架 Akumajō Dorakyura Sōgetsu no Jūjika?), lit. Demon Castle Dracula: Latin Cross of the Blue Moon)."

That's what I was referring to when Bloodstained feels a bit like what he was envisioning of a non-Dracula focused game. IGA, for a brief period, entertained the idea of making a dark fantasy game that didn't need to have Dracula in it, but be set in the same world. Bloodstained, largely because it's a spiritual successor to the whole series in question, feels like one possible take he would have done if he really went with it. He considered this a "dream game" in earlier pushes for a reason. That's what I was trying to convey. I'm not saying that my views on Dracula and the timeline are "objective", but more what I see in the spirit of Bloodstained, as that's all I was trying to emphasize.

Apologies if it seemed like I was trying to suggest some secret law or objective state on anything. Not my intention.

Offline RichterB

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Re: The first sign rises with the full moon.
« Reply #3778 on: June 21, 2019, 01:59:19 PM »
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Just copying verbatim from the 'vania wiki...

"Starting with the release of Castlevania: Harmony of Dissonance for the Game Boy Advance, the Japanese games adopted the "Castlevania" name for a brief period. According to series producer Koji Igarashi (or IGA, as he is commonly known), the developers chose to adopt the Castlevania moniker as a way to involve scenarios that do not solely revolve around Dracula himself. Later bowing to overwhelming fan demand, Konami returned to the "Demon Castle Dracula" branding for the Japanese release of Castlevania: Dawn of Sorrow (悪魔城ドラキュラ 蒼月の十字架 Akumajō Dorakyura Sōgetsu no Jūjika?), lit. Demon Castle Dracula: Latin Cross of the Blue Moon)."

That's what I was referring to when Bloodstained feels a bit like what he was envisioning of a non-Dracula focused game. IGA, for a brief period, entertained the idea of making a dark fantasy game that didn't need to have Dracula in it, but be set in the same world. Bloodstained, largely because it's a spiritual successor to the whole series in question, feels like one possible take he would have done if he really went with it. He considered this a "dream game" in earlier pushes for a reason. That's what I was trying to convey. I'm not saying that my views on Dracula and the timeline are "objective", but more what I see in the spirit of Bloodstained, as that's all I was trying to emphasize.

Apologies if it seemed like I was trying to suggest some secret law or objective state on anything. Not my intention.

I knew exactly what you were referring to. I've enjoyed reading your largely, if not completely, spoiler-free thoughts. I'm a backer that played and contributed a lot of feedback with the demos, but due to various circumstances, it will be a long time before I get to play the final game. From what I've seen/played in the past, I do feel like this is where IGA was taking Castlevania. To be honest, for better or worse, he was gradually turning Castlevania into a new franchise, gameplay and world-wise. So, Bloodstained is sort of fitting. It's just a shame that it came at the consequence of the Castlevania IP being left as a husk for the time being. Because gameplay and IP-wise, I think there are still likely things that "Castlevania" could do that Bloodstained won't. But I could be mistaken.
« Last Edit: June 21, 2019, 02:00:58 PM by RichterB »

Offline Foffy

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Re: The first sign rises with the full moon.
« Reply #3779 on: June 21, 2019, 03:15:11 PM »
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I knew exactly what you were referring to. I've enjoyed reading your largely, if not completely, spoiler-free thoughts. I'm a backer that played and contributed a lot of feedback with the demos, but due to various circumstances, it will be a long time before I get to play the final game. From what I've seen/played in the past, I do feel like this is where IGA was taking Castlevania. To be honest, for better or worse, he was gradually turning Castlevania into a new franchise, gameplay and world-wise. So, Bloodstained is sort of fitting. It's just a shame that it came at the consequence of the Castlevania IP being left as a husk for the time being. Because gameplay and IP-wise, I think there are still likely things that "Castlevania" could do that Bloodstained won't. But I could be mistaken.

I think the things a new Castlevania can do that Bloodstained never will are catered to nostalgia (I mean this in a good way) and being fans of Castlevania. For example, bosses in Castlevania tend to be special because many of them are callbacks and frequently recurring enemies. Bosses shared between Curse of the Moon and Ritual of the Night lack the nostalgia pulling power as much as seeing Carmilla as a boss, or Medusa, or wondering how they depict Death. From that perspective, we're more invested in bosses, perhaps uniquely so for such a long running franchise, because there's so many that frequently reappear. In fact, the best bosses in Ritual of the Night are the ones that you could, or even should, expect from a proper Castlevania game. Then there's the music and the deep, rich history Castlevania has. Everybody expects Vampire Killer, Bloody Tears, or some amazing song to be remixed or even part of an all-new composition, and Bloodstained also lacks the history of game-defining songs, seeing as it's such a new series of games. Finally and important to people like us speaking on a forum devoted to Castlevania, there's the story of the Belmonts and Dracula, and as fans invested in the series, there's a connection between the heroes and the central villain, and knowing there's an arc, an endgame, and a finale to that story that obviously will never be replicated in Bloodstained, as IGA's own personal regrets was sharing a timeline at all, which locked him into the 1999 event with very little windows to expand upon, unless they were all post-Dracula events. If there's one thing he's already not trying to be defined by, it's a set timeline, seeing as he already retconned Curse of the Moon being a prequel to Ritual of the Night, though one of the endings could flow into the game if they chose to create a connection.

Do hope you play it soon, by the way. I really enjoyed it.

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