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TIGSource ForumsPlayerGamesBloodstained: Ritual of the Night
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Author Topic: Bloodstained: Ritual of the Night  (Read 3124 times)
Mark Mayers
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« on: June 09, 2017, 07:37:35 AM »





This game... does not look very good.
-Art style is unpolished, and not visually clear
-Animations are clunky
-Music sounds like it was made in FL Studio with default MIDI synths
-Gameplay looks sluggish and not really fun

I'm hoping they can pull this game together by release, but this is rather disappointing.
That Kickstarter nostalgia wave crashed pretty hard.
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« Reply #1 on: June 09, 2017, 09:07:20 AM »

Quote
-Gameplay looks sluggish and not really fun

Looks the exact same as the other "metroid" castlevanias to me. Graphics look bad tho.
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« Reply #2 on: June 09, 2017, 09:32:40 AM »

Most of the Metroidvania Castlevania games had a dense corridors or at least a density of enemies and obstacles to fill in areas that were open.

Most of the complaints with Bloodstained in the posts above are fairly forgivable to me (more so if the game gets reasonably priced), my only real complaint with the game is all that open space. The environments look really barren in this game, like you're just going to spend most of your time running (slowly) back and forth with no enemies or obstacles (or even interesting background landmarks) in the way for long stretches.
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« Reply #3 on: June 09, 2017, 09:52:04 AM »

oh cool the double dozenth inferior sequel to the inferior horror movie themed 1997 clone of metroid minus the good art
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Mark Mayers
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« Reply #4 on: June 09, 2017, 10:05:52 AM »

Looks the exact same as the other "metroid" castlevanias to me. Graphics look bad tho.

Eh, there are good modern 2D 'Metroidvania' games even though the genre is saturated.

Axiom Verge is a well executed take on the classic formula. Hollow Knight is a great game in general. 
Those are closer to Metroid than Castlevania though.

Most of the complaints with Bloodstained in the posts above are fairly forgivable to me (more so if the game gets reasonably priced)

There are indie titles with 1/50th of the budget with higher production value (see above).
It's more the 'you had 6 million to get this right' and it isn't turning out well.

oh cool the double dozenth inferior sequel to the inferior horror movie themed 1997 clone of metroid minus the good art

Pretty much.
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« Reply #5 on: June 09, 2017, 10:29:14 AM »

Looks like Mighty Number Nine all over again. Needs lighting work majorly.
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« Reply #6 on: June 09, 2017, 10:59:26 AM »

I am gonna play it when it launches and I will enjoy it just give me the gaming dog food
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« Reply #7 on: June 09, 2017, 04:13:26 PM »

I'm not going to but I'll just say that I did.
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« Reply #8 on: June 09, 2017, 11:51:33 PM »

[I dive into a pool of kickstarter money like Scrooge McDuck] yeah it's gonna be a spiritual sequel to Castlevania, the Castlevania X remake on the PSP
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« Reply #9 on: June 11, 2017, 03:42:06 AM »

I was worried that picking UE4 instead of any 2d engine that supports 64x64 pixel sprites and transparencies would make process more complicated, i was not dissapointed.
Can see visual level design being all weird with perspective and platform readability issues. Granted, previous games had mostly empty rooms with two platforms and four monster spawn points, but current pipeline may result in skybox corridors.
And its all to make it look like 2008 XBLA game, but it also needs a computer two times stronger because UE4 lighting stuff tanks older pcs.

[I dive into a pool of kickstarter money like Scrooge McDuck] yeah it's gonna be a spiritual sequel to Castlevania, the Castlevania X remake on the PSP
its good to see the other specialist in this thread
« Last Edit: June 11, 2017, 03:47:52 AM by Bad_Dude 2017 » Logged
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« Reply #10 on: June 11, 2017, 05:26:39 AM »

i think this will be thoroughly middle of the road instead of the absolute disaster that is mega man number 9 but it's also going to be held hostage to a bunch of stupid kickstarter bullshit ("""celebrity""" voice actors, etc) when it desperately needed money for the actual game.

the real trouble on the horizon is going to be shenmue
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« Reply #11 on: June 11, 2017, 07:44:38 AM »

3d was probably the cheaper option for them because it's easier to get artists for 3d (or that's what someone told me).

EDIT: the game looks like an absolute turd regardless, just to be clear
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« Reply #12 on: June 11, 2017, 07:47:10 AM »

the real trouble on the horizon is going to be shenmue

i know someone who spent over 100 american US dollers on the shempmue kick starter
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« Reply #13 on: June 14, 2017, 06:29:34 AM »

Looks the exact same as the other "metroid" castlevanias to me. Graphics look bad tho.

Eh, there are good modern 2D 'Metroidvania' games even though the genre is saturated.

Axiom Verge is a well executed take on the classic formula. Hollow Knight is a great game in general. 
Those are closer to Metroid than Castlevania though.

Most of the complaints with Bloodstained in the posts above are fairly forgivable to me (more so if the game gets reasonably priced)

There are indie titles with 1/50th of the budget with higher production value (see above).
It's more the 'you had 6 million to get this right' and it isn't turning out well.

oh cool the double dozenth inferior sequel to the inferior horror movie themed 1997 clone of metroid minus the good art

Pretty much.

If you compare axium verge with bloodstained , i understand you hate
I mean bloodstained doesnt have guns
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« Reply #14 on: June 14, 2017, 07:21:56 AM »

If you compare axium verge with bloodstained , i understand you hate
I mean bloodstained doesnt have guns

(Taking this reply as not sarcasm)

Bloodstained is made by a full team with a multi-million dollar budget.
Axiom Verge was made by one guy part time over ~5 years with fairly low budget.
Was just using this as an example, that money doesn't mean quality.

Seemingly *all* of the nostalgia based Kickstarters seem like cash grabs at this point.
This is part of why Kickstarter is (possibly) no longer a viable platform for independent developers.
The well is poisoned, people have been burned by the platform too many times.
 
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« Reply #15 on: June 14, 2017, 08:11:47 AM »

The heroine of Bloodstained runs like she is perpetually stuck in molasses, it is slow and her frame rate doesn't match up with her environment or enemies at all. I am guessing this is to clone Alucard's "slow grace" in Symphony of the Night (which in turn most of the Metroidvania games went with thereafter) but it really looks bad in Bloodstained.

Take a look at 2.5d games like Trine, Strider, or Viewtiful Joe and you will see that they do a good job of using their screen space up well. With Bloodstained (and from the looks of it the new Metroid: Samus Returns) there is a lot of wasted screen space and a lack of cohesiveness in the environments (in particular how sparse they are) and there are a lot of open areas of flat terrain that leave the player with nothing to do but plod along (slowly in the case of Bloodstained) occasionally jumping on platforms that are there for no specific challenge waiting for that next bit of interaction.

You can see what I mean here:




The metroidvania Castlevania games benefited from the fact that they constantly borrowed sprites from other Castlevania games which allowed them to include a huge variety of enemies which was part of their charm. It's not looking like we will see that big a variety in this game (which is to a degree understandable).

Bloodstained is trying too hard to be Castlevania (the main character is very reminiscent of Shanoa, especially her Castlevania Judgment incarnation) and I think it is causing a lot of missteps. I really want the game to be good, because I love the Castlevania series, but I have a feeling it's going to be so-so at best.



If you compare axium verge with bloodstained , i understand you hate
I mean bloodstained doesnt have guns
I think you're completely missing the point of what everyone is not liking about the game. It's not, "This game sucks because it is not that game" but "This game has some glaring flaws".
« Last Edit: June 14, 2017, 08:21:11 AM by JWK5 » Logged

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« Reply #16 on: June 23, 2017, 01:37:05 AM »

maybe as a non-artist i don't "get it" but personally i find the art in bloodstained to be fantastic and from playing it thought the movement and combat felt great, it actually looks and feels pretty much spot on like SOTN which is pretty much what they promised it would be.  Moving around the level when playing didn't FEEL slow but then less than a minunte into playing I'd figured out backdashing and attack canceling since they pretty much worked the same as SOTN and...much like SOTN...never bothered walking at a normal pace again or completing any animation cycles. (It wouldn't be a metroidvania if the fastest method of moving wasn't backwards Tongue )

It's actually pretty incredible how much the movement and combat feels like SOTN, years apart and in a completely different game engine with no codebase to draw from.
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« Reply #17 on: June 23, 2017, 01:54:13 AM »

On a side note, Sotn movement sucked ass in late game. Later games gave you front dashes and super jumps and run. In sotn you can only polymorph and back dash which was annoying.
Its sad those ignorant american pigs only played what was pushed in their stores at the time and now ignore superior games aggresively.
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« Reply #18 on: June 23, 2017, 03:13:25 AM »

On a side note, Sotn movement sucked ass in late game. Later games gave you front dashes and super jumps and run. In sotn you can only polymorph and back dash which was annoying.
Its sad those ignorant american pigs only played what was pushed in their stores at the time and now ignore superior games aggresively.
Richter's movement options were so good, they just need to do that but with the extra RPG crap too
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« Reply #19 on: June 23, 2017, 03:59:43 PM »

NEWS FLASH: richter is german for judge
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