Got two questions
1) Just got the bad ending. Where do I go next?
2) Where's the ability I need to swim underwater?
1) Just got the bad ending. Where do I go next?
2) Where's the ability I need to swim underwater?
Got two questions
1) Just got the bad ending. Where do I go next?
2) Where's the ability I need to swim underwater?
Yes, I saw it. It's not a valid comparison though. It's not marketing spin, or people preferring it because the number is bigger.Yes you must buy the more expensive items to get that magical 60fps. Makes sense. Did you see my 90s Xtreme controller reference?
A) what defines a power demanding title?
B) the Switch is much weaker than the PS4/XO, not to mention the upgraded versions. What on earth makes you think it could run the exact same game at a similar performance?
Just finished the secret boss and everything I'll probably do with this game.
All in all it was alright as a tribute to classic castle(metroid)vanias, but it was brought down by some pretty severe flaws. The game was unacceptably ugly for no good reason, the story and it's presentation is garbage, it's got a couple really bad progression roadblock design flaws, there's wayyyyy too much low effort content crammed into the game, and most of that content is insignificant due to egregiously poor balancing.
Would doing this game in 2D (i.e. sprites) have been more expensive or difficult than 3D? I haven't followed the Kickstarter, but I assume they justified their choice at some point. I do think I read somewhere that 3D can be a lot cheaper. It's just that Dust: An Elysian Tale, Hollow Knight, Guacamelee, Axiom Verge and many others managed to do it independently and with really small teams. I would think it should've been possible here, and it would've supported more platforms with less compromises in terms of fidelity. For platformers it also just tends to play better, because visual cues are clearer.
Yeah the standard talking point is '3D is easier and cheaper today', but the likes of Iconoclasts, Wonder Boy 3 Remake and Monster Boy are all absolutely beautiful 2D done by much smaller teams. Also hybrid/cell shaded stuff like the last Shantae.Would doing this game in 2D (i.e. sprites) have been more expensive or difficult than 3D? I haven't followed the Kickstarter, but I assume they justified their choice at some point. I do think I read somewhere that 3D can be a lot cheaper. It's just that Dust: An Elysian Tale, Hollow Knight, Guacamelee, Axiom Verge and many others managed to do it independently and with really small teams. I would think it should've been possible here, and it would've supported more platforms with less compromises in terms of fidelity. For platformers it also just tends to play better, because visual cues are clearer.
Can someone help me out with this boss
doppleganger fight? She's kicking my ass and I don't know if I'm just ill equipped or if she just has that much damn MP, because she just isn't foing down.
Edit: Went to the waterways and an enemy dropped a club that skyrocketed my attack stat and I ended up steamrolling the boss. Huh.
I pretty quickly decided that blowing up the bosses with maxed out shard abilities wouldn't be that interesting for my Nightmare playthrough.I need to do a melee wep only nightmare run... I feel like Im wasting cool fights
Would doing this game in 2D (i.e. sprites) have been more expensive or difficult than 3D? I haven't followed the Kickstarter, but I assume they justified their choice at some point. I do think I read somewhere that 3D can be a lot cheaper. It's just that Dust: An Elysian Tale, Hollow Knight, Guacamelee, Axiom Verge and many others managed to do it independently and with really small teams. I would think it should've been possible here, and it would've supported more platforms with less compromises in terms of fidelity. For platformers it also just tends to play better, because visual cues are clearer.
Explain how Iconoclasts, Monster Boy and Wonder Boy 3 remake did it then? Monster Boy in particular is very busy and detailed.High resolution 2D is very expensive if you want the sheer level of details a castlevania game calls for and if you don't want to leave things in the hands of AI... I think 3D is less expensive for artists because because at that level of fidelity with that many screens to produce (tilesets to populate 1570 -2465 sotn equivalent- screens), i think they would render in 3D anyway before redrawing over it in their workflow.
They could have done a retro (psx grade) version i think, with 7 environment artists, 2 sotn-equivalent screens worth of assets per week average, 45 weeks a year, that's 630 screens per year.
4 years and the count is good (2520 screens ;) ).
$7K/month for 7 artists for 4 years : $2.352.000 for the environment graphics.
Cut in half if you do the "inverted castle" trick, save even more by going to lesser costs countries.
I may be off by some metrics, but in my mind it is expensive.
I don't mean to be offensive to people who might think i am way wrong, please bear with me.
Are you seriously suggesting an indie game like this is a hardware pusher and needs serious sacrifices in order to run on Switch? C'mon dude, this is no Witcher 3 or any other big budget AAA title where it needs to be rescaled and downgraded to run at Switch hardware. It's obvious they done a poor job handling the Switch version and can perform better than this. They need to fix it.
The dev teams alone could answer this question, i don't know their environments budget, but already they are not the same visual style at all, and that alone has a huge time/cost effect.Explain how Iconoclasts, Monster Boy and Wonder Boy 3 remake did it then? Monster Boy in particular is very busy and detailed.
Yeah the standard talking point is '3D is easier and cheaper today', but the likes of Iconoclasts, Wonder Boy 3 Remake and Monster Boy are all absolutely beautiful 2D done by much smaller teams. Also hybrid/cell shaded stuff like the last Shantae.
Yeah the standard talking point is '3D is easier and cheaper today', but the likes of Iconoclasts, Wonder Boy 3 Remake and Monster Boy are all absolutely beautiful 2D done by much smaller teams. Also hybrid/cell shaded stuff like the last Shantae.
I wanted to get it tomorrow on Switch for my holidays - should I wait or is it playable? (not gonna have internet access for any updates)
You'll need to update to at least 1.01 or else the eventual update will fuck up your save file. It will mix open/closed chests if you update from 1.00 to 1.01 in the middle of a save.I wanted to get it tomorrow on Switch for my holidays - should I wait or is it playable? (not gonna have internet access for any updates)
ps: otherwise I might go with Slay the Spire...
Patches are going to be waaaaay off. There were about two weeks of waiting between Slay the Spire patch's submission and getting pushed to live, and Slay the Spire needed that patch way, way more than Bloodstained needs one.
You'll need to update to at least 1.01 or else the eventual update will fuck up your save file. It will mix open/closed chests if you update from 1.00 to 1.01 in the middle of a save.
This is unfortunately accurate. The listed games can afford to play it looser because of their art styles. All of 'em can use large shapes, skimp on details, and can recycle liberally because the games have simple lighting. Cartoony art styles have a level of abstraction built-in. It wouldn't work as well if you made something more serious and moody looking, which is what people would expect of a Castlevania-esque title. Lighting and proportions would become more important. 2D scales very poorly unfortunately, and that's not even talking about the animation side of it.The dev teams alone could answer this question, i don't know their environments budget, but already they are not the same visual style at all, and that alone has a huge time/cost effect.
Try do draw a screen packed with details like a high density irem game (say, in the hunt), then try to draw a Parodius screen still very detailed but less dense in details. One takes at least triple the time than the other, by effect of style choice, similar pixel density but different details density.
Maybe they had less screens to create as well...
By the way, Monster boy had a staff of around 20 for CG and color (don't know how many man/hours), and the staff was paid less than what i gave (employment market on production location).
It's a strategy and a choice.
The team could have gone dracula-kun style, but i don't think it would have appealed to people as much during the campaign pitch.
All in all i am happy with what i got even if i would have preferred 2D.
Thanks guys! So instant update to 1.01 and I should be good to go. At least with the current version.
Enjoying the game, but the underwater areas are absolutely horrid.
Quick question. My 8-bit weapon choice was the Hakari, but I practically never use it. My main weapon has been the Rhava Bural.
I mastered the Hakari's weapon skill (quarter-circle forward attack) and now all swords(and even clubs) can use this attack... except Rhava Bural, even though it's listed as a sword.
Anyone know why that seems to be the only sword that doesn't get this weapon skill when all the other ones did?
Anyone that unironically posts "This game is a joke on normal" needs to be slapped.
In sotn, at end game you can basically face tank anything but drac and galamoth, and they're both still pushovers anyway because power of mist.
And you sure as FUCK can't facetank in this game. Now Gremory has killed me 4 times, and it's irritating me, because I know that I'm probably gonna get booted into the bael battle straight after, die, and have to face gremory on every attempt
What? I'm saying the exact opposite of that, the game is rather hard.I haven't even played the game yet but I played SOTN a lot but I think the fact that SOTN has the same flaw doesn't make it anymore excusable for ROTN to have it too.
If anything it just makes it worse, since they are doing the same mistake again.
Anyone has a clue what I am missing?
Map image, 99,90%:
I would say just restart to be sure. I did the same thing and the second time I played it I cameback to where I was really quickly.I saw a post on social media talk about being screwed if you start playing the game pre-patch and then update. Does anyone know what the point of no return (the glitched chests) is?
I've only ventured a little ways into the castle, but haven't faced any bosses outside of the opening stage one (from the demo).
did you try revisit this areaAnyone has a clue what I am missing?
Map image, 99,90%:
I think I found itAnyone has a clue what I am missing?
Map image, 99,90%: