(As per usual, I have no idea what the hell is going on with affinity’s reading comprehension or lack thereof, though I’m clearly not alone there.)
Literally no one has complained about how the latest iteration of the back-dash looks from what I’ve seen either in here or various videos. Additionally, as already mentioned in here, speed-runners and others who have had the chance to play the game have actually effectively said the opposite by praising said back-dash as the smoothest, quickest back-dash in a Castlevania game thus far, to point that they no longer have to do cancel tricks to optimize it.
I would ask what you’re on, but I really don’t want an answer–no one does.
who are you talking to? I know people spread slander about me but I have opinions like anyone else that plays games, it has nothing to do with getting paid. You trolls really like to be passive aggressive to people that do you no harm.
it’s not about the effectiveness of the backdash. it’s basically normal playstyle vs speedrunners playstyle. neither style is wrong nor forced, so I dunno why people assume that I’m saying that people shouldn’t exploit backdash. I just shared reasons how speedrunner habits like backdash spamming ruins the flow of the experience for players that are fine with the natural moving speed.
that’s fine, but it’s not fine when people starting thinking that speed running methods are the only right way to play it.
in my opinion if people are going to switch to a speedrunner style on replays just so they can beat it faster, most mean they are the kind of person that gets bored faster and has to use awkward speed challenges and habits to artificially make the game more “interesting”. Ah well, that’s their style. I do like watching some speedruns at times, but it doesn’t beat the more atmospheric style of playing it.
as I said, it’s an opinion. I just feel abused exploits like backdash spamming makes the gameplay look broken and demented, lol.
Nothing speed runners do ruins the experience for normal players. This is why people talk shit at you, you say really dumb shit regularly. Just because you voice an opinion doesnt mean that opinion is free from ridicule.
and when they flamebait and toy with emotions, and then I ridicule them, they get all offended and mash the flag button to try to get me moderated. punks.
Also if you were were smart enough to understand my reasoning, you would understand that I acknowledge that speed runners do not ruin the experience for normal players… that have their own standards, integrity and principles for playing it,
but you know a lot of “normal players” are elitist wannabes and if there is an exploit they find, they abuse it, even if it ruins the gameplay for them and whine the game is too short and simple, blaming the game instead of themselves for following the speedrun bandwagon.
look what happened with Dark Souls III, early players and speedrunners broke the game, and the general populace assume that is the standard way to play since it’s the most “optimal” way to beat it, and then complain the game is too easy and shorter since they found the path of least resistance to beat everything in record times.
yes it’s their choice, but speedrunners INFLUENCED that culture of playstyle. you know if there is a way to beat it easier and faster, the average gamer would exploit it even if it waters down the experience, like fighting game infinite combos and other broken stuff.
So you claiming it doesn’t ruin the the experience for normal players, isn’t entirely true.
What did you all want, IGA to make another game like he did before or make something new?
He can’t do both without one or the other suffering.
its part of the problem Mighty No 9 had, it tried to do mega man while trying its own thing.
You can’t do both.
I think the crux of the argument is whether or not playing it like a speedrunner “ruins” it.
People adopt tactics they see as effective for a good reason. Why wouldn’t somebody want to get around quicker or beat bosses easier? I mean, I’ve never been playing a game and though “I wish it was more tedious to get around” or "man, I wish this boss impeded my progress more"
They don’t “owe” anything to you, the developer or the game itself, and are not obligated to play it in any particular fashion, intended or not. It is their right to consume it however they like.
Its no different than when people look up secrets, codes or walkthroughs for a game before they even start playing it. Sure an argument can be made they aren’t getting the most out of the game and are actually cheating themselves out of fun, but you can’t say the experience is ruined for them. It’s the experience they wanted and the one they got.
And as an aside, I think you are overestimating the general gaming populations interest in speedruns.
(Sigh. I should have just continuing ignored that person as I’ll go back to doing right now.)
Thanks for the tracks, AriesWarlock. I was wondering if any music from the game was up, but I just too lazy to bother checking as always.
That’s certainly arguable, but if it is to be seriously argued, then it should probably be in Mighty No. 9’s own thread and not this one.
That said, even if I did agree with that being the case, such a thing would be still be one of Mighty No. 9’s lesser problems among its share of many, many inexcusable problems.
I brought up Mighty No 9 to compare and contrast to Bloodstained and the differences in how the games were plan out and the design was executed. As both are KS homages to older game series.
there been some people been complaining about how Iga is holding so tightly on to the Castlevania formula. Mighty no 9 biggest flaw it didn’t stick to the formula, it brought in a poorly developed and conceived slide combo mechanic. It didn’t even stick that hard to feeling like a spiritual successor to Mega Man, it felt more like B grade main studio budget game in design (ignoring obvious graphical and audio problems).
It looks like at least with the Demo Iga want’s his Castlevania foundation solid before he builds up the world of BloodStained.
With Bloodstained, it was obvious Iga dug up his old notes on all his old Castlevania projects, he shown videos with interviews during the SoTN development, mentioning what he did wrong and what was his mistakes with SoTN. Like how the game lacks a proper menu, it created a philosophy for Iga. He forbid his team to make place holder images and designs, he wants them to make designs as if they only have only one chance, one opportunity to make something as if the project gets rushed or they are too close to the deadline and the deadline can’t be pushed than what they got is whats going out of the door.
Iga games after SoTN shows that, there no such thing after SoTN as a place holder sprite or image, everything that done is done intentionally as if it was the final product, even if they have time to improve on.
So if Iga wants to stick to formula I say lets trust in Iga that he giving us the most he and his team got in giving us the best polished product they can.
(Hmmm, of the OST so far, I actually like the third song the most; I wonder what it goes to when it comes to setting. The first song is also a lot busier than I had realized even without the in-game sound effects.)
Oh, I don’t disagree with you on that point of trusting Igarashi or the reason why you bring it up as a point of comparison–the latter was pretty obvious.
I was merely disagreeing that not sticking to being exactly like Mega Man was the primary thing that doomed Mighty No. 9 as you seem to (still) be saying. As such, I was saying that if you wanted to argue about that, then you and I and anyone else who wanted to have that discussion should do it in Mighty No. 9’s thread instead of this one. That’s all.
LOL, Mediocre no.5.6 didn’t even try to be a good Megaman game, considering that they forgot some of the basics of good Megaman level design such as “conveyance”, i.e. subtly demonstrating/showing the player something before tossing it at them.
Bloodstained should have abundance of whips (not swordwhips) and make them commonplace besides swords. Whips are still not represented enough and Miriam is the perfect type of character to specialize in whip weapons besides sword weapons (aside from other things). That way classic Castlevania fans can specialize with whips, with finding better ones as they progress, and IGAvania fans still have swords as an option, while making sure, stats wise, whips are viable for all fights. they can easily provide the best of both worlds.
would be cool to include leather whips, chain whips, flame whips, razor whips, etc.