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You just confirmed that Jake is correct with this.
The time needed to grind out your level to the point where the bosses are a breeze on your first playthrough will far exceed the 15 minutes needed to learn their patterns. If that would even be possible since you don't get much high end gear in the early parts of the castle. And won't be able to craft much of ♥♥♥♥ to do more or take less damage.
Edit: Out of curiosity which boss are you up to? Maybe you can grind out some specific shards from the enemies you've seen up to that point and keep collecting until they're rank 9 but realistically that'll only take ya so far. Should help somewhat though.
What I was referring to is that when you look up gameplay from people who "got gud" all you see is people who grinded the game forever spamming OP stuff. That is a nice reward for spending all that time on one game but it also illustrates that you can't really "git gud" when it comes to facing the issues that I've mentioned.
And it's not an issue with not being able to progress, the boss that I mentioned in the OP I ended up beating just fine, the point was that I don't enjoy these bossfights at all and exploration is simply 10 times better. There were two exceptions to this rule so far: the twin dragons and Bloodless were well designed bossfights, there I didn't even mind that they took forever because they were vaired and rewarded learning the patterns. Most other bosses don't when those patterns can just seemingly bug out on you and sometimes they just do whatever without telegraphing.
So my logic was that if you make a game with throwaway bosses that obviously didn't receive a lot of testing and their pattern issues haven't even gotten fixed in 4 years then at least lower their HP so that they are truly throwaways that I waste 5 minutes on and then move on to the good part of the game.
So the game is like a worse version of Symphony of the Night, a game where if you somehow managed to do the thing the game was like "oh hey, there's a bubble over his head, that's how you progress". Bloodstained? Nope, items you require to progress are put behind RNG drop rates, another one is in an obscure corner of the map normal people put an easter egg and congratulate the player on being thorough.
Like now my options are to look up a guide which is something that I should never be required to do or to just wander around aimlessly until I happen to find something that I missed I guess. But hey, at least I still have two insultingly terrible optional bossfights to play on the 8 bit map and in the Carpenter's room, oh I'm sure I'll have so much fun doing those if turns out that they are required to progress.
It's interesting because in some respects the game is really good while in others it's an embarrassing failure compared to SOTN.
I don't know what bosses or their attacks you mean with "bugged out" animations or whatever. You mentioned Zengetsu first to complain then to say his fight was fine. You're justifying Jake's reply. Keep it in mind with later bosses instead of coming back with additional poor understandings of attack patterns or overall complaints about "throwaway bosses".
Edit: Go back to the shop. It's annoying you're forced into convos with the characters, but those are meant to help.
As for the bossfight what I said was that I ended up beating it just fine which is a very different statement than saying "his fight was fine" would have been. Because no, "his fight" certainly isn't fine, it's full of broken stuff. Depending on your range to him he is prone to not finishing attacks and just switching to something else entirely without telegraphing it. That's a glaring oversight that a lot of the bosses have actually. So for example sometimes he starts his grappling attack but he wouldn't finish it and instead just slash at you without you being able to do anything against it.
Another issue with his "grapple to downward slash" attack is that he can just randomly change its direction between the grapple and the downward slash move. None of these are fine and the fight absolutely takes longer than it should compared to his limited moveset, it's just that you can ignore it and pop some healing items until he's dead. Good bossfights these are not sadly and I don't think that it's "whiny" to admit that.
I regularly listened to NPC conversations btw but so far I got nothing as to what the ♥♥♥♥ you're supposed to do after getting the sword.
https://steamcommunity.com/app/692850/discussions/0/1645418344565075491/
Nothing in the game tells you this, you only get a vague hint on the item description for the sword I guess. Which is very obviously not enough since why the hell would anyone think that you're supposed to swing at a background object during a bossfight, a background object that happens to be 384 000 kilometres from you nonetheless.
And this is not SOTN btw where honestly offing Richter did give you enough content even if you didn't figure out the whole obscure thing because you got to explore most of the castle and the inverted castle was just refurbished content anyway. Nope, in this game you can meet the final boss at 30% completion and you get a game over screen if you kill him. So not giving you clear direction as to how to progress is objectively dumb as hell and of course a blocker like this has to happen during a bossfight which only reinforces my thinking that the bosses are just throwaway garbage.
Anyway thanks for giving me a bad hint though I have no idea why I expected anything better.
Great, you win at pedantry. Anything to assuage your ego instead of taking the realization that after learning the boss you can beat him "just fine" instead of the fight being "fine" itself. Kudos to you on your accomplishments. You can fall asleep smugly now instead of stewing all night.
Personally looking forward to the next installment of The Boy With No Patience. Will he continue on his path of ignorance just to complain again? Or will he wisen up, learn the truths behind Gitting Gud, and overcome obstacles in a timely fashion without mad cuz bad? You decide!
I guess the first paragraph is the only one worth tackling as in I don't like the disingenuous way you're trying to trivialize that the game is just not very good at nudging you the right way sometimes. Like comments like yours is the reason why I expected better from the game in general and I think it's bad to portray something as a masterpiece when in fact it's just a good but also very flawed product. Like this is very obviously worse than Hollow Knight or Prince of Persia: The Lost Crown, it's not even among the top 30 metroidvanias ever made.
It's weird how blind fanaticism towards someone's past work can do this, for example there are people who go around saying that Bloodstained is an amazing looking game. Have they ever seen this awful looking cave for example?
https://i.imgur.com/lPRgEss.jpeg
So okay, let's take that paragraph at face value and rip apart what you said there. Here's the thing: I even had an attempt at the boss where I tried slashing at the moon. I had no particular reason for it, I just remembered playing SOTN and tried slashing at circular things. I didn't even notice that the moon was changing in color, I'm not even sure if it did or if I just killed Gebel so fast that it didn't even have time to do that.
Now my question is this if your short attention span let you read this far: how does Zangetsu saying that Gremory stays close to Gebel tell me that I'm supposed to strike the moon? As I've already said the moon is 384 000 kilometres away from Earth, Gebel is in a castle on planet Earth, that doesn't tell me "close". I interpreted that as a hint that I'm supposed to do something in the room where Gebel is and hey, I did try for like an hour until giving up.
The actual hint is in the sword's item description which says that it's also called "moon sunderer". "Sunder" is not exactly a common word but it does mean "to cut something in half" literally. So yeah, you get a hint to try to do something with the moon, what the game doesn't tell you is that you should wait for it to turn red. That's where the devs messed up which is incredibly strange to me because Koji Igarashi has like 30 years of experience in producing videogames.
And the funny thing is that the red moon does appear in the game's marketing, in a cutscene, in another room in the game etc. and you might even go "haha, it's a bloodstained moon lol" if you like symbolism in things, they just never make the connection that it will have something to do with the gameplay eventually.
Now there are two ways they could have fixed this in 4 years:
- Just make the moon red there by default right when the bossfight transitions from cutscene to gameplay. Then people will figure it out because you wouldn't have to figure something out that the game never tells you about.
- Add additional lore that shows the importance of the red moon and add an actual hint that tells something like I dunno "when the demon's hold weakens on Gebel the moon will turn red".
Now the thing is that I actually love puzzles, point n click adventure games and what have you and since I've been playing those things for like 20 years at this point I'm also very good at them. I know when a puzzle is bad, I know when the monkey wrench puzzle happens and this is a bad puzzle, thank you very much for wanting to make me feel bad because the game has a bad puzzle in it.
As for my lack of patience honestly I don't think that the avarage player would have had the patience to scour the map for the Aegis Plate either so if anything I'm a lot more patient than the avarage player. There is a point in that somewhere though: Bloodstained is the type of game why modern players champion quest markers. I would never encourage quest markers but it really is a solution to bad game design where the devs were like "haha let's put the item required for progression in THAT random part of the map".
I hope that this comment was exhaustive.
https://i.imgur.com/r2LNWqk.jpeg
It's insane to me that the puzzle after the one that you can only figure out randomly is almost clearly spelled out to you. Here's a perfectly fine hint shouting "GARDEN" and "MOON" at you yet apparently during 4 years of patches and extra content nobody figured that it would be cool to fix some nonsense.
Strange because honestly the game could have benefitted a lot from some love. Like for example the UI for the character sheet sucks hard too because it's incredibly tedious to browse items, the shortcuts are terribly implemented etc., basically there are lots of little things that feel amateurish or unfinished.
https://www.youtube.com/watch?v=W2H_30JT-pg
To be fair this is actually a really good one where the attacks are not only well telegraphed but you also get a "health bar" with the amount of chips in his body decreasing as you do damage to him. The same goes for Bloodless and the "length" of her dress.
Curious that a boss this well made is the one with the obvious cheese solution.
What's awful about it?
In general the game has a very uneven look to it too, some scenes look awesome while others not so much but overall I'd say that most stages don't really have great lighting.
I have no idea of the overlap between this dev team and the people who worked on previous Igavanias (apart from Iga of course) but what's strange about those old Castlevania games is that they reused lots of sprites from previous entries. Like SOTN has a bunch of stuff in it from Rondo of Blood and its SNES version while all of the DS games keep reusing SOTN assets and whatnot.
Based on that I get the sense that Bloodstained was made by a team that wasn't comfortable with working in 3D and haven't made a game with 100% unique assets since the early 90s. So some of it was rushed and looks like crap and overall it's just uneven.