Koji Igarashi Kickstarts Bloodstained: Ritual of the Night (2.5D, backdash, 2018)

I hope they don't add very many more stretch goals, some projects that kept making money just kept adding stretch goals, and now have this monstrosity of a game that will be worse quality, with features a lot of gamers didn't want, that changes the game to be different from what they originally promised. Just throwing money in doesn't make a new feature not affect the rest of development. They should have a set number of stretch goals and not add any more, no matter how much money they get over their goal, unless there really is some dream feature they wanted to add but didn't think was possible.
In this case they have a ton more goals planned and are staggering the reveals in hopes to force people to do tasks to raise the exposure but the second part seems to have backfired now. That being said, you are right that stretchgoals are usually bad in that they simply can't add most of these new features and still expect to ship at the same date with the same quality so either they need a lot of redundancy in their planning or they need to revise the date based on the stretchgoals.
Most projects just delay the game at that point.
 
Why are people looking at backer gifts as preorder DLC. That's a gift for donating a hundred bones.

You could just give them a hundred and accept nothing in return.

This is a donation system. They don't have to give you jack shit if they didn't want to. They would probably take a huge loss on backers. But people seeing gifted items as DLC is fucking dumb.

What WOULD piss me off is if they offered backers gift as DLC later on. All Kickstarted games I've donated to haven't done that.
 
It's made by the guy who actually made/designed/worked on real Castlevania games
...and did like 12 of them in a row with the same art, level, and gameplay design with half baked gimmick of the week additions to set them appart.

I mean I enjoyed them as a fun romp to blow some time, but after so many of them that were essentially copy/pasted games I think I have the right to ask what really sets this one appart from the other 12 games he did like this.
 
At the risk of getting hanged in here....

Can anyone tell me what, if anything they're doing with this game to set it appart from the other igavania games? Because there's already like 12 of those out there in the same format repeated ad nausem, and if this is just that but "now I get to be a part of it!!!", then I can't see myself really buying into this at all.

I mean I played these games to death back when Konami was churning them out all the time, but it's not like with games like pillars of eternity or yooka laylee where I'm buying into something I haven't gotten in any real capacity because it seems like every other month there's an indie metroidvania coming out to scratch that itch.
It comes down to quality. This game will have two years of development, a full budget, and a veteran development team with many years of experience, more than one of them having put the "vania" into Metroidvania. This isn't just another indie game, it's getting the full budget and development cycle of a full publisher-backed game.

...and did like 12 of them in a row with the same art, level, and gameplay design with half baked gimmick of the week additions to set them appart.
He was just the producer on most of those games, this one he's back being directly involved in all parts of the game's development, able to make his own decisions without running them by Konami, not having to worry about a tiny budget or the need to follow the Castlevania lore and history.
 
At the risk of getting hanged in here....

Can anyone tell me what, if anything they're doing with this game to set it appart from the other igavania games? Because there's already like 12 of those out there in the same format repeated ad nausem, and if this is just that but "now I get to be a part of it!!!", then I can't see myself really buying into this at all.

I mean I played these games to death back when Konami was churning them out all the time, but it's not like with games like pillars of eternity or yooka laylee where I'm buying into something I haven't gotten in any real capacity because it seems like every other month there's an indie metroidvania coming out to scratch that itch.

In addition to the stuff the others have mentioned, this game is made in a very castlevania-esque style, i.e. it is gothic. Surprisingly few gothic indie metroidvanias available.
 
...and did like 12 of them in a row with the same art, level, and gameplay design with half baked gimmick of the week additions to set them appart.

I mean I enjoyed them as a fun romp to blow some time, but after so many of them that were essentially copy/pasted games I think I have the right to ask what really sets this one appart from the other 12 games he did like this.

The only thing that was copy pasted was monster art... and I don't mind that my skeleton look the same from SOTN (par resolution and such but since it was the DS it didn't matter). They often had new tricks / AI pattern / different stats.
 
The only thing that was copy pasted was monster art... and I don't mind that my skeleton look the same from SOTN (par resolution and such but since it was the DS it didn't matter). They often had new tricks / AI pattern / different stats.
Plus you have to see the whole picture here. Konami simply didn't give them the budget to do more whereas here they have the money and the necessity to re-do everything from scratch.
For the sequel if something like that happens you won't see this I guess.
 
I would love for this to come out on the Wii U. Can anyone explain that bit they mention about Nintendo in the FAQ section? I really don't understand what they're saying.

I thought they were implying that versions for Wii U & 3DS could be a future stretch goals if they raise enough money.
 
I don't expect this is designed to differentiate itself from a series that is no longer being made and games that are no longer being published.

It exists, and is being backed, because it's not a radical departure. People want the thing they like, but they want it on newer systems, with different characters and cool new music.

I think if it were like "It's like my last games but I've added team based multiplayer as a core tenet," even though I like team-based multiplayer, I probably wouldn't want it.
 
This will be the first KS I have ever participated in. I love me some castelvania and having been itching for his return to making those style games.
 
Oh btw they have a PayPal backing option available in the FAQ so the numbers we are seeing right now are not even 100% of the pledges.
 
I wonder if you can change platforms for the physical/digital copy combos. For example, if I get a physical PS4 disc am I able to choose Steam for the digital copy? If so I might increase my pledge because I like to play on both platforms depending on where I am.

Also would love a handheld stretch goal but I understand it might not be possible.
 
No Wii U version is a bit disappointing. Thought if they go kickstarter this will come to every platforms. Well, I guess I will grab the PC version then.
 
I don't expect this is designed to differentiate itself from a series that is no longer being made and games that are no longer being published.

It exists, and is being backed, because it's not a radical departure. People want the thing they like, but they want it on newer systems, with different characters and cool new music.

I think if it were like "It's like my last games but I've added team based multiplayer as a core tenet," even though I like team-based multiplayer, I probably wouldn't want it.

It's just like Yooka-Laylee, and there is absolutely nothing wrong with that at all. This is exactly what people want.
 
Looks cool, but its not going to come out for a long time. I'll buy it once it comes out and I can find the disc version, which since they aren't doing retail will be eBay or something.
 
I know the PC version says steam... but it says there's also a physical disc... is it safe to assume it's just an install disc but requires steam to activate, like 99% of retail PC releases out there?

I kinda want a copy that will play in the apocalypse without any internet, even though I don't own a ps4 or xbone yet.
 
No Wii U version is a bit disappointing. Thought if they go kickstarter this will come to every platforms. Well, I guess I will grab the PC version then.

Waiti till fangamer get off their rears and update the ks page

It's almost certainly a further stretch goal

I know the PC version says steam... but it says there's also a physical disc... is it safe to assume it's just an install disc but requires steam to activate, like 99% of retail PC releases out there?

I kinda want a copy that will play in the apocalypse without any internet, even though I don't own a ps4 or xbone yet.

Use the send a message functionailty - you might as well also ask about gog.com ddl versions if you want a fully updated executable in your doomsday bunker
 
I would love for this to come out on the Wii U. Can anyone explain that bit they mention about Nintendo in the FAQ section? I really don't understand what they're saying.

If you look at the campaign page, there's a series of community achievements to fulfill. When we unlock 30 of these (which we have to be getting close) they'll open the Castle's basement with more stretch goals.

One of these is probably a Nintendo version.
 
It's just like Yooka-Laylee, and there is absolutely nothing wrong with that at all. This is exactly what people want.

Mighty No.9 is doing it too.

In such cases it's kind of dangerous to be too different because the ppl backing are backing for a specific purpose.

They can be more creative in sequels but at the very least with the first game they will have to play it safe.
 
It's made by the guy who actually made/designed/worked on real Castlevania games

Wait, who involved in the project made or designed real Castlevania games? Iga was technically in the credits (the "Special Thanks" section) of Rondo, but it would be a stretch to say that he made or designed it. Or are we counting the PSP remake, in which he oversaw the work of an outside contractor?
 
Wait, who involved in the project made or designed real Castlevania games? Iga was technically in the credits (the "Special Thanks" section) of Rondo, but it would be a stretch to say that he made or designed it. Or are we counting the PSP remake, in which he oversaw the work of an outside contractor?
Say what? Symphony of the Night is what people are talking about. He was designer, programmer, and assistant director on that game. And one of the composers did music for the game. After that Igarashi was producer for a number of Castlevania games, and that composer did the music for most of them.
 
Waiti till fangamer get off their rears and update the ks page

It's almost certainly a further stretch goal



Use the send a message functionailty - you might as well also ask about gog.com ddl versions if you want a fully updated executable in your doomsday bunker

Yeah, I did. Hopefully i get a response one year. They don't seem to be updating their KS page too frequently.

If it's just steam install disc, I might go PS4 physical w/ PC digital at the 125 tier, just to own a permanent physical copy.
 
I'm actually loving the timing of this whole campaign. Konami basically has two middle fingers up to everyone right now, and this campaign is perfectly timed to say "fuck you" back.

Makes you wonder if it was purposefully timed to coincide with the Konami hate. I wouldn't be surprised if it was, and if so, it's working really well! That'd just be a plain good business decision.
 
Can't wait to see what happens when Kojima officially leaves the company with his buddies.
They don't care or they wouldn't have thrown him out in the first place. Sports Centres and Pachinko are the future of their company and they'll probably pull out of the west in the next couple of years entirely.

I'm actually loving the timing of this whole campaign. Konami basically has two middle fingers up to everyone right now, and this campaign is perfectly timed to say "fuck you" back.
I said so before but they are getting some pretty huge 'fuck Konami' money out of this for sure.
 
Say what? Symphony of the Night is what people are talking about. He was designer, programmer, and assistant director on that game.

I believe he is referring to the original style games, so-called "ClassicVania" eg CVI, CVIII, CVIV, Rondo, Drac X etc.

TBH I prefer those games too but I love the Iga games as well.
 
They don't care or they wouldn't have thrown him out in the first place. Sports Centres and Pachinko are the future of their company and they'll probably pull out of the west in the next couple of years entirely.

I was referring to what Kojima and co will work on next.

Fuck Konami.
 
My preferred scenario is that they go easy on the stretch goals and instead use the excess budget to hire more staff. Better product and earlier release are way better than some extra modes or trinkets.
 
I was referring to what Kojima and co will work on next.

Fuck Konami.
If anything Kojima has enough cache that he can do whatever he pleases once he's out. I hope he doesn't try and do another Metal Gear Lite.
He might be thinking about doing movies for a while after leaving though.
 
Well, based on the replies I'm going to sit this one out.

Iga making another by the numbers metridvania just doesn't stir any excitement for me anymore. By portrait of ruin I felt that he had squeezed every last drop he could out of the formula, and have been waiting on him not to do yet another run of the mill game in the same vein as his last 8 or so and instead try something new with the formula. To hear "well, it's iga this time and not an indie" or " he has a budget to draw new sprites" doesn't really inspire a lot of confidence with me as I felt iga ran the formula into the ground just fine by himself, and newly drawn sprites in the same tone and style as the old ones seems like a dog chasing his own tail to me.

I mean don't get me wrong, I understand the feeling. He'll there's been like 20 megaman platformers and I backed mighty no 9 without w second thought, but for me personally, I think this guy and this formula has become oldhat.

I hope I'm wrong and this game ends up being just as mindblowing as sotn was back in the late 90s, but based on everything I've seen and heard I don't think its worth backing prerelease.
 
My preferred scenario is that they go easy on the stretch goals and instead use the excess budget to hire more staff. Better product and earlier release are way better than some extra modes or trinkets.

I'm pretty sure that's how it works in general. Not necessarily more staff, but more overall development support/resources. It's not like cheat codes specifically cost an extra $100,000 or whatever.
 
I imagine the publisher associated with this has no interest in a Wii U or handheld version (outside of the UE4 issues), so if they are goals - going to be expensive.

guessing 2.5 mill or higher
 
...and did like 12 of them in a row with the same art, level, and gameplay design with half baked gimmick of the week additions to set them appart.

I mean I enjoyed them as a fun romp to blow some time, but after so many of them that were essentially copy/pasted games I think I have the right to ask what really sets this one appart from the other 12 games he did like this.
I answered you on the previous page. I'd like to add that it doesn't really need to do anything to set itself hugely apart -- the very reason people back it is because they want a good Igavania, not something completely different.

Also, sadly it was only 7 games.
 
Well, based on the replies I'm going to sit this one out.

Iga making another by the numbers metridvania just doesn't stir any excitement for me anymore. By portrait of ruin I felt that he had squeezed every last drop he could out of the formula, and have been waiting on him not to do yet another run of the mill game in the same vein as his last 8 or so and instead try something new with the formula. To hear "well, it's iga this time and not an indie" or " he has a budget to draw new sprites" doesn't really inspire a lot of confidence with me as I felt iga ran the formula into the ground just fine by himself, and newly drawn sprites in the same tone and style as the old ones seems like a dog chasing his own tail to me.

I mean don't get me wrong, I understand the feeling. He'll there's been like 20 megaman platformers and I backed mighty no 9 without w second thought, but for me personally, I think this guy and this formula has become oldhat.

I hope I'm wrong and this game ends up being just as mindblowing as sotn was back in the late 90s, but based on everything I've seen and heard I don't think its worth backing prerelease.

If you feel that way about the Igavania formula, that is fine. You are not the demographic this project is aiming for. It is counting on help for those who adore that formula. And who knows, maybe it will bring something new to the table after all.
 
I imagine the publisher associated with this has no interest in a Wii U or handheld version (outside of the UE4 issues), so if they are goals - going to be expensive.

guessing 2.5 mill or higher

Handhelds were at the ~4 million tier for MN9, no? It basically requires an entirely new game, since the engine won't port.

I think making a smaller eshop/psn spin-off, like mighty gunvolt, would be nice. Something a smaller team can make that serves as a prequel that will advertise the game, but also be in the $5 range. Like a 2 hour igavania-lite.
 
Phew. Can't believe I just watched the entire 8 hour and 25 minute archive of the stream, but it was highly entertaining.

Backed at the $60 tier because I absolute require that physical copy. May throw more money at it later.
 
Say what? Symphony of the Night is what people are talking about. He was designer, programmer, and assistant director on that game. And one of the composers did music for the game. After that Igarashi was producer for a number of Castlevania games, and that composer did the music for most of them.

The post to which I responded made mention of "real" Castlevania games.

Igarashi wasn't the designer of SotN. He had worked on the terrible English script and filled in on some minor programming duties as an assistant. Harmony of Dissonance was the first "Castlevania" game that Iga had creative control of and it was a disaster. Besides, SotN was barely "real" Castlevania, and the Igavanias were Castlevania in name only.
 
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