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

Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.

Boss rush though
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Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.

Boss rush though
6k3FUV6.png

It could be just a timer, but it might also automatically skip cutscenes, as well. Maybe even have alternate courses or goals, like "start the game with all powerups, see how quick you can beat it" or "How long will it take to reach the bad ending" etc. Also online leaderboards.
 
The numbers on the higher ones seem crazy high, something I was worried about when they were not updating them in real time. Like they went back and decided what the next step was before showing it unlocked. Next step for kickstarter backers is like double what it is now, with another step after it. Shit is too high. I'm worried about them doing the same thing for stretch goals now too.
Yeah, I agree.

On the other hand, with local coop included the game already has everything I wanted. I really don't care if they meet further stretch goals.
 
The numbers on the higher ones seem crazy high, something I was worried about when they were not updating them in real time. Like they went back and decided what the next step was before showing it unlocked. Next step for kickstarter backers is like double what it is now, with another step after it. Shit is too high. I'm worried about them doing the same thing for stretch goals now too.

Yeah thinking the same, and they messed up with the backer count.
 
I can hardly fault Konami for pulling Iga off the series. The next logical step for the franchise was to make a legit AAA console release, and Iga was most definitely not the right person for the job. He fundamentally didn't understand how to make a 3D Castlevania game, Lament of Innocence and Curse of Darkness were proof enough of that. And Iga's big idea for the next game was preying on nostalgia and bringing Alucard back and making a SotN sequel in 3D. He would have completely ruined his legacy had that actually happened.

If you look at reviews Lament of Innocence was fairly well received and did well enough in sales to get a sequel shortly afterward. Also aside from a CG trailer we never actually saw what IGA was planning.
 
Yeah, I agree.

On the other hand, with local coop included the game already has everything I wanted. I really don't care if they meet further stretch goals.

This. lol.

I have been playing SotN and its sequels for over a decade. This will be another game to add into the rotation.

Also, I don't see how a AAA Castlevania game was the next logical step for a series that has never sold much. That kind of thinking is why we don't have midtier games anymore.
 
I wonder what speed run mode actually is. I'm just expecting a mode with a timer and leaderboards.

Speed run modes in the past have included new hud stuff, leader boards and some changes to the game itself to get rid of random elements like enemy placement for example.
 
If it gets boss rush, I'm good, I don't mind if we never get more stretch goals because of the dumb gamey system they have.

It could be just a timer, but it might also automatically skip cutscenes, as well. Maybe even have alternate courses or goals, like "start the game with all powerups, see how quick you can beat it" or "How long will it take to reach the bad ending" etc. Also online leaderboards.

Speed run modes in the past have included new hud stuff, leader boards and some changes to the game itself to get rid of random elements like enemy placement for example.


Damn, that sounds awesome. I hope it's as good as what you guys are describing. At least skipping cutscenes and a timer, that would already be amazing to me.
 
I was thinking that. Considering the way the Stained Glass designs work on the weapons, it might be pretty doable to sneak the logo in.

Perhaps the Shoutled Blade: the GAF logo broken in four quadrants of a stained glass "eye" in the hilt: scrambled to avoid rejection for legal reasons... ;) (Shoutled Blade = Shouta+Scrambled)

Or something like that.
 
Their Twitter says it "Helps speedrunners perfect their uncanny routes through the castle halls!" so... maybe it'll let them plot out routes and notes on the map? Or make save states or something? Leaderboards and replays seem like a given.
 
Wait, what the hell is speedrun mode? Just a timer on screen? That would be neat, but hardly a mode.

Boss rush though
6k3FUV6.png

What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time. That way, there can be two flavors of speed run, regular mode and this special one.Most people would hate it but I'd love it lol.

What we'll probably get? a Timer.
 
What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time. That way, there can be two flavors of speed run, regular mode and this special one.Most people would hate it but I'd love it lol.

What we'll probably get? a Timer.

I figure it will be like Axiom Verge's since they had the dev on.
 
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.

"new enemy" We don't even know what enemies are in the game. They can just label any enemy as a reward for this.

"boss rush" Isn't this expected anyways?

"hard mode" same thing as above

Definitely not a thing for people to be getting their panties in a twist about.
 
What I hope? Normal game but with item placements the same but enemy placements randomized so players can plot their course through swiftly but have to deal with different enemies every time. That way, there can be two flavors of speed run, regular mode and this special one.Most people would hate it but I'd love it lol.

What we'll probably get? a Timer.

Well, I guess I should expect just the timer too so I won't be disappointed, now that people have hyped me up for a speedrun mode.

My guess is it removes cutscenes/dialogue/item prompts.

That shouldn't be too hard to do, right? Even if they don't plan it initially, that could be somewhat easy to implement if speedrunners give their feedback asking for it.
 
Their Twitter says it "Helps speedrunners perfect their uncanny routes through the castle halls!" so... maybe it'll let them plot out routes and notes on the map? Or make save states or something? Leaderboards and replays seem like a given.

Uncanny also implies removing randomization to me, but who knows. Would be cool to see your path drawn out in the map, too. Trying to think of an example of a game that did that (showed your path at the end of a match/run), but i'm drawing a blank
 
I wonder what speed run mode actually is. I'm just expecting a mode with a timer and leaderboards.

It might be the removal of RNG elements. Like if a room has random enemy spawns; for speed run mode it will have fixed spawns. Maybe dmg ranges will have them set as the average. Drop rates; if applicable will be set to 0 to remove random items as a factor. Stuff like that?
 
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.

"new boss" We don't even know how many bosses are in the game. They can just label any boss as a reward for this.

"new enemy" Ok? Same thing as new boss.

"boss rush" Isn't this expected anyways?

Definitely not a thing for people to be getting their panties in a twist about.

For bosses, enemies and whatnot I can agree, but for new modes it's at least a confirmation that said mode will be in the game. Even if you expect it, there's no knowing it until they confirm it.
 
Kickstarter said:
That said, we've heard legends about a remarkable treasure hidden in the castle basement...

I don't know if that's been asked before but does anybody think the last two unopened doors on the Stretch Goals are related to Nintendo?
 
Yeah thinking the same, and they messed up with the backer count.

As people have mentioned, they also have paypal backers. It's still seems like a crazy high amount even with them though. Then there is things like needing 4x the current number of twitter followers for the next rank of that.

Also how can 1k retweets not have been met yet?
 
BTW they just said on Twitter that the "New Enemy" thing in the graphic is an error. It is indeed a new Boss.

Honestly the only stretch goals i care about are 'more enemies, more weapons, more bosses, more secret rooms'

If every 100k was a new enemy i'd be more than pleased.
 
It would be cool if speed run mode added in a few hidden paths that allowed for sequence breaking. Seems unlikely but that's what I would want tot see out of a mode like that.
 
I do have to say this KS has the weakest stretch goal descriptions I've ever seen. To paraphrase Saint's Row 4, "That's not a goal, that's a buzzword!"
 
Already asked, but maybe someone figured it out, do we know who is the artist responsible for Miriam's design? I'd like to find more of his/her stuff.

It would be cool if speed run mode added in a few hidden paths that allowed for sequence breaking. Seems unlikely but that's what I would want tot see out of a mode like that.

It would probably not be very useful once sequence breaking glitches start to be found, anyway.

If there are intended sequence breaks, I'd like them to be part of the main game, not just this mode. Like using the Master Key to go straight to the Gargoyles in Dark Souls.
 
The Youtube people certainly have a campaign of their own to get more attention to this thing for the next weeks. Egoraptor and Game grumps alone could make enough stuff happen with a few videos to blow those backer achievements away. They got a lot of popular people here and really thought this through. Most of the team is resting but they will of course update the kickstarter page when someone is awake again.
 
What the hell does "new boss" even mean when they haven't said anything about the number of bosses? They don't have to commit to anything and can just do the number they want in the final game anyway.
 
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.

"new enemy" We don't even know what enemies are in the game. They can just label any enemy as a reward for this.

"boss rush" Isn't this expected anyways?

"hard mode" same thing as above

Definitely not a thing for people to be getting their panties in a twist about.

Exactly, developers need to be held more accountable on these Kickstarter campaigns. "New boss" lol that's great but I bet they don't even know how many bosses will be in the game yet! So how is this going to work? They will decide to make 7 bosses and then add "New boss" after the fact? GTFO.

Very very disappointed with this Kickstarter, whoever is managing it is out of touch and completely aloof.
 
I do have to say this KS has the weakest stretch goal descriptions I've ever seen. To paraphrase Saint's Row 4, "That's not a goal, that's a buzzword!"

I was going to point out some of Torment's stretch goals as being "Deeper Story", but went back and checked and saw that they also told who was being added to give that deeper story and reactivity to the design team with those goals.

So yeah, you're right. Speed runner mode mite b cool though depending on what it entails.
 
I don't really get the point of stretch goals on most kickstarters in general. Obviously to keep the money train rolling, yes. It's just that "rewards" themselves are fairly meaningless.

It's mostly just to keep the money coming after the initial goal is reached. You throw up a few minor things that you wanted to do anyway, maybe some ports, and you're set. You don't do stretch goals & funding rate slows to a halt once it's obvious that the Kickstarter is going to reach its goal (as we found out with our own KS).
 
Already asked, but maybe someone figured it out, do we know who is the artist responsible for Miriam's design? I'd like to find more of his/her stuff.



It would probably not be very useful once sequence breaking glitches start to be found, anyway.

If there are intended sequence breaks, I'd like them to be part of the main game, not just this mode. Like using the Master Key to go straight to the Gargoyles in Dark Souls.

True. I could go either way with this, I'd just like to see something more meaningful than a timer and auto skipping.
 
Haha exactly. Completely ridiculous. I wish more people would call out the devs on this BS.

Well there is no way to really prove it one way or the other. Honestly with stretch goals I just like seeing new things to be passed since I always have backed things before they are even met. What they are and if they were already planed as parts of the game doesn't really effect me personally.
 
I do have to say this KS has the weakest stretch goal descriptions I've ever seen. To paraphrase Saint's Row 4, "That's not a goal, that's a buzzword!"
Just for comparison, here's the description of 1 stretch goal for Pillars of Eternity:
Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.

Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.

If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!

Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.

The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.

Compare that to "New Boss" or "Local Co-op".
(And no, the latter is not at all self-explanatory. It could mean tons of different things)

It's mostly just to keep the money coming after the initial goal is reached. You throw up a few minor things that you wanted to do anyway, maybe some ports, and you're set.
I don't think everyone does that. See Pillars, or for an even more extreme example Divinity: OS. Larian almost killed themselves trying to deliver all those stretch goals (then again they've always been ambitious to a dangerous degree).
 
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