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

I can't tell you how annoying it is that people treat it like its a fact that Mighty No 9 looks bad. Also really looking forward to people not liking a particular aspect of this game once we get the first real screens & video (which in itself isn't a problem) but then blaming it on of things they can't hope to ever prove like "lazy devs" or "its cause of those ports!". Also why do people keep forgetting GGXrd runs on the PS3?

Well it runs but it isn't perfect. The option to turn off background objects is there for people who don't want performance problems.
 
I can't tell you how annoying it is that people treat it like its a fact that Mighty No 9 looks bad. Also really looking forward to people not liking a particular aspect of this game once we get the first real screens & video (which in itself isn't a problem) but then blaming it on of things they can't hope to ever prove like "lazy devs" or "its cause of those ports!". Also why do people keep forgetting GGXrd runs on the PS3?

I'm behind on this argument, do they mean the game looks bad visually, or that the game looks generally unimpressive? If it's the former, you can't blame that on anything but the art style. If it's the latter then it's conjecture and shouldn't be taken seriously.


Edit for shameless self quote from the end of the previous page:

I'm thinking about switching from the $60 physical copy to the $60 digital one, or maybe even the standard digital one. At first I thought "Yeah, cool, exclusive case" but now it's more "I'd rather the soundtrack than the case, but will I even listen to the soundtrack?"
 
Lets just say that in today's gaming climate, I for one prefer to err on the side of slight skepticism than blind optimism.

Still very excited for the game, just slightly worried about some things.
 
Yeah, it'll be 3D models with 3D backgrounds. There are tons of advantages of using 3D over 2D in 2.5D games.

Stuff like:
Dynamic camera angles (can be used for cutscenes, boss intros, or other gameplay reasons)
Not having to redraw ALL sprites if you want to make a costume change for a character.
Allows equipment (armor) to show up on the character model, if they wanted to.
Allows for use of physics to animate stuff, rather than animating stuff by hand (decapitated heads can fall and roll, particle effects, etc).

Downsides:
Hand drawn art and sprites are more beautiful than 3D to me, but that's just an opinion.
3D engines aren't as portable as some 2D ones, but that's not always true. (Axiom verge's engine isn't supported on Wii U, currently, despite being a 2D game).
 
I can't tell you how annoying it is that people treat it like its a fact that Mighty No 9 looks bad. Also really looking forward to people not liking a particular aspect of this game once we get the first real screens & video (which in itself isn't a problem) but then blaming it on of things they can't hope to ever prove like "lazy devs" or "its cause of those ports!". Also why do people keep forgetting GGXrd runs on the PS3?

I never stated it was a fact that MN9 looked bad, however, if we see a similar setup, it's a fact that people will be very upset and will likely come up with a million of reasons as to why it looks like that.

Personally? If it turns up like MN9, I'll just lose all faith in Inti Creates more so than blame the port jobs even if it plays a factor in the design.

You're never going to have everyone like something, so it's very obvious people will pick just about anything to use as a scapegoat. It just so happens that these port jobs will be the easy target due to its nature.

All in all, I'm more concerned about the development time-line rather than the horsepower provided by the Wii U and Vita. I hardly expect a killer app on the PS4, XBO, or PC, however, I do believe some compromises will be made to account for the schedule should the project need more baking in the oven.

Since all versions will be developed concurrently, you can bet your arse they will implement any compromise necessary to make sure they're all released by 2017 considering the very uncertain future for both Wii U and Vita by said date. Hell, I'd be more concerned for the Vita's relevance by 2017 over that of the Wii U.
 
At the very least there will be a shitstorm if the game ends up looking compromised for the lesser consoles. I mean they threw around comparisons to the new guilty gear pretty liberally so if thats simply not possible on the other consoles i dont know what they will do.

It will look "compromised for the lesser consoles" to anyone looking to blame whatever they end up not liking on the existence of the ports anyway.
 
Mighty No. 9 doesn't look bad... I've seen the videos and it looks like what one would expect a Mega Man game to look. It doesn't look exactly like the concept art, but it doesn't look bad.

It feels like a lot of people are spoiled on GGXrd's "I Can't Believe It's Not Sprites" graphics which, while excellent, are a literal technical marvel, only working because of a variety of factors that Mighty No. 9 and Bloodstained may not have.
 
Mighty No. 9 doesn't look bad... I've seen the videos and it looks like what one would expect a Mega Man game to look. It doesn't look exactly like the concept art, but it doesn't look bad.

It feels like a lot of people are spoiled on GGXrd's "I Can't Believe It's Not Sprites" graphics which, while excellent, are a literal technical marvel, only working because of a variety of factors that Mighty No. 9 and Bloodstained may not have.

It's a matter of opinion, and the concept art they provided really really didn't help their case. I believe a lot of work-in-progress screencaps and videos were shown to look better, but it would constantly be "downgraded" eventually to the point of what MN9 looks now. Some people blame Inafune and Comcept, others blame Inti Creates.

I don't know for sure in any event since I never really followed that campaign, but I do know the shitstorm was real and continues to be real regarding its presentation and design.

As for Bloodstained meeting GGXrd's technical marvel? It's quite possible since they're using the same inherit engine only improved whereas MN9 is running on Unity or some such? Correct me if I'm wrong, of course.
 
I can't tell you how annoying it is that people treat it like its a fact that Mighty No 9 looks bad. Also really looking forward to people not liking a particular aspect of this game once we get the first real screens & video (which in itself isn't a problem) but then blaming it on of things they can't hope to ever prove like "lazy devs" or "its cause of those ports!". Also why do people keep forgetting GGXrd runs on the PS3?

Have you seen Xrd on the PS3 and what they had to compromise to get the game working on that platform? The game looks like a graphic sludgefest and they had to remove background objects to make sure framerate is steady.

So when you create a game for so many platforms of varying hardware strength, you have two options... either go balls to the wall and create a title that pushes the top hardware to the limit while allowing the lesser hardware to render at completely shit resolution and lower framerates or you can create a game with zero graphical shenanigans that's easily scalable to all the platforms.

Given how much easier option B is... it wouldn't surprise me if Bloodstained ended up looking pretty boring and bland design wise. Xrd came from arcade so it set a precedent for what it was supposed to look like, but this game doesn't have that precedent. They're not going to sacrifice development time to make sure Armature can keep up with these ports. They're going to make the game look extremely simple and attempt nothing that can't be done easily on Wii U and Vita... it's just more logical to do that from the development side if they want to finish within a reasonable time frame.
 
As for Bloodstained meeting GGXrd's technical marvel? It's quite possible since they're using the same inherit engine only improved whereas MN9 is running on Unity or some such? Correct me if I'm wrong, of course.

It will never looks like GG. It took so much time to model and animate a single character in GG that in other genres devs can never afford something like that. Keep your expectations in check.
 
It will never looks like GG. It took so much time to model and animate a single character in GG that in other genres devs can never afford something like that. Keep your expectations in check.

Oh, I have very low expectations, however, I can't say it's outside the realm of possibility.

The tools are definitely there, but no one can speak for the team's approach nor their design dedication.
 
It will never looks like GG. It took so much time to model and animate a single character in GG that in other genres devs can never afford something like that. Keep your expectations in check.

Yeah this is true I'd expect something more in line with Gust's games which look well enough and can be done relatively cheap.
 
It's a matter of opinion, and the concept art they provided really really didn't help their case. I believe a lot of work-in-progress screencaps and videos were shown to look better, but it would constantly be "downgraded" eventually to the point of what MN9 looks now. Some people blame Inafune and Comcept, others blame Inti Creates.

I don't know for sure in any event since I never really followed that campaign, but I do know the shitstorm was real and continues to be real regarding it's presentation and design.

As for Bloodstained meeting GGXrd's technical marvel? It's quite possible since they're using the same inherit engine only improved whereas MN9 is running on Unity or some such? Correct me if I'm wrong, of course.

Downgraded... We've had entire topics on how many games nowadays end up being downgraded. It's not unique to Mighty No. 9 and is something that will always happen because of the difference between what a company wants to achieve and what is actually achievable. This would be the same even if it were a PC/PS4/XB1 only release.

Also, Mighty No. 9 runs on UE3, the exact same engine Guilty Gear Xrd uses.
 
I have no issues if people don't like Mighty No 9 because of artstyle or character design but the arguments that the wide number of platforms it targets are responsible for it looking the way it does or the fact that it gets brought up in this topic at all (even though this game will have a completely different aesthetic) only makes sense if people think Might No. 9 is weak graphically (and the ports were somehow responsible). In truth the "reaction" comes down to the game not being 2D or looking exactly like the concept art but that's not Comcept/Inticeates fault because they were upfront that the game would be 2.5D and that it was concept art from the start.

Yeah, it'll be 3D models with 3D backgrounds. There are tons of advantages of using 3D over 2D in 2.5D games.

Stuff like:
Dynamic camera angles (can be used for cutscenes, boss intros, or other gameplay reasons)
Not having to redraw ALL sprites if you want to make a costume change for a character.
Allows equipment (armor) to show up on the character model, if they wanted to.
Allows for use of physics to animate stuff, rather than animating stuff by hand (decapitated heads can fall and roll, particle effects, etc).

Downsides:
Hand drawn art and sprites are more beautiful than 3D to me, but that's just an opinion.
3D engines aren't as portable as some 2D ones, but that's not always true. (Axiom verge's engine isn't supported on Wii U, currently, despite being a 2D game).

I'm hoping with the move to 3D we get less color swapped enemies. Like the Blue Goblin you meet at the Castle Entrance vs. the Red Goblin in the Catacombs vs the Green Goblin in the Clocktower where the only difference between them aside from color is HP and how much damage they deal. Also unique animations for different weapon types and armors that actually changed Miriam's appearance would be cool.

I never stated it was a fact that MN9 looked bad, however, if we see a similar setup, you can bet your arse people will be very upset and will likely come up with a million of reasons why it looks like that.

Personally? If it turns up like MN9, I'll just lose all faith in Inti Creates more so than blame the port jobs even if it plays a factor in the design.

You're never going to have everyone like something, so it's very obvious people will pick just about anything to use as a scapegoat. It just so happens that these port jobs will be the easy target due to it's nature.

I'm more concerned about a development time-line rather than the horsepower provided by the Wii U and Vita. I hardly expect a killer app on the PS4, XBO, or PC, however, I do believe some compromises will be made to account for a schedule should the project need more baking in the oven.

Since all versions will be developed concurrently, you can bet your arse they will implement any compromise necessary to make sure they're all released by 2017 considering the very uncertain future for both Wii U and Vita by said date. Hell, I'd be more concerned for the Vita's relevance by 2017 over that of the Wii U.

Just like Might No. 9 didn't hit its April 2015 date, I'm not going to be disappointed if this hits Fall 2017 instead of March 2017 :P

Have you seen Xrd on the PS3 and what they had to compromise to get the game working on that platform? The game looks like a graphic sludgefest and they had to remove background objects to make sure framerate is steady.

So when you create a game for so many platforms of varying hardware strength, you have two options... either go balls to the wall and create a title that pushes the top hardware to the limit while allowing the lesser hardware to render at completely shit resolution and lower framerates or you can create a game with zero graphical shenanigans that's easily scalable to all the platforms.

Given how much easier option B is... it wouldn't surprise me if Bloodstained ended up looking pretty boring and bland design wise. Xrd came from arcade so it set a precedent for what it was supposed to look like, but this game doesn't have that precedent. They're not going to sacrifice development time to make sure Armature can keep up with these ports. They're going to make the game look extremely simple and attempt nothing that can't be done easily on Wii U and Vita... it's just more logical to do that from the development side if they want to finish within a reasonable time frame.

A) The PS4 version of the game is fine and unaffected by the PS3 version
B) I'm still a bit unclear how the PS3 and Vita compare but the PS3 is weaker than the WiiU
C) I don't have the expectation that a Igavania game would look the same as a fighting game nor do I understand why anybody would. There so many differences in terms of things that would be on the screen at the same time, AI, workload, etc. I was under no expectation that this would ever be the "Crysis of Igavanias"
D) You're making a lot of assumptions that I don't prescribe to and run counter to official statements.
 
Downgraded... We've had entire topics on how many games nowadays end up being downgraded. It's not unique to Mighty No. 9 and is something that will always happen because of the difference between what a company wants to achieve and what is actually achievable. This would be the same even if it were a PC/PS4/XB1 only release.

Also, Mighty No. 9 runs on UE3, the exact same engine Guilty Gear Xrd uses.

I'm aware hence why my specific concerns regarding the project aren't really tied to the Wii U and Vita's performance, but instead their relevance by the time Bloodstained is done. I do believe compromises are quite likely to be made to make sure the release date for all platforms is met by 2017.

As the MN9 information, I didn't know, so thanks for that. We'll just have to see whether the finished product of MN9 was a result of Inafune and Comcept, or instead Inti Creates which Bloodstained will likely reveal answers for once gameplay footage is shown.
 
It will never looks like GG. It took so much time to model and animate a single character in GG that in other genres devs can never afford something like that. Keep your expectations in check.

It won't look as good, but with the right shaders, it may look 'good enough' considering the characters/enemies will be much smaller sized models.
 
Damn, I'm on the fence on this one. Vita version is very tempting to me, but I want to know if there will be a physical release on Vita. Wrote to Armature on FB, waiting for their answer.

Also, they should think about licensing the UbiArt engine for this.
 
Isn't Unreal 4 backwards compatible with aspects of Unreal 3?

What if the Wii U and Vita aspects ran on just Unreal 3?

A major difference between a Igavania and GG Xrd is that due to the nature of Xrd being a fighting game, the characters are much closer and zoomed in, due to it being a fighting game, there is a limited scope on the environment due to the characters being in a confined area. Also because it's a fighting game there is more focus on the characters. Of course multiple stages are something I haven't ignored of course.

2286021-ggxsign01_68064_screen.jpg


An Igavania title we can expect the camera to be zoomed out a bit so precise character detail isn't as important due to the fact that you are exploring this large environment and need to see possibly multiple enemies on screen, as well as platforms for traversing through the area.

Using Trine and DX:C for example

406590_full.jpg


castlevania-the-dracula-x-chronicles-20070827020535677_640w.jpg


As you can compared to Xrd the character you control is a lot smaller compared to the visible area you have to explore. Also there is a lot more focus on the environment itself rather then characters in a fighting game.

Naturally I wouldn't expect the camera to zoom in so close to the character in a platformer game, except only during cutscenes or dialog.

I mean even the CONCEPT ART shows a similar thing with the controllable character being smaller in a larger environment with multiple enemies on screen.

maxresdefault.jpg
 
I can't tell you how annoying it is that people treat it like its a fact that Mighty No 9 looks bad. Also really looking forward to people not liking a particular aspect of this game once we get the first real screens & video (which in itself isn't a problem) but then blaming it on of things they can't hope to ever prove like "lazy devs" or "its cause of those ports!". Also why do people keep forgetting GGXrd runs on the PS3?


Because when i backed it i was hoping the game was gonna look like the original concept (right) or at least more cel-shaded... instead it looks so average and unremarkable with its 3D models(left) that im just not hyped anymore:

mighty_no_9_compare1.jpg


The more 2D animated look is way more interesting and fun rather than just plain 3D models imo.

mega-man-mighty-no-9-kickstarter-imagenes.jpg



I should clarify that i was completely okay with 3D models if they used cel shading or some other toon style renderer which i thought it was going to do.
 
Just like Might No. 9 didn't hit its April 2015 date, I'm not going to be disappointed if this hits Fall 2017 instead of March 2017 :P

Only MN9 wasn't constrained to a very tight window from the get-go whereas Bloodstained is now due to the uncertain platform relevance of both Wii U and Vita by 2017.

If the project calls for a 2018 release for whatever reason, it's pretty assured they will sooner compromise the project's design than stick to a delayed release beyond 2017.

I fully expect a Fall 2017 release by default due to how these things generally go, but they definitely don't have the luxury anymore of deciding a 2018 release window should it be necessary.

That's my primary concern with the port jobs announced. I couldn't really speak for the performance since the signs are there that this game won't demand very much.

Don't get me wrong, I'm glad Wii U and Vita owners will get a piece of the cake too, however, it has firmly put me in the spot of waiting instead of pledging due to the uncertainties such a move presents.

Because when i backed it i was hoping the game was gonna look like the original concept (right) or at least more cel-shaded... instead it looks so average and unremarkable with its 3D models(left) that im just not hyped anymore:

mighty_no_9_compare1.jpg


The more 2D animated look is way more interesting and fun rather than just plain 3D models imo.

mega-man-mighty-no-9-kickstarter-imagenes.jpg



I should clarify that i was completely okay with 3D models if they used cel shading or some other toon style renderer which i thought it was going to do.

That first picture doesn't look bad at all to me; in fact, it looks like the best possible conversion of 2D to 3D minus the lighting differences.

Now... I've seen other footage and that's where some concerns start to rise in regards to simple or dull visuals. Not to say MN9 is bad looking, but I can see why some would have concerns.
 
Only MN9 wasn't constrained to a very tight window from the get-go whereas Bloodstained is now due to the uncertain platform relevance of both Wii U and Vita by 2017.

If the project calls for a 2018 release for whatever reason, it's pretty assured they will sooner compromise the project's design than stick to a delayed release beyond 2017.

I fully expect a Fall 2017 release by default due to how these things generally go, but they definitely don't have the luxury anymore of deciding a 2018 release window should it be necessary.

That's my primary concern with the port jobs announced. I couldn't really speak for the performance since the signs are there that this game won't demand very much.

Don't get me wrong, I'm glad Wii U and Vita owners will get a piece of the cake too, however, it has firmly put me in the spot of waiting instead of pledging due to the uncertainties such a move presents.

Mighty No. 9 also didn't have actual Publisher backing on board on top of Kickstarter money like Bloodstained does.

More money allows them more freedoms to work with.

The Bloodstained Kickstarter initially was created to prove that demand for this type of game existed and the Publisher would only provide funding if Iga could get 10% raised of the amount the Publisher would provide (that being 500k in this case)

It's an unknown factor if the Publisher is still going to provide 5 Million. For all we know Bloodstained gets to 3.5 Million, and the Publisher gives them 1.5 to cover the difference to make it an even 5 Million. OR the Publisher still gives them 5 million and Iga has 3.5 Million + 5 Million to work with.

We do know however that MN9 entire funding campaign was all of the money they had to work with unlike the Publisher involvement with Bloodstained.
 
I mean even the CONCEPT ART shows a similar thing with the controllable character being smaller in a larger environment with multiple enemies on screen.

maxresdefault.jpg

I think it'll probably be zoomed out even more than that. The way it is now, it's somewhere inbetween Xrd and CXC. It'll likey be more like CXC in the actual game.
 
Mighty No. 9 also didn't have actual Publisher backing on board on top of Kickstarter money like Bloodstained does.

More money allows them more freedoms to work with.

The Bloodstained Kickstarter initially was created to prove that demand for this type of game existed and the Publisher would only provide funding if Iga could get 10% raised of the amount the Publisher would provide (that being 500k in this case)

It's an unknown factor if the Publisher is still going to provide 5 Million. For all we know Bloodstained gets to 3.5 Million, and the Publisher gives them 1.5 to cover the difference to make it an even 5 Million. OR the Publisher still gives them 5 million and Iga has 3.5 Million + 5 Million to work with.

We do know however that MN9 entire funding campaign was all of the money they had to work with unlike the Publisher involvement with Bloodstained.

More money doesn't mean a development window will 100% be met going by tons of other examples. A delay can happen, and now a significant delay is no longer possible due to the tight window they need to work with to assure the Wii U and Vita ports aren't a wasted venture.

It's quite likely a contract was signed before the fact assuring the funds promised will in fact be gained regardless of what amount the Kickstarter accumulated after the its funding goal.

As for MN9, I'd like to think they acquired additional funding elsewhere seeing as how several third-party deals were established even if not directly relevant to the game. I may very well be wrong since I didn't follow the campaign, but I do recall some people being very upset that they announced a publishing deal after the fact instead of what Igarashi did with Bloodstained.
 
I'm aware hence why my specific concerns regarding the project aren't really tied to the Wii U and Vita's performance, but instead their relevance by the time Bloodstained is done. I do believe compromises are quite likely to be made to make sure the release date for all platforms is met by 2017.

As the MN9 information, I didn't know, so thanks for that. We'll just have to see whether the finished product of MN9 was a result of Inafune and Comcept, or instead Inti Creates which Bloodstained will likely reveal answers for once gameplay footage is shown.

I think MN9 was in development during GGXrd's development, so it is forgivable that MN9 didn't have GGXrd graphics since that was a surprise to everyone. I agree that compromises are going to be made mere because that is how game development works.

As for Wii U and Vita not being valid platforms by 2017, I don't think that is as much a concern for the Wii U version compared to the Vita version since if push came to shove, they could end up releasing an NX version instead that is on par with the PS4/XB1/PC version. With Vita, Sony's not likely to release a successor handheld to it, so what's going to happen if Vita is dead as a doornail?
 
I know I was hesitant earlier on backing this, but having recently secured a job plus decent hours I will probably back this now.

I am, however, still a little surprised $28 is the cheapest tier to get the game at. And I'm not sure if I want my code for PC or Wii U.

Edit: are those weapons really exclusive only to the physical edition? Kind of lame.
 
More money doesn't mean a development window will 100% be met going by tons of other examples. A delay can happen, and now a significant delay is no longer possible due to the tight window they need to work with to assure the Wii U and Vita ports aren't a wasted venture.

You don't know that. They might just delay the game and effectively send those versions to die.
 
I think MN9 was in development during GGXrd's development, so it is forgivable that MN9 didn't have GGXrd graphics since that was a surprise to everyone. I agree that compromises are going to be made mere because that is how game development works.

As for Wii U and Vita not being valid platforms by 2017, I don't think that is as much a concern for the Wii U version compared to the Vita version since if push came to shove, they could end up releasing an NX version instead that is on par with the PS4/XB1/PC version. With Vita, Sony's not likely to release a successor handheld to it, so what's going to happen if Vita is dead as a doornail?

They will probably release it on Vita anyways, dead or not. Vita will probably become a platform still supported way pay its "death" like the Neo Geo or the Dreamcast since it has fans that are really dedicated.
 
More money doesn't mean a development window will 100% be met going by tons of other examples. A delay can happen, and now a significant delay is no longer possible due to the tight window they need to work with to assure the Wii U and Vita ports aren't a wasted venture.

It's quite likely a contract was signed before the fact assuring the funds promised will in fact be gained regardless of what amount the Kickstarter accumulated after the its funding goal.

As for MN9, I'd like to think they acquired additional funding elsewhere seeing as how several third-party deals were established even if not directly relevant to the game. I may very well be wrong since I didn't follow the campaign, but I do recall some people being very upset that they announced a publishing deal after the fact instead of what Igarashi did with Bloodstained.

I did follow the Mn9 kickstarter, there was no additional publisher involved, until way after the campaign ended. I believe however Deep Silver's involvement on that end is just distribution.

Also Abstraction Games handled just the handheld ports, meaning Comcept and Inti Creates handled all console ports, meaning the Wii U console version was the lowest baseline they had to work with in regards to the console releases, unlike Bloodstained in this case which Iga and his team + Inti Creates can concentrate entirely on the PC, PS4, XB1 versions, while Armature needing to deal with the Wii U + Vita version.

Also the reason I bring up Iga having more money to work with means they can hire more programmers and artists as needed. The additional money gives them the means to hire extra talent if needed.
 
I think MN9 was in development during GGXrd's development, so it is forgivable that MN9 didn't have GGXrd graphics since that was a surprise to everyone. I agree that compromises are going to be made mere because that is how game development works.

As for Wii U and Vita not being valid platforms by 2017, I don't think that is as much a concern for the Wii U version compared to the Vita version since if push came to shove, they could end up releasing an NX version instead that is on par with the PS4/XB1/PC version. With Vita, Sony's not likely to release a successor handheld to it, so what's going to happen if Vita is dead as a doornail?

Vita's definitely in a darker place compared to the Wii U in regards to relevance come 2017. I mean, it's already near completely irrelevant in several markets. Wii U has a shaky market at its core, but at least there's major titles still being planned and a present dedicated audience in all markets.

That said, I don't see them canning a Wii U release in favor of a NX release as that's incredibly bad business should things be grim. They'll just have to suck it up and eat the loss hence why I strongly believe they will make ABSOLUTE certain it meets a 2017 window no matter what. It's that line of thought that generally leads to compromises that weren't necessary with the original goal of delivering only to PS4, XBO, and PC since they don't have a relevency issue.

You don't know that. They might just delay the game and effectively send those versions to die.

That would be very very bad business. A company would sooner make compromises and deliver a serviceable product to all markets than sacrifice two they already put extensive funding into.

But yes, using the "You don't know that!" argument is certainly absolute, however, I can use it just as well to discredit any claims that the ports wouldn't affect the project's scope. See the flaw of that reasoning?

I did follow the Mn9 kickstarter, there was no additional publisher involved.

Also Abstraction Games handled just the handheld ports, meaning Comcept and Inti Creates handled all console ports, meaning the Wii U console version was the lowest baseline they had to work with in regards to the console releases, unlike Bloodstained in this case which Iga and his team + Inti Creates can concentrate entirely on the PC, PS4, XB1 versions, while Armature needing to deal with the Wii U + Vita version.

Also the reason I bring up Iga having more money to work with means they can hire more programmers and artists as needed. The additional money gives them the means to hire extra talent if needed.

I suppose so. I just don't see how Deep Silver would cover all their retail release without putting in a dime, but perhaps something was shared in the campaign I don't know.

As for hiring more talent, that doesn't necessary mean proceedings will be quicker or be conducted in a smoother pace. In fact, there's a lot of evidence supporting the opposite; more workers = focus drought.
 
Only MN9 wasn't constrained to a very tight window from the get-go whereas Bloodstained is now due to the uncertain platform relevance of both Wii U and Vita by 2017.

If the project calls for a 2018 release for whatever reason, it's pretty assured they will sooner compromise the project's design than stick to a delayed release beyond 2017.

I fully expect a Fall 2017 release by default due to how these things generally go, but they definitely don't have the luxury anymore of deciding a 2018 release window should it be necessary.

That's my primary concern with the port jobs announced. I couldn't really speak for the performance since the signs are there that this game won't demand very much.

Don't get me wrong, I'm glad Wii U and Vita owners will get a piece of the cake too, however, it has firmly put me in the spot of waiting instead of pledging due to the uncertainties such a move presents.

Tight window? I really don't understand this mentality. Again, games have always been released for a system even after its official support has ended and its successor is out. There's no obligation to release in 2017 if doing so would rush the game just because the NX (I'm expecting that to be backwards compatible with the Wii U but of course that isn't confirmed) might be out and the Vita stops having a retail presence. The Wii U and Vita versions will likely not sell as well as the other versions but considering their development is at least partially if not wholly being funded by consumers directly, this isn't a big issue.

Because when i backed it I was hoping the game was gonna look like the original concept (right) or at least more cel-shaded... instead it looks so average and unremarkable with its 3D models(left) that im just not hyped anymore:

I should clarify that i was completely okay with 3D models if they used cel shading or some other toon style renderer which i thought it was going to do.

I don't ever think they said it would be a cell-shaded game, only kind of cartoony (which it is). I ca appreciate if you would have preferred cell-shading but I feel the deviation of the actual game from the concept art is well within the realm of acceptable.

I know I was hesitant earlier on backing this, but having recently secured a job plus decent hours I will probably back this now.

I am, however, still a little surprised $28 is the cheapest tier to get the game at. And I'm not sure if I want my code for PC or Wii U.

Edit: are those weapons really exclusive only to the physical edition? Kind of lame.

It's just one weapon: The Sword-Whip
 
I know I was hesitant earlier on backing this, but having recently secured a job plus decent hours I will probably back this now.

I am, however, still a little surprised $28 is the cheapest tier to get the game at. And I'm not sure if I want my code for PC or Wii U.
It's going to be a 12.5hr game before accounting difficulty and completionist bollocks reportedly. I think $28 is a bargain.
People should stop doing this 'It's a 2D/Indy/DL game so it should be basically free' thing.
 
I know I was hesitant earlier on backing this, but having recently secured a job plus decent hours I will probably back this now.

I am, however, still a little surprised $28 is the cheapest tier to get the game at. And I'm not sure if I want my code for PC or Wii U.

Edit: are those weapons really exclusive only to the physical edition? Kind of lame.

They're tied to the $60+ versions. There's a digital version with the bonuses.
 
I'm really excited that this game will be coming to Wii U. I was disappointed that it wasn't announced alongside the Xbox One and PS4 versions. Hopefully it will be a fun game for people to play on all platforms.

I have never backed anything on Kickstarter before, but I will be throwing money at this for the game on Wii U.
 
I'm aware hence why my specific concerns regarding the project aren't really tied to the Wii U and Vita's performance, but instead their relevance by the time Bloodstained is done. I do believe compromises are quite likely to be made to make sure the release date for all platforms is met by 2017..

They won't rush it out, they'll just push back the release date. Big, overfunded gaming Kickstarters never come out on time anyway.
 
Thanks for the info.

It's going to be a 12.5hr game before accounting difficulty and completionist bollocks reportedly. I think $28 is a bargain.
People should stop doing this 'It's a 2D/Indy/DL game so it should be basically free' thing.
I never said it should basically be free, and people really need to quit putting words in my mouth. I'm simply saying most KS projects grant games at $15 or so and thus, I was a little more hesitant.
 
Tight window? I really don't understand this mentality. Again, games have always been released for a system even after its official support has ended and its successor is out. There's no obligation to release in 2017 if doing so would rush the game just because the NX (I'm expecting that to be backwards compatible with the Wii U but of course that isn't confirmed) might be out and the Vita stops having a retail presence. The Wii U and Vita versions will likely not sell as well as the other versions but considering their development is at least partially if not wholly being funded by consumers directly, this isn't a big issue.

If Bloodstained has a tight-window, then Mighty no.9 had a tight window as well.

I joined this website during the Mn9 Kickstarter funding campaign, That was in September of 2013. It took two years for Mn9 come out, as in this upcoming September.

If two years is a tight window for 2.5 Platformer game, then Mn9 most certainly falls under the criteria of a tight development window as well.
 
I hope that the goal they have after the orchestral score at 4million is just labeled "we'll make the game better", feature creep is a dangerous thing.

See, this is the single most dangerous possible stretch goal. The idea that extra budget should translate into some arbitrary, abstract way of making the game "better" can lead to lily-gilding additions that wind up running over on cost without really adding much to the actual quality of the game -- while simultaneously being completely impossible to measure (how can you say how many percent "better" the game is at $4.2m vs $4m?)

To a certain degree, you have to look at game budget in terms of parallelism. There's some basic level of improvement you can make just by fully staffing positions -- going from trying to cobble something together with one coder and one artist to having a full 7-8 person team, and giving them two years instead of a year. Above and beyond that, though, you can't really spend money directly. You can't take a core engineering team of 4 people and bring it up to 8 and expect the project to go twice as fast or get twice as much done -- the cost of coordination, and of training more people on more components of the codebase, rapidly eats up your gains.

As a result, if you want to spend more money efficiently, you have to find ways to spend it in parallel. Adding VA to a game is great because you can pay a completely different set of people to go cast, record, and edit the voice acting without impacting the primary team at all. If you've got a relatively flexible core game engine, things like extra modes can fall into this too -- the team on the Classic Mode can probably avoid having to interact too much with the team on the primary campaign.

Even so, though, at some point you run out of stuff to easily do in parallel, and you're stuck either spending longer fiddling around on your design (bad), or just banking the extra as a rainy-day fund in case something goes wrong during development, but just keeping it if everything goes well (good.)

In the particular case of Bloodstained, the campaign is going to end somewhere on the order of $4m. We also know that the game has a publisher who pledged a significant amount upfront if the campaign proved successful. Let's say that's another $4m. When you break that down, if you don't spend it on anything else, it's sufficient budget to pay around 45 staff for two years. In comparison, Symphony of the Night has, by my count, credits for 16 full-time employees on the project. That's a huge difference. A big chunk of that budget difference is going to wind up spent on things like orchestrated music and added modes, but even so, they're not going to use that whole budget efficiently on just polishing the core campaign. Something like an external port starts to make a lot of sense when it can be run entirely in parallel.

(And all these budget numbers assume that the publisher didn't just provide extra contingent funding for hitting the port goals the way they did for the original campaign, when I think it is extremely likely that they did.)

What I can definitely say for sure is that it's very reasonable to believe something will change in scope as a result of these system inclusions.

What's the mechanism for this? Who precisely is making decisions that cause the game to be limited as a result? At what point is a feature or boss or neat effect being added where someone says "oh, shit, I bet this won't work on the Vita" and cuts it, even though the primary team isn't even working on the Vita version?

I feel like no one in this thread has ever played games with outsourced downports before. Look at last gen's Call of Duty games and their ports to the Wii. Were the main games getting restricted or downgraded to support those? No, because a completely different team was given the games and told to figure out how to port it, and they basically had to figure out how close to the bone they could chop and still get a playable product at the end. This is so obviously the most likely result here (that the port team gets a game to work with and have to cut it down severely to work, producing an overall crummy port) that it's bizarre to imagine this process of pre-emptive downgrading people are imagining.

If the project calls for a 2018 release for whatever reason, it's pretty assured they will sooner compromise the project's design than stick to a delayed release beyond 2017.

It is? Who's assuring it? Shipping an unfinished game in order to meet some cutoff date for a stretch goal platform would be absurdly foolish. This is the kind of thing people invent from whole cloth to work themselves up, not the reality of the situation.

(Also, I don't think there's a single major Kickstarter title that released on schedule with their original estimate. This game will ship later than scheduled.)

It's an unknown factor if the Publisher is still going to provide 5 Million. For all we know Bloodstained gets to 3.5 Million, and the Publisher gives them 1.5 to cover the difference to make it an even 5 Million.

There is zero chance that this is the situation.
 
That first picture doesn't look bad at all to me; in fact, it looks like the best possible conversion of 2D to 3D minus the lighting differences.

My problem with it... is its no longer anime-style/cartoony (whatever you wanna call it)

It looks like a generic 3D model. Not Cel-Shaded.

I was under the impression it would be Xrd-like in style.

(i believe this was done by someone here on gaf)
5c3d6780d0f578532e53de8d7ce49393_large.gif


instead it doesnt look cartoony at all. It looks like a cheap 3D megaman knockoff
230ijx8.jpg



Now i REALLY hope that Bloodstained doesnt do that. I really want a 2.5D game that LOOKS 2D, either with nice sprites... OR with good Cel-Shading (IE: Xrd)
SxosSbG.jpg
 
Not actually changing the discussion just something occurred to me in regards to a staple Castlevania gameplay mechanic.

Castlevania had candles as it's breakable object and dropped hearts for MP / Sub-weapon ammo usage.

I wonder what the breakable object and collectable will be for Bloodstained. I don't think they can re-use the candles = hearts mechanic it might be hit a bit too close for comfort.

Maybe floating stained glass shards can be shattered that drop crystal fragments.
 
Tight window? I really don't understand this mentality. Again, games have always been released for a system even after its official support has ended and its successor is out. There's no obligation to release in 2017 if doing so would rush the game just because the NX (I'm expecting that to be backwards compatible with the Wii U but of course that isn't confirmed) might be out and the Vita stops having a retail presence. The Wii U and Vita versions will likely not sell as well as the other versions but considering their development is at least partially if not wholly being funded by consumers directly, this isn't a big issue.

Unless it's proven absolute certain that all the additional funding gained since the Wii U and Vita port announcement was in fact due to customers of such platforms, it's a bit silly to say the development for said port jobs was covered by said pledges. It could have attained this amount without said stretch goals or it could not have; it's uncertain.

They won't rush it out, they'll just push back the release date. Big, overfunded gaming Kickstarters never come out on time anyway.

I'm very aware most, if not all, Kickstarter game projects don't release on time. That's why I'm concerned regarding the idea of porting the project to two platforms with very uncertain futures as it stands let alone by the time the game releases.

What's the mechanism for this? Who precisely is making decisions that cause the game to be limited as a result? At what point is a feature or boss or neat effect being added where someone says "oh, shit, I bet this won't work on the Vita" and cuts it, even though the primary team isn't even working on the Vita version?

I feel like no one in this thread has ever played games with outsourced downports before. Look at last gen's Call of Duty games and their ports to the Wii. Were the main games getting restricted or downgraded to support those? No, because a completely different team was given the games and told to figure out how to port it, and they basically had to figure out how close to the bone they could chop and still get a playable product at the end. This is so obviously the most likely result here (that the port team gets a game to work with and have to cut it down severely to work, producing an overall crummy port) that it's bizarre to imagine this process of pre-emptive downgrading people are imagining.

It is? Who's assuring it? Shipping an unfinished game in order to meet some cutoff date for a stretch goal platform would be absurdly foolish. This is the kind of thing people invent from whole cloth to work themselves up, not the reality of the situation.

(Also, I don't think there's a single major Kickstarter title that released on schedule with their original estimate. This game will ship later than scheduled.)

That's the issue in the first place, everyone seems to be assuming that I'm guaranteeing these issues are 100% when I'm presenting them as possible consequences and scenarios hence why I believe people being concerned with the project is very reasonable.

It's others who believe 100% that the project will be butterflies and rainbows that are being quite unreasonable. There's nothing wrong with that, but it's very odd to see that perspective loved and encouraged and then have people voicing certain concerns despite how reasonable it may be trash-talked and run out of the thread.
 
I don't ever think they said it would be a cell-shaded game, only kind of cartoony (which it is). I ca appreciate if you would have preferred cell-shading but I feel the deviation of the actual game from the concept art is well within the realm of acceptable.

They didnt say it would be cel-shaded...

But they did put out a lot of concept that said otherwise.

mega-man-mighty-no-9-kickstarter-imagenes.jpg


It is a cheap 3D Mega Man knockoff.

But it didnt have to LOOK cheap.
 
I never said it should basically be free, and people really need to quit putting words in my mouth. I'm simply saying most KS projects grant games at $15 or so and thus, I was a little more hesitant.
I would say at $15 they would be underselling the game. Just because other projects do that doesn't mean they have to. That's one of the things they did right in this campaign.
 
They didnt say it would be cel-shaded...

But they did put out a lot of concept that said otherwise.

mega-man-mighty-no-9-kickstarter-imagenes.jpg




But it didnt have to LOOK cheap.

Said concept art you are showing had a fairly point on disclaimer below it

Note: All images on this page are concept art and not actual in-game screens.
 
It's probably not going to look like Xrd. That's not something you just "do". It takes hard work/great artists/lots of time.
 
Because when i backed it i was hoping the game was gonna look like the original concept (right) or at least more cel-shaded... instead it looks so average and unremarkable with its 3D models(left) that im just not hyped anymore:

mighty_no_9_compare1.jpg


The more 2D animated look is way more interesting and fun rather than just plain 3D models imo.

It was concept art, it was always meant to be concept art. They said it was concept art. The final game looks good. It looks like it plays well. I wish people would stop sharing these pictures as if the game was downgraded or something it wasn't.
 
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