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

1600 rooms is pretty goddamned big. I think that Knytt Underground was around that, and that game was looooooooooooooong.

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Heh wow.
 
I think you have to wait for surveys? Did you send a message to Fangamer or anyone else running the campaign?

No, I haven't done that actually. I wanted to see if anyone here knew before sending out a mail. And then I kind of forgot about them after my first attempt of getting an answer. But I'll do that, thanks.
 
I really wish we got a clean image of the Destructoid magazine cover without any of the letters and stuff decent resolution. That piece with Miriam dual-wielding the whip and sword is too cool.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?

IGA has a lot of experience with a lot of the items on that list already, so it's not uncharted territory for him.
 
IGA has a lot of experience with a lot of the items on that list already, so it's not uncharted territory for him.

Experienced or not, he has a rather small team. It just seems like a lot to promise. Though I didn't get to back for various reasons so I guess it affects me less than many in this thread if they can't make good on it all (I'm not accusing Igarashi of anything, but even experienced developers have floundered on Kickstarter due to promising too much).
 
Experienced or not, he has a rather small team. It just seems like a lot to promise. Though I didn't get to back for various reasons so I guess it affects me less than many in this thread if they can't make good on it all (I'm not accusing Igarashi of anything, but even experienced developers have floundered on Kickstarter due to promising too much).

Iga's put out games on a shoestring budget in this genre before without a problem, though he'll have to start from scratch with the art assets this time round.

I'm pretty confident he'll get it done
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?

Experienced or not, he has a rather small team. It just seems like a lot to promise. Though I didn't get to back for various reasons so I guess it affects me less than many in this thread if they can't make good on it all (I'm not accusing Igarashi of anything, but even experienced developers have floundered on Kickstarter due to promising too much).

I've already mentally put this game down as coming out Holiday 2017. I think people will save themselves a lot of grief if they do the same :P
 
Experienced or not, he has a rather small team. It just seems like a lot to promise. Though I didn't get to back for various reasons so I guess it affects me less than many in this thread if they can't make good on it all (I'm not accusing Igarashi of anything, but even experienced developers have floundered on Kickstarter due to promising too much).
Most of the stuff on that list will use already existing assets.

Really, the biggest undertaking will be the base game itself, and with a bunch of experienced vets plus 10 million bucks I'm sure they can achieve it in a couple and a half years.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?
He managed SOTN with only 20 guys.
Plus, the porting for Vita and Wii U are not done by his team.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?

Yea this sounds almost too good to be true, but I'll be damned if that's not an awesome feature list for a game. I'm really happy I backed this game.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?
Holy crap. That is impressive list, mam this game is going to be huge. Can hardly wait until I can play it.
 
Plan to get PS4, PC and Vita. I have a WiiU and love it, but can't justify also getting that version if I have it on PS4.

As for the game size, I'm not sure bigger will mean better. But I hope for the best, and pray this game will become the best of its genre.
 
So I sent a mail to the guys running this kickstarter and I got this reply about adding to my pledge.

"You will actually be able to switch between tiers when we send out our backer survey in a few weeks. Let us know if you have any other questions!"
 
Experienced or not, he has a rather small team. It just seems like a lot to promise. Though I didn't get to back for various reasons so I guess it affects me less than many in this thread if they can't make good on it all (I'm not accusing Igarashi of anything, but even experienced developers have floundered on Kickstarter due to promising too much).

Again as it's been stated, Iga developed the original Symphony of the Night with only 20 developers on staff. Also It's a safe guess the budget for SOTN was much smaller then what he has to work with for Bloodstained. Then again development back in 1996 was much less costly then it is today, so there is that to consider.

As for the 1600 Rooms. It's almost as big as the entirety of Symphony of the Night.

Symphony of the Night had a total of 1890 rooms. 942 in the regular castle and 948 in the inverted castle.

There's six squares in the inverted castle that aren't there in the normal castle, which is where the extra 0.6% comes from. (200.6%) as referencing this accuracy map - home.golden.net/~maggi/wbw/2006.html

Now if Bloodstained has a reversed / inverted / mirror Castle. 3200 total would be absolutely massive.

As it stands from a single Castlevania without a secondary castle, Bloodstained would indeed have the largest single Castle on just room count alone.
 
I've already mentally put this game down as coming out Holiday 2017. I think people will save themselves a lot of grief if they do the same :P
Hell, I'm already mentally preparing myself for early 2018, just in case.

No matter the budget or experience of the team, a brand new project of this scope will still be one hell of a challenge. Especially when it comes to balancing modes, gameplay, and creating a wide variety of HD assets.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?
Is that counting the upside down castle that recycled rooms? Or you're just counting the first castle?
 
Do we have any confirmation or educated guess of what was the budget for SotN? I'd like to compare. Is Iga working with a higher budget for Bloodstained than he was for SotN?

And that's without taking the publisher money into consideration because we have no idea how much that will be (if any).

So happy I backed this project. $100 well spent, I'm sure.
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?

If it was that team first game i might be worried , but seeing as they know the tools they are working on already and they have experience creating this kind of game i'm not that worried.
 
So I sent a mail to the guys running this kickstarter and I got this reply about adding to my pledge.

"You will actually be able to switch between tiers when we send out our backer survey in a few weeks. Let us know if you have any other questions!"

Thanks for this info mate!
 
1600 room castle (almost double SOTN)
Rouge-like mode
Classic Mode
Boss Revenge Mode
Speed Run Mode
Online Challenge Mode
New Game +
3 playable characters
Weapons Crafting
RPG elements
Local Coop
Online Coop
Asynchronous Online Multiplayer
Multiple difficulties
Ports to PC, PS4, Xbone, Wii U, Vita
And so on...


And we expect this out in 20 months?

Shovel Knight has to do post-content after launch to deliver all contents as promised in kickstater so i think Bloodstained will do the same if they don't have enough time
 
Shovel Knight has to do post-content after launch to deliver all contents as promised in kickstater so i think Bloodstained will do the same if they don't have enough time

I would rather they just delay it, personally.

It's been like two years(?) and we are still waiting on Shovel Knight content. Which is fine, but not how I would rather see it done in this case.
 
Do we have any confirmation or educated guess of what was the budget for SotN?

Based on all available information, in the range of $3-$5 million. Bloodstained definitely has a much larger budget in raw dollars, though I won't try to think how inflation/exchange rates would adjust that.
 
Based on all available information, in the range of $3-$5 million. Bloodstained definitely has a much larger budget in raw dollars, though I won't try to think how inflation/exchange rates would adjust that.
Thanks!

If speculation about the publisher giving $4.5 million on top of what the KS got turns out to be accurate then Bloodstained will be, by far, the game with the biggest budget Iga has ever directed. Inflation or not.
 
Based on all available information, in the range of $3-$5 million. Bloodstained definitely has a much larger budget in raw dollars, though I won't try to think how inflation/exchange rates would adjust that.

I took your figure of 3 to 5 Million for SOTN's budget and put at an average in the middle of 4 million.

If this is how much it cost for development back in 1996 and it being released in 1997. Factoring inflation, if SOTN was developed today based on that metric of 4 million dollars for a development budget back in 1996, it could cost just over 6 Million today. (approximate $6,062,587.64 if you want an exact number)

Of course SOTN if developed today would probably be easier with 2015's development technology, but I won't get further into that.

So with Bloodstained having a budget of 5.5 Million plus the additional estimated / assumed 5 Million of Publisher backing, Having 10.5 Million to work with should hopefully allow them to create a game that is easily on par with SOTN or exceed it in terms of quality.

I'm okay with that, and I'm glad I backed this project.
 
He managed SOTN with only 20 guys.
Plus, the porting for Vita and Wii U are not done by his team.

Iirc IGA said the development team for SoTN was around 7-8 people for the majority of the project, although they did get additional staff at the end to help finish the game.
 
Iirc IGA said the development team for SoTN was around 7-8 people for the majority of the project, although they did get additional staff at the end to help finish the game.
Makes sense, I had two numbers in my head (10 and 20) but I didn't know which one was correct so I chose the bigger number.
 
I don't know, man.

But if somebody told me there were 1,890 rooms between the two castles in SotN, I wouldn't believe that either.

The count seems utterly preposterous.

Preposterous. Yes. That's an awesome word. How'd I miss noticing there were that many?

I mean, is this... really 945 rooms?

sotnmap1.png


It's not like I ever took the time to count each and every room, but...

tumblr_mip34d2oa71s4z34do1_500.gif
 
I don't know, man.

But if somebody told me there were 1,890 rooms between the two castles in SotN, I wouldn't believe that either.

The count seems utterly preposterous.

What's truly amazing is that some of us have them all memorized. I love the fact that we can soak so much up by not really even having to pay attention.
 
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