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

no comment on either of the shaders, but i'm really hoping they change their stance on the camera angle and flatten it up again.
having visible depth in the foreground plane always looks bizarre to me. I've mentioned it before, but it kind of has the opposite effect and makes the world look more unnaturally narrow than if the foreground was perfectly flat and you had no sense of the room's actual depth.
it's a big trend in modern sidescrollers that i really dislike.
 
Shader gif plus a photoshop filter (Poster Edges) on shader 1
68ef9e2c23.gif


I kinda want more on the first shader kinda like the photoshopped image but better. Lets wait for the other shaders anyway.

PNG Image of the photoshopped filter since I forgot the crappy shit photoshop does on my gifs lately meh.
 
Shader gif plus a photoshop filter (Poster Edges) on shader 1
68ef9e2c23.gif


I kinda want more on the first shader kinda like the photoshopped image but better. Lets wait for the other shaders anyway.

PNG Image of the photoshopped filter since I forgot the crappy shit photoshop does on my gifs lately meh.
this looks awesome. ANd i feel like that would match the Xrd style best, as well.

I'm liking how the game is looking so far. This is only after a few months of development, too. I have faith in this project. Has an Order of Ecclesia vibe to it
 
Shader 1 looks a lot better to me. Shader 2 just looks very bright or washed out. Also, I just pledged $150 for this beautiful game! Lot of money to have tied up for so long, but it will be worth it to play this on my wii u.
 
Can I just say I don't like the breast tattoo at all? Or anything regarding that revealing aspect of the clothing. Not the fact that it's revealing, necessarily, but just how it looks in general.
Not a huge fan either. Something about it looks weird. Meh.

Rest of everything looks great though.
 
Shader gif plus a photoshop filter (Poster Edges) on shader 1
68ef9e2c23.gif


I kinda want more on the first shader kinda like the photoshopped image but better. Lets wait for the other shaders anyway.

PNG Image of the photoshopped filter since I forgot the crappy shit photoshop does on my gifs lately meh.
The render is very beautiful. Not a fan of the character design though.
 
Filter 1 looks better overall but makes it look too 3D in the field screen Filter 2 kind of removes that but it doesn't look nearly as good as Filter 1. Some combination of the effect would be great.

On that note, I still need to figure out what to do for my weapon, lol.
 
Second shader gives the backgrounds a look I could only describe as "corrupted".

Like, the graphics card is failing on the game corrupted.
 
have been out of the loop...they are using 3D modelling now? (for that 2.5D look)

i was under the impression it was going to be proper 2D like old Castlevania/SotN and the concept art :/
 
have been out of the loop...they are using 3D modelling now? (for that 2.5D look)

i was under the impression it was going to be proper 2D like old Castlevania/SotN and the concept art :/

You must have not been paying any attention. They said from the very start of the project it was "2.5D" and would use shaders to give it a 2D look. They even released pre Alpha footage of the game showing this.
 
You must have not been paying any attention. They said from the very start of the project it was "2.5D" and would use shaders to give it a 2D look. They even released pre Alpha footage of the game showing this.

my bad. for some reason even though i knew it was 2.5D ( i forgot), these new shaders just make it look really different than what i saw of that pre-alpha footage.
 
I like the effects in Shader 1 way better. The hatch lines in 2 look out of place, like a comic book.

I say take Shader 1 and make the mood/tone a bit "darker" and we'd be perfect. That was the feedback I gave.
 
my bad. for some reason even though i knew it was 2.5D ( i forgot), these new shaders just make it look really different than what i saw of that pre-alpha footage.

All good. Hopefully they adjust these shaders to the point where just about everyone is happy with them. I'm not even sure what my preference is as this point I'll have to look at it closely on something other than my cell.
 
Shader gif plus a photoshop filter (Poster Edges) on shader 1
68ef9e2c23.gif


I kinda want more on the first shader kinda like the photoshopped image but better. Lets wait for the other shaders anyway.

PNG Image of the photoshopped filter since I forgot the crappy shit photoshop does on my gifs lately meh.

oh shit, that Photoshop filter is already the better one. That looks beautiful.

EDIT: just noticed in.game model of Miriam has her left shoulder covered with clothes but in the concept art her shoulder's bare. I wonder why they did that. Also: 3 cup sizes bigger now but whatever.
I do wish she showed less boob like in said concept art, though.
 
Shader 2 looks awful.

And who in the world can soberly claim that Inti Creates is mediocre? They made Mega Man Zero and ZX, almost unarguably much better Mega Man games than what Capcom was putting out at the time, which were either the worst games in the X series or nonexistent.
 
You can do something similar to the Photoshop filter using SweetFX, it still would be far from how GGXrd looks though.

It's time to set our expectations accordingly, honestly. It won't look anywhere near as good as Xrd. We can hope it's better than it is now, as it probably will, but might as well already expect it to look just like the screenshots we have now.

This bar is way too high, and even if they make it look twice as good as it does now, you'll still end up disappointed if you expect Xrd. They shouldn't even have mentioned it.
 
People shouldnt expect it to look exactly like Xrd since its a different engine and a different set of artists. It already looks better than MN.09 anyway.
 
We can hope it's better than it is now, as it probably will, but might as well already expect it to look just like the screenshots we have now.


When they said that they wanted the game to look like Xrd they didn't clarify what they meant. Arc System Works tried their hardest to use every possible 3D tech to make the game look nothing like a 3D game would look (or at least, most of the time) not only by modeling the characters to make them look like what charactrizes a 2D sprite in every possible way, but by how would a 2D sprites animate in one their previous games. That was the main goal for GGXrd visual presentation that I highly regard it as a remarkable achievement, even though I'm not a big fan of the game and never cared for it as a fighting game.

I agree with you, they shouldn't have set the bar too high for people's expectations since that may backfire at them when people start pointing that they promised something and then they underdelivered because of miscommunicating the actual intended result, which for me looks like a "Tales of.." Cel shading kind of effort.

People shouldnt expect it to look exactly like Xrd since its a different engine and a different set of artists

I doubt that UE4, or any of the newer engines, can't do what it's possible on UE3 (Xrd's engine), but then again, you want talented and experienced people in the same calibre of Junya Motomura to start expecting great results (on a technical level at least).
 
Filter 1 looks better overall but makes it look too 3D in the field screen Filter 2 kind of removes that but it doesn't look nearly as good as Filter 1. Some combination of the effect would be great.

On that note, I still need to figure out what to do for my weapon, lol.
This was my first impression as well.
 
Shader gif plus a photoshop filter (Poster Edges) on shader 1
68ef9e2c23.gif


I kinda want more on the first shader kinda like the photoshopped image but better. Lets wait for the other shaders anyway.

PNG Image of the photoshopped filter since I forgot the crappy shit photoshop does on my gifs lately meh.
I think we should choose based on the fahr away image. Not from the closse up.
This is a sidescroler after all, and i dont expect many cutscenes.

In that case, shader 2 looks better.
 
Count me in the "photoshopped filter + hatches from filter 2" group. I hope we can raise awareness for the photoshopped filter at least, the outlines look nice, though maybe they could have technical problems getting it to run on Wii U/Vita?

Edit:

This and PSX are pretty cool to happen at the same time.
 
*looks at Inti Creates development history*

*Sees Mega man zero*

Wat?...

They developed the entire Mega Man Zero series, easily the best games in the franchise. How on earth does that make them mediocre?

And who in the world can soberly claim that Inti Creates is mediocre? They made Mega Man Zero and ZX, almost unarguably much better Mega Man games than what Capcom was putting out at the time, which were either the worst games in the X series or nonexistent.

...To be fair.

What can be said about Inti's output is dependent on their overall direction, just like with most developers. MMZ and MM9/10 were all awesome, but that's likely due in great part that Yoshinori Kawano and Ryota Ito (both long time MM series directors) were overseeing those games' directions. These are both guys who know their shit when it comes to making great MM games, and Inti helped them make it happen.

But compare Inti's output otherwise, especially in their post-MM era, and it's much more ambivalent. For example, few would look back at the likes of Mega Man Battle Chip Challenge with any degree of fondness. And mileage will definitely vary depending on you ask re: SD Great Battle, Naruto SD, Gunvolt and MN9. So, I can definitely relate to the trepidation when it comes to Inti.

But the very reason I donated to this KSer in the first place was because IGA and a number of others who worked on the PSX/GBA/DS-vania's I loved are back on board and would hopefully suggest that, again, Inti, with proper direction, will deliver a product closer to what I want and expect.
 
I like shader 1. A softer, more romanticized sort of gothic seems right for this game.

I wonder if that's partially to do with how far away the camera is during gameplay. Exaggeration of features to make them stand out?
Like stage makeup for boobs! Although actually... since she has the magi-crystal there, that may actually be why.
j/k the reason is boobs
 
I'm moving to a new house and I wanted to know how to change the delivery address for the game once it comes out.

You should have an email from Fangamer with the subject "ACTION REQUIRED: Survey For Bloodstained: Ritual of the Night." Click the link in that email and you can change your address. If the link no longer works, email fangamer support directly and they'll fix it for you.
 
You should have an email from Fangamer with the subject "ACTION REQUIRED: Survey For Bloodstained: Ritual of the Night." Click the link in that email and you can change your address. If the link no longer works, email fangamer support directly and they'll fix it for you.

Cool thank you!
 
Anyone catch that update?

Since we heard that the backers wanted a more illustration-like feel, we had Inti Creates work on several methods of making that possible. Out of the options they showed us, we really liked this "toon" shader right away. The background is not ready yet, but I've had them put together a preview of just Miriam. I hope you can understand why we like it so much.

QPpMcla.png


Looking good, Miriam!

I like that she looks to have a rim light that will make her stand out against the background.
 
Her hair looks like a badly dithered 256 color image from the early 90s, but the watercolor approach to the outfit is good.

Now they need to make the curse look like actual glass instead of marker.
 
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