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

These changes are fannnnnnnnnnnnnnnnnnntastic.

So did IntiCreates go super saiyen for this game and took a nap during mighty no9?
Having roughly twice the budget, a much more modern engine and only one generation of hardware to worry about are all probably playing a huge part in the difference there.
 
Shader 3!

I wonder how's the running/walking animation. Alucard's fluid movement is what makes the SOTN such a joy to watch and play.
 
Thanks, IGA, I can't sleep now, too excited.

I can't believe it improved so much in this short amount of time. This already surpasses the expectations I set for myself after they first revealed the two shaders.

Now let us see some animation!
And more Megane Miriam.
 
Man this is a huge improvement from before I'm really loving the look of Shader 3. I was looking at the Kickstarter page and realized that I hadn't actually backed this game. I must've not had the money when the Kickstarter ended and told myself that I would back it later. So I have a quick question:

Is it possible to do a smaller pledge now and then another pledge later and add them together for a larger pledge?

As for that 'what would you like to see next' I voted for some animation tests. Can't wait to see her in proper motion.

I said the same thing.
 
This is shaping up so good. Why can't MN9 have come out this way?

I think I slightly prefer Character 3 over Character 1, but I could be happy either way. I don't like having the different styles between the character and the backgrounds though. So whichever wins, I hope they're both the same.
Yeah, I feel the same. I prefer shaders 3 for both, but the 2D style of character shader 3 clashes somewhat with the 3D background. I don't know how noticeable that will be during gameplay though, it might not be very zoomed in on Miriam.

But regardless it's looking very good.
 
Bloodstained's coming to Wii U and Vita, too.
Inticreates is working on 3 platforms for bloodstained with double the budget with some amount dedicated to the wiiu and vita ports. MN9 has at least 6 platforms being done by inti with the 3ds scraping the bottom of the barrel. MN9 had far too many platforms to not be hit with downgrades.
 
These changes are fannnnnnnnnnnnnnnnnnntastic.


Having roughly twice the budget, a much more modern engine and only one generation of hardware to worry about are all probably playing a huge part in the difference there.

does the dumb tv shows and strange other investments besides the game also count?

GAF has great taste, it seems.

Shader #3 is the way to go.

That's not taste. That is simply common sense good sir.
 
Shader 3 seems to introduce some really funky colors (like the white lace and many other random surfaces turning purple) but otherwise I really like it. I do think they should maybe consider turning up the outlines even more for the action model though; it's very well tuned for closeups, but in all wide shots she blends into the background a little too easily.
 
Shader #3 is obviously the best one for the character but I'll have to think about the background and which makes the best combo in terms of character vs background.

does the dumb tv shows and strange other investments besides the game also count?

None of that money is coming from the Kickstarter, Deep Silver or would be going to the development of that game so..........*shrug*

Also I'm sure Deep Silver swooping in later as opposed to being there from the beginning will influence things.
 
I think graphics wise, shader 3 is the way to go since most 2d like graphics age semi-well. The background is really hard for me to choose, I like background 3 but it may be a little too lit up compared to background 1.
 
I asked for monsters and animations.

I asked for a basic "gameplay flow" showcase, so I'd like to see a room, and basic ideas for animations and attacks.

I know we technically got this already with the first visual showing, but that was so early that's really only reflective of basic engine assets and their actions in said engine.
 
Voted Background 1 / Character 3, in background 3 the walls look like they are covered in wax.
 
Voted for chara 3 - background 3. It's really starting to come together!

I think as animation is probably a little ways off now, I'd like to know how the soundtrack is coming along and hear some of the the tracks they're working on.
 
It's amazing. I am so so happy to see this come out so well. Vania couldn't be in better hands.

That said, more OT, Character Shade 3 is such a huge imrovement. Im loving how the evironment is coming out as well
 
Dang, that looks fabulous. I was initially a bit bummed IGA wasn't going to do something in true & glorious 2D (I've a soft spot for the sprites and pixels of yesteryear) but there's plenty other indie platformers in development scratching that itch. This is shaping up to blast the genre into a new generation properly. Good times! Can't waith to hear (<3 Yamane) and see more!
 
Shader #3 looks incredible.

Background #3 looks like it would be better from a gameplay perspective; I think both Miriam and the foreground stand out more, particularly if you reduce the size the images and imagine playing it on Vita.

But I do think the lighting looks better in #1, it feels a bit warmer and better portrays the amount of flame lighting in the room.

So 3/3 from me.

...and wow Anton's comment on the update page... a bit harsh but I guess everyone's entitled to an opinion.
 
Shader #3 looks really good. Gave them a lot of shit before but this is shaping up to look good. Kind of eating crow here, but I'm doing it with pleasure.
 
I very much prefer shader 3, but I'm not so sure about the background. Background 3 looks more atmospheric to me, but why is the left part of the zoomed out image so bright? It's like there's a spotlight pointing at the staircase.
I also don't like how bright shader 3 Miriam is in that image. It's like the lighting in that room barely affects her character model.
 
You guys are missing the most important part of the update:

SH8FSH2.jpg
 
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