Based on what they have so far I'd be very surprised if they can finish it up in one year... I know how long this stuff takes based on my experience with Ori and I wouldn't be surprised if large parts of the map aren't done yet or will be redone, etc. (...) This game will take him far longer to complete and I'd be very surprised if he manages to do it under 3 years total development time.
I think this game will also likely take a long time, but as you said "who cares, let them take the time they need", right? I certainly think that when it comes time to delay it, they should do it in one big jump that gives them a lot more time, like at least 1 and a half more years. Constant delays are way worse than one big one, and they really want to avoid a Mighty No. 9 situation. Ideally they'd release a trailer, a solid demo for backers and delay the game by a year and a half, so about September 2018, going by the Kickstarter page.
I'd feel bad about getting it later, but I never really expected March 2017 to begin with, and they could probably even gain good will if they deliver the message that they need time to let the game bake to make it truly special. A demo being released is a big factor for generating goodwill here and I think it'd help a lot with fan disappointment. I feel most people who backed this would understand that IGA should not rush the game.
BTW, what did you do on Ori? It is always interesting to run into a developer hear on GAF, I aspire to make games with Metroidvania like elements when I'm done with college so it'd be interesting to hear something from someone who has already shipped a game.
I remember the previous IGAvania games had four assigned moves to the face buttons.
Basic Attack (Square button), Circle was either a Defensive shield raise (Alucard in SOTN for example) or the Sub-Weapon Attack, X was usually Jump, and Triangle was the Evasion / Back Dash move.
So I guess maybe they added the Kick to replace the shield / off-hand swing, or they removed the dodge mechanic?
I think this is the equivalent to the punch that Alucard had, so this is the Basic Attack without any weapons equipped.
I hope not the latter, I always liked turning around and back-dashing to move in SotN.
Moonwalk of the Night was funny at first but it quickly got tiring for me. It was just so much faster than regular movement that there was really no reason not to use it all the time, and it turns from goofy fun to a chore pretty quick. I'd be happy if we retained a backdash but had it limited similarly to the way later Metroidvanias did it.
I agree that they should nerf it's speed, but the actual utility of using it to dodge should be enhanced, make it an actual dodge mechanic, meaning that the player could choose roll left or right. Maybe even a quick air dodge like in Smash. Fast movement should be accommodated by some kind of transformation into a crystal wolf/tiger/panther perhaps?
Enemies are looking good, the updates are promising, and I like the general improvements to Miriam. It's great to have regular info with very little to complain about.
Yup, I hope we get something good to celebrate the 1 year anniversary, hopefully within a month of either the start or end of the kickstarter.
The biggest take away, I think which is probably a positive since this isn't the first time Iga produced this sort of game despite the lack of assets to carry over and needing to create everything all new, hopefully he found a means to streamline the process of map creation based on the previous experience.
Yeah, asset creation could take a lot of development effort, hopefully the 3D environment allows swifter animation tweaks after rigging the models and such. Can't wait for the different costumes Miriam will be able to wear compared to Alucard's palette swaps, it shouldn't be too hard to make ore since they won't have to make entirely new sprite-sheets for a different look. Keep the animation rig, just change the model. On that note, I hope we can see the "pure" costume sometime within the next 3-ish months to demonstrate costume changes, maybe with some mask, hat or pair of glasses as seen in that art they showed I think at an earlier PAX? Seeing the samurai guy in action would also be great.
I really like the enemy reveals so far. The head/flail guy is a cool idea I haven't seen before and I think it speaks to the promise of that Vania feel you get (gothic, vaguely demonic, etc). Plus I love the part about larger enemies that can actually be pushovers. That's something you don't see a ton of in modern games.
Between this and Shenmue, 2017 is gonna be awesome.
I'm hoping we'll be able to see the flail guy in action soon. I'm afraid Shenmue will need to be delayed past 2017 even more crucially than Bloodstained though, games just take a lot of time and they probably shouldn't have given only two years of dev time in their respective kickstarters. I guess developers trying to make a successful kickstarter feel they have to promise a product that a donor won't shrug off for being too far away, but still. I actually actively want both of those kickstarters to be delayed because I'd be worried what they would have to sacrifice to make a game in just two years.
[...]I was legit stunned that we have new monsters, new animations, an improved idle stance and kick animations that, IMO, actually add to Miriam's potential character and give off a confident, "badass" vibe[...]
Good catch, it is only onscreen for about one second so I wouldn't have noticed if you didn't point it out, and I like it! It does come off as pretty cool. As an aside, does anyone wish they'd release these preview videos in a higher resolution? It looks like they are running the game at 720p at best and are zooming in to the part of the screen they want to focus on for this video. I just wish we could see everything in detail closer to the shader voting pictures.
On the subject of loading.
I wonder how they are going to handle the transitions from area in the next.
(...)
I think maybe Bloodstained doesn't need to use these transition screens and store large portions of the Castle into accessible memory, or just a simple opening of a door and you are immediately in the next area kind of like the handheld games.
I think one might be able to argue that the loading areas served a purpose besides loading as well, since they also serve as a way to transition between areas and provide a brief aural and visual break. I'd say "quiet rooms" like that maybe should be around the castle, but only serve to help loading on the Vita and Wii U versions, which would need the extra help because they have much less RAM.
The PS4/PC/XB1/NX(?) ones should be fine and dynamically load a few rooms ahead of every possible route the user could take so that everything transitions completely smoothly, no fade ins or outs entering areas and the camera should pan in/out or side to side as smoothly as possible. The "quiet areas" I was talking about could serve to act simply as a transitional area for the player, maybe with a secret in one or two as a surprise

. The visual aesthetic would ideally be more representative of of the area the user was going and coming from, with "quiet areas" merging the visual aesthetic of the two or more areas they connect to.
These monsters confirm at least one "water level" in this game don't they?
Also the ribbons look good too <3
They've said both that there will be these sorts of rooms in this game as well but that they are trying to go for seamless loading.
Yeah I'd say so on the water level part, have any Castlevania characters swam before? As in actually swam, not fallen in and walked around like Alucard.
I agree that the ribbons are a great addition to the design. I really hope for a cape as an alt item though, don't tell me it wouldn't be awesome to cosplay as Alucard with Miriam. Unfortunately, getting cameo reference costumes for say, Shanoa would be trickier, since her design is a little more specific than Alucard's cape, suit and boots. Maybe Miriam could grow her hair out longer? That'd look great!
Edit:
OH MY GOD! Sorry, I didn't mean to make this so long, but I wanted to reply to a lot of people.