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

I thought the footage I saw of the demo looked super floaty and weird, but playing it myself has put my worries to rest. Plays like an Igavania game.
 
This demo is fantastic. Everything is running smoothly for me (including outside in the rain).

It controls so fucking nicely, too. People who watched footage before set the jump was too floaty, but you have so much control over the jump height/length based on how long you hold the button.

Also, backdash crouch canceling to attack faster is satisfying, and not as fucking overpowered as it was in previous games because you move much farther with the cancel, so you have to reposition after about 3-4 swings.

Specs
i7-4790
GTX760
 
Just finished the demo, and I thought it was great! Boss was a little easy, but that will most likely change in the final version.

The only thing I thought was strange were some of the button combinations (I was playing with a PS4 controller). It's been awhile since I've played a Iga Castlevania, but I thought it was awkward for a sword swing to change it's mapping from the square button (default when on the ground), to triangle mid-air. But when you get the kung-fu shoes, you can still attack with the square button mid-air.

That was my only grip in an otherwise cool demo. This game is shaping up to be fantastic (feels and runs great at this point) and it's nice to see a game like this again from Iga!

EDIT: Just read that you can attack downward with the sword. I might've just missed something then. I will try it again tomorrow.
 
Played through it. Got three or four different abilities. It's rather nice.

It's a little rough around the edges but they have more than enough time to clean it up. Definitely getting a SotN vibe.
 
That felt so, so good. I am so glad that this has been my first and only Kickstarter so far, it deserves it.

They even got that double attack if you attack right before landing from a jump down.

Also, Kung-Fu Shoes forever!
 
Post some .Png's guys

7dO2xum.jpg


IttQTTh.jpg


2pqAnzH.jpg
 
To think this demo is just fraction of the game still in development that won't be out for at least another 9 to 10 months minimum, and controls really well.

Just makes you wonder what the finished project is going to be like.
 
Beat it, plays identically to DS-era Metroidvania games. You can attack, land, and attack again. You can attack, backdash to cancel, and attack again. Breakable walls are a thing. Sliding is in. You can attack diagonally downward with the long sword. Souls from Sorrow are basically in. Enemies are weak/strong against different attacks. The kick weapon did more damage to armored guys while the sword did more to fleshy ones. There were some areas I couldn't reach, looks like you need double jump or a glide ability. I put on a headband and it showed up on my character. Some enemies seem to have different animations depending on where you land a kill strike. Others will react to your attacks (the wheel enemy being knocked backward is a nice touch).

Metroidvania's entirely back. The only thing missing is wall food and a giant zombie appearing if you beat a bunch of them in one room.
 
I've played through the demo and am really liking the basis for movement. The boss fight seemed a very tad simple, even considering the idea that its an early one. I'm looking forward to more of it!

Also, I like the Level Up and Crystallization animations.
 
I've played through the demo and am really liking the basis for movement. The boss fight seemed a very tad simple, even considering the idea that its an early one. I'm looking forward to more of it!

Also, I like the Level Up and Crystallization animations.

Level up swirly letters effect reminds me of the swirly letters when you level up in SOTN or pick up a Heart Max item. Nice little nod to reference.
 
Noticed a few things on replay:

There's a chance of getting two different red shards. Squids can give you a water spell and fireballs can give you homing fireballs.

There's a chance of getting a yellow (buff) shard.

The boss has two different second stages: making two tentacle barriers and shooting a jet of water across the stage twice, or just slamming tentacles down on the boat.
 
demo is what i wanted from this game. it's some castlevania-ass castlevania.

controls well, feels good. the only issue i have is that i did not see any ways (beyond potions) to gain health mid-level. but in the context of a massive castle or something with save points, that might not be an issue.

i would also recommend they add a small minimap to an upper corner. this isnt the DS.
 
Noticed a few things on replay:

There's a chance of getting two different red shards. Squids can give you a water spell and fireballs can give you homing fireballs.

There's a chance of getting a yellow (buff) shard.

The boss has two different second stages: making two tentacle barriers and shooting a jet of water across the stage twice, or just slamming tentacles down on the boat.

You can also get a red shard from the mace enemy. From the Kickstarter update it sounds like every enemy has one implemented except Morte.
 
So far my biggest gripe is that the game makes no effort at all to explain the keyboard/mouse controls, and there's apparently no way to do the directional shard attack without using a controller so the demo isn't beatable without one.

1 small Complaint, i'd like to have the different items you equip show up on your character model.
Hopefully it will be in the finished game. (no biggie if it's not)

It does. I can't tell if the ring is equipped, but the boots weapon definitely changed the model, as does unequipping the scarf.
 
Welcome back, Iga. Welcome back. After yesterday's unfortunate disappointment, this demo is a well needed confidence booster.
 
I'm sure this is a longshot, but if anyone else has a Steam beta and they aren't going to play it, please let me know! I really want to try it out...
 
Just beat the demo too. The jump feels a little floaty. They need to up the difficulty of the boss several orders of magnitude. Give it more attacks and it was too easy.
Kept forgetting which spells was assigned to what button since I was using a DS3. Frame rate seems good. I kept doing up + B to use special weapons haha.
 
This runs like butts on my laptop. lol

GeForce GT 540M
Intel Core i7-2630QM @ 2GHz
8 GB RAM

I mean it's not great, but it can usually run at least 360/PS3 level games at medium or so. But I guess there aren't a lot of config options in the demo. Maybe it could run better if I could make the graphics worse.
 
So... it sounds like this was the one to back, huh?

I'm really impressed with the screenshots I'm seeing so far, and you can just tell from the gameplay footage that they nailed the feel. I had to back the game just because it's Igarashi's chance to make something awesome, and I'm glad to hear it's shaping up.
 
So far my biggest gripe is that the game makes no effort at all to explain the keyboard/mouse controls, and there's apparently no way to do the directional shard attack without using a controller so the demo isn't beatable without one.

If you check the Kickstarter page. It specifically states the game currently supports an Xinput only controller. Also controls are shown on the KS page.

There is nothing listed in regards to keyboard support, which proper support will implemented much later probably.

i would also recommend they add a small minimap to an upper corner. this isnt the DS.

Read the KS update, Iga mentioned about implementing this later on.
 
Just beat it. Runs well, plays smoothly, looks good and feels and sounds Castlevania. :)

It's all much too easy but I'm assuming that's the demo, and difficulty balance will be fine-tuned later. Boss would be more threatening if her attacks took more health, anyway, but no biggie.
 
Just downloaded and installed but it gave me a 'Failed to start game (unknown error)' message. Verified the game files but I'm still getting the same error. Help?

I should probably point out that this is the first Steam title I've installed on my secondary drive as my primary is 3-4 GBs from topping off.
 
This demo...man it somehow makes me feel even more disappointed about Mighty No. 9 lol

As a $60 backer of MN9 (and a $150 backer of Bloodstained), I'm of a mind to be charitable there. Even though the end result of MN9 wasn't great, the success of its kickstarter still led directly to Iga and, for that matter, Yu Suzuki taking the plunge on crowdfunding a revival of their work. So in the end, MN9 still did us some tangible good.
 
Just finished my playthrough. It looks and feels pretty great so far. The jump is pretty floaty, but it allows you the freedom to choose your jump height, so you can shorthop everywhere should you choose. I do which the ascent was a bit faster, though.

The boss was pretty nothing, but I suspect it's only like the first introductory boss anyway. They can add a lot more to it.

So far, I'm pleased with how it's progressing.
 
As a $60 backer of MN9 (and a $150 backer of Bloodstained), I'm of a mind to be charitable there. Even though the end result of MN9 wasn't great, the success of its kickstarter still led directly to Iga and, for that matter, Yu Suzuki taking the plunge on crowdfunding a revival of their work. So in the end, MN9 still did us some tangible good.

Oh definitely.

It's just really sad to see that fans wanted Inafune to make another Mega Man game, which he didn't really do, and it turned out to be disappointing.

On the other hand, fans wanted Igarashi to make another Castlevania game, which this seemingly is, and just this demo alone is already pretty impressive.
 
Beat it twice, grinding for all skills now. They nailed the controls and I LOVE how low you can jump kick/attack, like to the point where you barely leave the ground <3

Only gripe so far is that I can't use my stick so probaly Xinput only.
 
Top Bottom