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

Classic mode sounds amazing. I preferred the action-platformer style Castlevanias so getting both an RPG one and an Action one would be amazing.
 
"Okay let's make a system where they can see goals early by doing some community stuff and fun activities. OH NO THE FUNDING IS COMING IN TOO FAST. Turn on the next five goals early I dunno!"
 
Classic mode sounds amazing. I preferred the action-platformer style Castlevanias so getting both an RPG one and an Action one would be amazing.
I don't think Classicvania mode will be that extensive. Maybe a small tough portion like the training hall on OoE.
 
I don't think Classicvania mode will be that extensive. Maybe a small tough portion like the training hall on OoE.

I hope it's something like...taking the 6 most important metroidvania style areas of the main castle and tweaking the layouts (like unfurling a ribbon) into a linear, action'y version of each area.
 
I don't think Classicvania mode will be that extensive. Maybe a small tough portion like the training hall on OoE.

Update said they imagined 6 stages, at least in this point. If it's 6 Classivania stages in length, that's more than enough for me if they make it hard and punishing. =o
 
The classic mode may potentially generate some buzz and draw in the ones that were disappointed this wasn't a Classicvania. It's a smart move imo.
 
I don't think Classicvania mode will be that extensive. Maybe a small tough portion like the training hall on OoE.

There was zero level design in the training hall. Just a hallway with obnoxious enemies. Nothing "classic" about it.

Edit:
Actually I was thinking about the large cavern. Training hall wasn't classic either though, just platforming without enemies.
 
I'll donate when (if) the option for a Nintendo platform is viable.

I'm a bit curious also. Other Kickstarters have the Wii U as a target platform, you would think despite the smaller install base they're far more likely to pick this up compared to the Xbox One. I can understand Sony's platforms due to the SoTN nostalgia factor.
 
I'm a bit curious also. Other Kickstarters have the Wii U as a target platform, you would think despite the smaller install base they're far more likely to pick this up compared to the Xbox One. I can understand Sony's platforms due to the SoTN nostalgia factor.

Unreal Engine 4 not being compatible with the Wii U is why it's not a target platform. 100% worth the trade off.
 
I'm a bit curious also. Other Kickstarters have the Wii U as a target platform, you would think despite the smaller install base they're far more likely to pick this up compared to the Xbox One. I can understand Sony's platforms due to the SoTN nostalgia factor.
UE4 doesn't support the Wii U. Why do you guys wanna extract blood out of a stone?
 
I'm a bit curious also. Other Kickstarters have the Wii U as a target platform, you would think despite the smaller install base they're far more likely to pick this up compared to the Xbox One. I can understand Sony's platforms due to the SoTN nostalgia factor.

It's been mentioned in this thread a bunch of times, but it's not like some specific, intentional choice to shaft Nintendo. The engine the game is being built on is not compatible with the WiiU, but it does work on Xbone/Ps4/PC.
 
It's been mentioned in this thread a bunch of times, but it's not like some specific, intentional choice to shaft Nintendo. The engine the game is being built on is not compatible with the WiiU, but it does work on Xbone/Ps4/PC.

Not to mention that the game is targeting two years from now, and who knows what handhelds or what Nintendo console will be out then. I've said it a few times in this thread, but I would rather them not even think about handhelds and WiiU until they are finished with the game. Not out of dislike for those systems, I have more WiiU games then any next gen console, but because I don't want the game held back.
 
Classic mode could be pretty awesome if they do it right. Surprised they are putting that as a stretch goal, seems like quite a bit of extra work.

Btw, Do we know the name of the artist behind the artworks?

Yuji Natsume is what they told me when I asked.
 
The classic mode may potentially generate some buzz and draw in the ones that were disappointed this wasn't a Classicvania. It's a smart move imo.
Classic (Julius) mode always seemed like an afterthought in Igavanias. "Here's this character that doesn't gain any levels. Eat your heart out." Maybe this will be different though.
 
Maybe the basement goal is a separate version for the Wii U with Iwata's picture on top. ;)

Anyway, awesome that this already reached to 2 million, seems the thirst is real.
 
considering this is a 2017 game and the wii u is not compatible with UE4, that console is probs gonna be dead/dying at that point, so i'm more expecting a NX port if anything
 
Classic (Julius) mode always seemed like an afterthought in Igavanias. "Here's this character that doesn't gain any levels. Eat your heart out." Maybe this will be different though.

This will probably be a bit different, but it's not the main game, so we probably shouldn't expect that much from it.
 
Update said they imagined 6 stages, at least in this point. If it's 6 Classivania stages in length, that's more than enough for me if they make it hard and punishing. =o

It's a brilliant idea, makes me wonder why it wasn't done before, just rearrange the assets, disable leveling, and tune your base stats to balance the game. Arrange the bosses linearly, and boom, classic mode. Sure, it's a decent amount of work, but like... 10% of the work to make a classic castlevania from scratch if all the assets are already in the 'normal' version of the game.
 
Classic Castlevania mode? Holy fuck that is amazing
Classic (Julius) mode always seemed like an afterthought in Igavanias. "Here's this character that doesn't gain any levels. Eat your heart out." Maybe this will be different though.
Julius/Richter/whatever modes were still bound to the Metroidvania level design and there were still upgrades like max HP and whatnot. This will be something different.
 
It's a brilliant idea, makes me wonder why it wasn't done before, just rearrange the assets, disable leveling, and tune your base stats to balance the game. Arrange the bosses linearly, and boom, classic mode. Sure, it's a decent amount of work, but like... 10% of the work to make a classic castlevania from scratch if all the assets are already in the 'normal' version of the game.

People, Programming, Design, Debug, Budget, and Balance. PPDDBB. Having Art Assets and objects coded is only half the work. (Not to mention the games being made annually, and I doubt konami would like "wasting significant resources" on a second game within the game)
 
Once you unlock the Retro Level and Classic Mode it'll just be you and the locked door to the castle dungeon, where some very big stretch goals—ones we only dreamed of including—lie in wait.
Sounds like stuff like a Wii U port will be quite expensive
 
2D character art with 3D levels.

Really bummed they didnt hit their full campaign goals. I wonder if they could have gotten the 1.3mil if they were further from MN9 or later on. (Seems like KS games are blowing up left and right now)

I'm pretty sure they did.
Shantae opened up Paypal donations for a long while after the campaign and used those toward the backer totals post-KS.
A bunch of the stretch goals that appear unfunded on the KS page are actually making it into the game, such as the ability to play as Sky, Bolo, and Rottytops.
Why they didn't update the campaign to reflect this I'm not sure, but they sent out celebratory emails about it to backers.
 
I'm pretty sure they did.
Shantae opened up Paypal donations for a long while after the campaign and used those toward the backer totals post-KS.
A bunch of the stretch goals that appear unfunded on the KS page are actually making it into the game, such as the ability to play as Sky, Bolo, and Rottytops.
Why they didn't update the campaign to reflect this I'm not sure, but they sent out celebratory emails about it to backers.

I think I remember that, actually. I'm kinda bummed that we didnt get the other 2 levels and animated cutscenes. (not too broken up about voice acting either way) It's pretty modest as far as KS goals go. Shantae always feels like an underdog situation series, even on kickstarter.
 
I'd rather they focus on releasing the game before they even think about porting it to "lesser" systems. Don't want to make them take focus away from making this the best game they can.
 
I hope the classic style plays like Richter in SotN with a bunch of crazy special moves.

I'm gonna take a guess and say that it uses Miriam with one pre-defined weapon, possibly the whip. Since we don't know how abilities work in this game there's no telling what she'll be able to do, but if there is a limited set of abilites that you aquire through progressing in-game, you'll probably end up having all of them from the start.
 
I'd rather they focus on releasing the game before they even think about porting it to "lesser" systems. Don't want to make them take focus away from making this the best game they can.

Same. I don't want any concessions at all made to the current game to get it working on weaker platforms.

Classic mode sounds fucking awesome.
 
Have they said a Wii U port is even possible?

Because it's UE4 and Epic currently doesn't support it, and asking them to port UE4 to Wii U seems like an unrealistic expectation.
 
Have they said a Wii U port is even possible?

Because it's UE4 and Epic currently doesn't support it, and asking them to port UE4 to Wii U seems like an unrealistic expectation.

This is all we have:

What about Nintendo and/or handhelds?
Our budget left us with two options: Build the biggest, most beautiful game we can, or make sure it runs everywhere from the start. As things stand today, we can't afford to create the two separate versions of this game that would be necessary to make it run on every console. That said, we've heard legends about a remarkable treasure hidden in the castle basement...
 
Have they said a Wii U port is even possible?

Because it's UE4 and Epic currently doesn't support it, and asking them to port UE4 to Wii U seems like an unrealistic expectation.

From the FAQ

What about Nintendo and/or handhelds?

"Our budget left us with two options: Build the biggest, most beautiful game we can, or make sure it runs everywhere from the start. As things stand today, we can't afford to create the two separate versions of this game that would be necessary to make it run on every console. That said, we've heard legends about a remarkable treasure hidden in the castle basement..."

The last sentence is the real mystery, especially since they could have just outright said NO. So no Wii-U goal has been confirmed but the language leaves room for speculation.
 
Its been speculated to mean there's indication the NX will have UE4 support, and given the time frame for release it may well be out in time for this to come out anyway, or shortly after. Probably the beat hope currently, and try to ignore the implication the PS4/XB1 could be soon to meet their successors by then too.
 
From the FAQ

What about Nintendo and/or handhelds?

"Our budget left us with two options: Build the biggest, most beautiful game we can, or make sure it runs everywhere from the start. As things stand today, we can't afford to create the two separate versions of this game that would be necessary to make it run on every console. That said, we've heard legends about a remarkable treasure hidden in the castle basement..."

The last sentence is the real mystery, especially since they could have just outright said NO. So no Wii-U goal has been confirmed but the language leaves room for speculation.



Its been speculated to mean there's indication the NX will have UE4 support, and given the time frame for release it may well be out in time for this to come out anyway, or shortly after. Probably the beat hope currently, and try to ignore the implication the PS4/XB1 could be soon to meet their successors by then too.

The castle basement is where a stretch goal is according to the achievements list, my guess is the final stretch goal/achievement unlock will be something like 4 million + "make a 2nd version of game on UE3 for WiiU/3DS/Vita/360/PS3 etc"
 
They could also just be talking about having enough money to have someone backport the game to UE3 for the wii U version.

NX is a possibility, I suppose, but I doubt there are even dev kits out for it yet. We still don't know if it's a handheld or console ether.
 
Also it bugs the hell out of me that the castle has grown by adding more floors and achievements to the bottom instead of building up with adding things to the top. Going down should have been just for the dungeon imo.

I like to imagine that the castle has been slowly rising out of the ground, becoming more and more imposing as the campaign goes along.
 
Same. I don't want any concessions at all made to the current game to get it working on weaker platforms.

Classic mode sounds fucking awesome.

I don't even think its so much of a power issue and much more of a technical issue that would be unreasonably expensive to work out given the project's scope and budget. By the time the game actually comes out, Nintendo will likely have a new platform either out or around the corner and they could just port it to that new platform, assuming EPIC supports it with UE4.
 
I don't even think its so much of a power issue and much more of a technical issue that would be unreasonably expensive to work out given the project's scope and budget. By the time the game actually comes out, Nintendo will likely have a new platform either out or around the corner and they could just port it to that new platform, assuming EPIC supports it with UE4.

That or the other possibility of having to pay some "B-Team" (or third party porting developer) in order to do the porting job(s), which could have its own implications.

But that aside, Classic Mode sounds VERY fun indeed. Reminds me of how Inti snuck in "Megaman @" into the MMZXA main game.
 
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