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

decided to check NeoGaf before I go to bed. Got caught up in the LTTP Chrono Trigger.

Rembered Iga and Bloodstained.

Checks Kickstarter...

... SURPASSED 1,000,000

HELL YES!
 
Im very glad the game got the double of what was needed, but i dont care much about the other stretch goals, like they could be a bit more significant (sorry David Hayter)
 
I still hope there are better stretch goals. Everything so far is pretty underwhelming and for me doesn't enhance the game at all in anyway. That's really bad when you consider they've gone 600K over their "goal" and their core game hasn't really been enhanced that well at all.

I mean. 100K for a hardcover art book? Sorry, but I could think of better things that could be used for

Cheat Codes at 1 million? For real?

Local-co-op i could see maybe adding something, but I doubt I'll make use of it.
 
This is going much better than my conservative guestimate had anticipated.
I might revise my hat eating stretch goal to $2.5m.
 
i keep checking the counter. it's mesmerizing.

the PSP version of SOTN is fine too. you'll get content you don't have anywhere else. also japanese voice subbed if that's your thing.
 
I still hope there are better stretch goals. Everything so far is pretty underwhelming and for me doesn't enhance the game at all in anyway. That's really bad when you consider they've gone 600K over their "goal" and their core game hasn't really been enhanced that well.

To be quite honest, I'm fine with that. The danger of stretch goals when your backing far exceeds whatever amount you estimated is that the game suffers from scope creep and the developers get forced into implementing ideas and features that the game really wasn't designed for or wasn't adequately tested or thought out.
 
I still hope there are better stretch goals. Everything so far is pretty underwhelming and for me doesn't enhance the game at all in anyway. That's really bad when you consider they've gone 600K over their "goal" and their core game hasn't really been enhanced that well at all.

I mean. 100K for a hardcover art book? Sorry, but I could think of better things that could be used for

Cheat Codes at 1 million? For real?

Local-co-op i could see maybe adding something, but I doubt I'll make use of it.

2 Million dollars and we may have a new hidden room
3 for true final boss.
 
I still hope there are better stretch goals. Everything so far is pretty underwhelming and for me doesn't enhance the game at all in anyway. That's really bad when you consider they've gone 600K over their "goal" and their core game hasn't really been enhanced that well at all.

I mean. 100K for a hardcover art book? Sorry, but I could think of better things that could be used for

Cheat Codes at 1 million? For real?

Local-co-op i could see maybe adding something, but I doubt I'll make use of it.

That doesn't make any sense, making a game with a budget is more than just adding geatures. That money is going to go intohow far they can push the visuals, what's on screen and the game itself too.

Mighty Number 9 looks like shit, and you can tell its because the dev staff stretched themselves too thin with pointless junk and many platforms when they should have been focusing, on actually making the base game the best it possibly could be.
 
stretch goals are bonuses guys, it's not like you're supposed to section off your design doc into goal milestones and see what you're able to design at the end of the thing. while some of the bonuses could be a little more interesting, i'm pretty excited about David Hayter, a 2nd character we haven't even seen, and local co-op. those are the kinds of additions i want to see on top of what is already probably going to be a pretty jam-packed title.
 
PSP one in Drac X chronicles was fun too, if only for the newer translation (though the legendary original was superior in terms of badness) and the restoration of Maria mode, which wasn't in the ps1 version for some reason.
It's because Maria was shoehorned in when Konami decided to port the game to the Saturn a few months after the original was out on PS1 (as well as a few extra rooms).

Maria was never planned to be included in the original game, she was literally an afterthought to give extra value to a late Japan-only port.

That's the reason!
 
That doesn't make any sense, making a game with a budget is more than just adding geatures. That money is going to go intohow far they can push the visuals, what's on screen and the game itself too.

Mighty Number 9 looks like shit, and you can tell its because the dev staff stretched themselves too thin with pointless junk and many platforms when they should have been focusing, on actually making the base game the best it possibly could be.
But that's what I'd want, what you're saying.

Another 100K - HIre better Sprite/Graphic Artists
Another 300K - More animations
etc.

Enhancements, not pointless additions.
 
I'm surprised no one backed at the god-tier Igarashi Japanese Adventure level.

Really happy that it got to WUN MIRRION, and I hope this is a clarion call to other languishing Japanese developer greats to forge out on their own with the help of gamers directly.
 
I'm surprised no one backed at the god-tier Igarashi Japanese Adventure level.

Asking for $10K and not covering air/hotel is a bit much. Only CliffyB (who backed, but not sure what level. Check his twitter)-level of money would be able to back that and take a trip on their dime to have dinner with IGA.
 
I wonder how Konami feels seeing this kickstarter.

The same way Capcom feel about Mighty No. 9 and Microsoft feel about Yooka Laylee. Absolutely nothing.

~14,000 people have paid an average of ~$80 to get this made. If you'd like to translate that into a traditional publishing deal then by all means go ahead.

These Kickstarters only succeed because of the model Kickstarter provides. A small number of fans with pent up demand and disposable income to waste on higher reward tiers is what gets these games made.
 
Cheat codes is all good for a stretch goal. Look at the old Metroidvanias. They aren't some stupid cheat, but let you play as different characters. eg. Richter and Maria in SOTN
 
The same way Capcom feel about Mighty No. 9 and Microsoft feel about Yooka Laylee. Absolutely nothing.

~14,000 people have paid an average of ~$80 to get this made. If you'd like to translate that into a traditional publishing deal then by all means go ahead.

These Kickstarters only succeed because of the model Kickstarter provides. A small number of fans with pent up demand and disposable income to waste on higher reward tiers is what gets these games made.

You're ignoring that Kickstarter games go on to be sold to the general public and can have far more sales than just those who contributed to the campaign. Kinda makes your post meaningless.
 
Seriously, the people running this thing better get on the ball. Can't even tally up the achievements already met and cross out the stretch goal that was met hours ago? We don't even know how they keep track of the overall vines, fanart, and comics. Or where to send the pictures/art to for the other achievements.

I know it's only the first day, but keeping that shit up to date is part of your job, not planing it out and making it all look pretty.
 
But that's what I'd want, what you're saying.

Another 100K - HIre better Sprite/Graphic Artists
Another 300K - More animations
etc.

Enhancements, not pointless additions.

Just because its not on the list, doesn't mean that it doesn't happen. That's standard game development, they arent just going to pocket the excess money
 
You're ignoring that Kickstarter games go on to be sold to the general public and can have far more sales than just those who contributed to the campaign. Kinda makes your post meaningless.

Well they better. You think a game would be able to be made on just the 20k sales of people that back it on kickstarter? Like seriously, video game kickstarters would be so dead right now if no money was made after the fact.
 
Asking for $10K and not covering air/hotel is a bit much. Only CliffyB (who backed, but not sure what level. Check his twitter)-level of money would be able to back that and take a trip on their dime to have dinner with IGA.

If you've got 10k to drop on a game for a Kickstarter campaign, then I doubt you're going to have any issues paying to get yourself to Japan. :P
 
Mighty Number 9 looks like shit, and you can tell its because the dev staff stretched themselves too thin with pointless junk and many platforms when they should have been focusing, on actually making the base game the best it possibly could be.

Maybe they were focusing on the gameplay
 
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Always love the "hand-off" fan art. Yooka-Laylee got a few of those too with Banjo and Kazooie doing the handing off.
 
I just don't understand the bitching about stretch goals. The more copies a retail game sales doesn't equate to fans going "well now that you've sold this much you better add new things." Why does it work like that for Kickstarter? You don't think cheat codes cost that much? Well you're right. Probably either use it to bolster the team or for all I care make the team more money.
 
I wonder how Konami feels seeing this kickstarter.
They probably don't care. Same with Capcom and MN9, or MS with Yooka-Laylee. These
Kickstarter projects are successful, but clearly not the absolutely massive money makers these companies need to make these days. So really, it's a blessing that we have Kickstarter.
 
You're ignoring that Kickstarter games go on to be sold to the general public and can have far more sales than just those who contributed to the campaign. Kinda makes your post meaningless.

No it doesn't. The whole point of these games being on Kickstarter is because their genres have no commercial viability under the traditional publishing model. Konami kept the Castlevania games going on GBA and DS with an audience that dwindled to nothing. They have the data, they know how much these games sell.

The post release sales are just icing on the cake for a game that is fully funded and profitable even before development begins in earnest. Please explain how Konami can turn that into something that fits into the traditional publishing model and you might have a point.
 
This is the first Kickstarter project which I actually feel like backing.
I LOVE Castlevania games and my GOODNESS! does this one look amazing!
 
They probably don't care. Same with Capcom and MN9, or MS with Yooka-Laylee. These
Kickstarter projects are successful, but clearly not the absolutely massive money makers these companies need to make these days. So really, it's a blessing that we have Kickstarter.
Pretty much. These projects would never have been as successful through the traditional channels.
 
As much as I like this and am EXCITED for this... Vita version. Please, please Vita version.

with unreal engine 4? impossible. they would have to program a seperate version, probably by a different studio (like mighty no. 9). but i sure as hell wouldnt complain about a 2d version that looks like the last ds game (for vita and 3ds).
 
with unreal engine 4? impossible. they would have to program a seperate version, probably by a different studio (like mighty no. 9). but i sure as hell wouldnt complain about a 2d version that looks like the last ds game (for vita and 3ds).

I just hope they focus on making the best game they can on the targeted systems instead of holding back for the possibility of putting the same game on handhelds.
 
I just don't understand the bitching about stretch goals. The more copies a retail game sales doesn't equate to fans going "well now that you've sold this much you better add new things." Why does it work like that for Kickstarter? You don't think cheat codes cost that much? Well you're right. Probably either use it to bolster the team or for all I care make the team more money.
It's a fundamental disconnect between the promise of Kickstarter and its implementation.
The pitch of a KS is always a collaborative one, it is not presented as an advance pre-order of a game that doesn't exist which it is closer to.
People believe they are funding a game into existence so expect their money to go towards tangible things rather than profit for the developers. (not that people don't express concerns over profit margins where they aren't involved but KS is more transparent.)

Stretch goals on the other hand is a concept devised to extend the amount of funding you can get on the product by giving motivation to contribute beyond the required amount. Which normally wouldn't happen, you like a game and you buy it, most people don't think 'meh this is popular enough won't pay for it', but in the KSVerse they do because of the before mentioned disconnect and because they have come to expect it to be the case.

Early KS suffered a lot from stretch goals and factoring them into a new timeframe as well and there is a lot of 'skill' that goes into designing these goals.
 
I don't think people will need to worry about it being 2.5D.

The way they're namedropping Guilty Gear, it sounds like they'll be going for a similar approach. Which, when well executed, basically only means that it'll look as 2D and "sprity" as anything, but have the advantage of being perfectly scalable.
 
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