BLOODSTAINED: RITUAL OF THE NIGHT aka the Spiritual successor of Symphony of the Night

Fuck that where is my love for spears and other various polearms meign.

Naginatas, Scythes, Tridents, Partisans, Halberds, where the love at?

Or flail weapons like the 3 section staff or Chain maces/morningstars, shit even some cool Nunchaku.

I’m not complaining the backdash is there, I’m simply commenting that it’s sad once again we’re going to end up relying on a backdash to get around the game quickly. Some of you may or may not care but once you’ve started using it to get around SotN quickly you’d understand how annoying it can be to mash a single button to get around faster when a simple dash forward or double tap forward to run like what Richter has would have been a far more elegant a solution. It’s not even that a single button to dash is a bad thing, it’s that the distance covered is small and you have to hear the same sound effect literally thousands of times to get around the game at a decent speed. Plus that you have to travel backwards. I’ve sunk thousands of hours into the game and after a while, that back dash and sound effect gets old and it’s tedious.

You can zip around SotN as Richter and it feels great, and it’s fun, even after playing the game for 20 years! You can also do the same in Harmony as Juste with the dash forward, which has further travel distance and is faster than back dashing all day as Alucard in SotN.

Back dash isn’t meant for speed traveling but we do it because we’ve played the game hundreds of times and sometimes, we just want to get from point A to point B a little bit faster. The Saturn port of SotN had a run boots relic for Alucard and it made getting around so much nicer…

It’s been almost 20 years now since SotN came out, I think it’d be OK to have a run mechanic from the start and not break the feeling of Castlevania.

@Pertho I loved HoD and it had a forward dash. It felt way more like a Castlevania than most Castlevania games that came out after it. Helps that it had a Belmont as the lead and your main weapon was a whip. It was more like playing Richter mode in SotN, which also felt like a Castlevania game. I don’t think people would be all that bothered.

Also, a very tight rope? Dude is literally carbon copying elements from his last game, right down to the story. I dunno, it just seems lazy. I get people want a Igavania but there is such a thing as trying something new while still remaining faithful to your style.

This man right here. He gets it. Tedious for the sake of being tedious, who seriously wants that? It’s like if a new Castlevania came out and jumps were identical to Haunted Castle after having graceful characters like Grant or Alucard to jump around with… but hey that was Castlevania so it’s only being true to the source material.

id be all for a new CV with the old jumps back. shrug

And this is not the game to do it. Not when it’s his first outing bringing back something that we hadn’t really seen in almost a decade (OOE came out in 2008). Maybe when there’s a Bloodstained 2 or even a 3rd game, but not now, not when people just want a new Metroidvania from IGA.

I disagree. It’s his first game to show he can do something else besides the same old stuff. Makes it seem like he’s a one trick pony. Also missed the part about remaining faithful to your style. Still can freshen up things a bit without having to carbon copy yourself from 8 years ago.

Sure, in the right place in the right time I think that would be fun. Maybe a ā€œportā€ of the Adventure games to NES presentation, similar to MM9. Those games never got the love they needed, and people missed out on some great soundtracks because of it.

Naw id be fine with a brand new beautiful game with the old jumps. There was nothing wrong with them to begin with.

Except the reason he left Konami in the first place, was because he was being prevented from making the same old stuff.

Wasn’t Simon’s jump supposedly as bad as it was because Dracula had fucked him up really badly, before the events of the game?

Even his walk animation was meant to show a limp, from what I heard, way back when.

And darn it all, if it doesn’t look that way.

Might be nonsense, but it is a cool backstory, and I hope it is true.

Ive never heard that before but sure sounds cool.

Lmao I don’t even…people have backed this because they wanted more Igavania and that’s what he’s giving us. Something he hasn’t been able to do in years and he finally has the ability to do it.

Are y’all coming in with expectations of something else? Did people really think we weren’t getting a modern castlevania re-skin?

I mean that’s what I was throwing money at, was this the wrong Kickstarter?

Innovation blah something new blah sprint blah blah, that’s why we got lords of shitshow 1 & 2.

Uhg god please don’t start that shit again.

This is completely unrelated but there’s a McRib button now

I’m with Crotchpuncha. I’d love to see a classic jump and whip Castlevania done with today’s technology.

But, much like a real modern Mega Man game, this is a wish that will go unfulfilled.

Outside of Indie-alikes, I feel like Castlevania, Metroid, and Megaman are dead.

He made the same old stuff on handheld for like 11 years dude. Konami didn’t want to fund a full blown 2D game on console. In fact, they didn’t seem to want to give him funding or he didn’t fight hard enough for it to make anything other than the same old stuff, really. It shows by how much sprite recycling they did to keep it in the lower budget.

Every artist has a style. The reason why people become fans of them is because they do something in a characteristic way to them that garners attention. If you don’t think this applies to video games the way it does to music, writing and the various visual mediums, then you need to reexamine how you go about looking at video game design and what having a certain name attached to a project ultimately means for it.

I’m not disputing that, in fact I even wrote he could be true to his style without ripping everything off down to the story and character design from his last game. HoD was different enough from SotN that it stood on its own, and both were made by Iga.

Kojima’s MGS series has similar gameplay elements in each game, but does each one have a formulaic story? Is each one predictable from the start? Nah, most of them are quite different from one another. Even with clone characters, each one stands out on their own. Why is it Kojima can accomplish this while still having a name and style attached to his games that garners attention but Iga can’t? Both guys worked at the same company…

Again, ā€œthere is such a thing as trying something new while still remaining faithful to your styleā€ doesn’t mean making a carbon copy of your very last game.

Metal Gear actually did have a formulaic story once. The story for MGS is practically the same story as Metal Gear 2. Uses the same story concepts and set pieces.