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FolderBrad

Member
Oct 25, 2017
887
Before I start, I just want to say that my son's middle name is Belmont, but I don't have a ClassicVania bias. I'm an IGA fan to the core and I think Symphony, the Sorrow games, and Ecclesia are the bests in the series. Basically, I love Castlevania, and IGAvanias are the main reason. I'm a backer of Bloodstained, and I REALLY want this game to be amazing. I also adored Curse of the Moon.

But after closely watching development progress over the years and playing the demos for hours at both E3 and at home, I am quickly losing faith. I think what we have seen and played is sorta bad. Ok, maybe really bad. I'll use this most recent backer demo as the example.


The Good:

1. The Feel
I think the game FEELS right. Movement and weapons feel good. The jumping and canceling makes combat a joy. I was really worried about this, but I'm glad this stuff is ok. Maybe a taaad floaty, but I'm doing the stuff i want to do. One exception may be the odd inconsistency I'm having with the boots/katana's special 'rekka' like moves. But maybe I just need to practice more.


2. The Meat (potentially)
I like a lot of these systems (historically). The Soul system from the Sorrow games is so easily the best RPG system in any IGAvania. It allows for an amazing amount of variety, and it can be super addictive getting all of the souls and leveling them up. These shards are basically the same, so that's good. Plentiful loots, shard upgrades, crafting, side quests. All of these are great and the reason the best IGAvania's end up feeling so meaty. This the the "Vania" part of the MetroidVania and I feel like there will be plenty to mess around with. It's nice to see side quests making a return as well.


3. The Second Boss
This was a pretty solid fight. It's no Aria's Julius fight, but I like a good 1v1 with a boss my size.



The BAD:

1. The Visuals
Yuck. The models and animations look ok I guess. The environments are just bad. I know it has been improving, but I really don't think this is nice to look at. Even low budget indie metroidvanias have managed to find art styles that work within budget constraints. Ugh. I'm not going to harp on this too much though, because this wouldn't keep me from loving a game. But the presentation, in general, feels really budget. Almost a joke compared to the competition these days.


2. The First Boss
This was not good at all. And I feel like the visual style of the attacks (and the boss itself) when they move into the background/foreground during certain parts of the fight really hurt precision here. It was really hard to tell when the tentacles could actually hurt me or when they couldn't. It also was a little too easy and uninspired.


2. The Randomness/Balance Issues
There is a randomness to a lot of the elements in this game that make everything feel really sloppy and thrown together. To some degree, Symphony felt like this. But these elements got refined and more balanced as the series went on. Here, it feels even messier than Symphony.

The weapons are all over the place. Why would I use a regular sword over a katana, a knife over kicks, or a whip over a lance. The latter options have special abilities or in the case of the whip, the other ranged options simply outperform (no landing/back dash canceling with the whip). Are they seriously going to make a useless whip? Why can't weapon types give other bonuses that give them a purpose? Like maybe a whip could do a lot more damage if you hit with the tip (Marth style), or daggers give a boost to walk speed, or heavy swords boost defense, or certain weapon types could synergize with certain shard attacks. Something to add a little flavor and reason for use. Because as it stands, I see no reason why I wouldn't use a katana or lance for the whole game.

Shard spells are even worse. These seem really lazy and poorly balanced. Many are just summoning a version of the enemy that spawned the shard. Few of the spells actually feel all that different from one another in terms of situational use. And why are some enemy summons (bat) one type of shard, while other enemy summons (frog) a different type of shard? It seems really arbitrary. What about that one giant, room clearing shard attack the first boss drops. Why is that only a little more MP than shard attacks that are far weaker or useless? The whooole system feels like a mess. I'm hoping that shard upgrading helps, but I'm worried it might do the opposite. Again, I know the Sorrow games had similar issues, but it felt nowhere near this sloppy or uninspired.


3. The RPG Pacing
Now this one, admittedly, is one I actually DO believe might be a lot different in the final game. But if it is NOT, holy crap. The rate at which they player received new weapons and shards is ridiculous. You get weapons and shards so fast in this demo, they lose all meaning and don't even remotely feel special. I seriously threw out an attack in a room, killed three different enemies, and got three new shards one right after the other. I already didn't care about 80% of the weapons and spells I received because of the rate I was getting new things.

Obviously, this is likely (hopefully) tweaked in such a way for demo purposes. Maybe they want it to be a vertical slice of sorts to show off variety. Even the shops and crafting screens showed way too much, too early. I really hope they pay attention to how to properly drip feed these things to the player.


4. The Level Design
This is the biggest problem, and the one that inspired me to write this (most likely unpopular) thread. What the fuck is going on here? We have now seen a few areas from this game, and what we have gotten has been room after room of nothing but a few platforms to jump up onto.

No platforming challenges, hazards or traps, unique enemy placement, puzzles, or ANY. FUCKING. THING. It's a bunch of nothing. Nothing to make one room or area feel distinct from another. It's a joke. I've seen rogue-like metroidvanias that have randomly generated maps with more design than this. It comes off like a horrifyingly uninspired take on the most basic version of this formula.

People have given IGA games shit in the past for bad level design. But everything we've seen here makes Portrait of Ruin look like Mario Fucking Galaxy. Even at their worst, IGAvanias still have distinct areas, rooms, enemy patterns with memorable layouts. Even the enemy placement seems arbitrary here. I honestly can't remember a single room or tell you what makes one area different from another. I sorta remember canons on the boat? Uhhh. And uh, that one roof in the village caves in. And, well, hrm... Yeesh.

This seriously feels as non-designed (even worse) than the map layouts in the PS2 Castlevania games. I'm getting really sad just thinking about it.



Let me end with saying that I don't believe IGAvanias were without some of these flaws. But I DO think they were much stronger in nearly all of these aspects. They are also all 10 to 20 years old now. We live in a world now were every indie developer under the sun who grew up loving Super Metroid and Symphony of the Night are now making exceptional versions of these games. This is a post Hollow Knight world. Ok, also Cave Story, Ori, Guacamelee, SteamWorld, Axiom Verge, Salt and Sanctuary, Rogue Legacy, Dust, Dead Cells, Chasm, etc etc. The bar of quality has been raised, and I'm really worried this game is not only not living up to IGAvania expectations, but it might not even have a place in where the genre is right now.

It's so easy to read my rant of sorts and respond with "well they aren't done yet". But what have we seen or played that should be instilling me with confidence here? They've been working on this for yeeears and this is still all we have. Surely they are at the point where they would add, I dunno, actual level design. I pray that the devs see this and put extra effort into level and map design. We have enough weapons, I can deal with the visuals, and I don't care about the story. Please give us a memorable world to explore or you are gonna break my goddamn heart.

Also, please please pleeease don't throw my precious IGAvanias under the bus in an attempt to convince me that this game is "good enough". :(
 

foxuzamaki

One Winged Slayer
Member
Oct 25, 2017
21,567
Your experience seems polar opposite of when I was watching Liam on his rising superstream where he was immersing himself in the game with its controld and mechanics and finding a few glitches that might be helpful for speedrunning tho no promises of them making it into the final game
 

mrmickfran

The Fallen
Oct 27, 2017
26,860
Gongaga
I think it'll just be a little disappointing, but not the dumpster fire that Mighty No. 9 was.

I was immediately on board with Curse of the Moon and am still skeptical about this.
 

Deleted member 16025

User requested account closure
Banned
Oct 27, 2017
1,506
Why not just post this in the Update thread where people are talking about the demo?

Anyway, I think the demo is pretty good. There's some stuff that I like and some stuff I don't, but I'm holding out for the finished game before I make final judgement.
 

JoDa

Member
Jan 12, 2018
558
I feel mn9 tried harder tbh, feel like bloodstained is trying to be a bit more modest which is the right move specially due to the visuals, the game will still probably play great but there's always a bit of a degree of concern
 
Oct 29, 2017
4,515
UK
The demos have already shown it won't.

Though I'm really not feeling the graphics. It's got the anime style characters but super realistic UE4 fantasy textures and it feels jarring to look at.
 
Oct 27, 2017
39,148
I think it will be a great game at best and a lacking game at worst.

There is too much good for it to turn out to be a bad game and they could only improve from here on out. If this game is a success then I am sure we will see them make a true DS line quality sequel.
 

Phediuk

Member
Oct 27, 2017
3,327
The polygonal look is so god damn ugly compared to the old sprite-based games.
 

Vicious17

Banned
Oct 29, 2017
2,293
The issue here si that Igarashi is a game designer, Inafune was a suit.

I'm not saying Bloodstained will be perfect, or anything like that, but I'll bet money on it on not being anything like MN9
 
Oct 26, 2017
7,347
1: The versions you've been playing are supposed to hand a ton of options to the player to show off what they can expect from the full game. It's a demo build.

2: The level design, balance etc are exactly like the Igavanias of yore because that's what people paid good money for Iga to make them. It's not going to be experimental as this stage. Maybe Bloodstained 2 can take that risk. This is going to be the Igavania that Iga never got to make after OoE.

The only point you have is that the graphics look bad in places and I think that's mostly due to them not really knowing how to add high definition detail to a 2.5D world designed for a Nintendo DS.
 

Shengar

Member
Oct 26, 2017
1,052
Judging level design from just a single demo is incredibly silly and premature. Did people forget already how terrible Demon's Souls demo was to the point Sony throwing the game under the bus.

And MN9....yeah Bloodstained would never stopped being compared to it on whatever the failings it had. Thanks Inafune.

Man I understand with rhe criticism and skepticism, but does MN9 comparison really necessary? It's tiring because at this point it just become sort of hyperbolic vitriol or concern over the quality of Bloodstained.
 

nded

Member
Nov 14, 2017
10,585
I don't mind the graphics, but the lighting could be better. Looks like the camera is attached to a floodlight.
 

Xbox Live Mike

Prophet of Truth
The Fallen
Oct 29, 2017
2,435
USA
From the backer demos I played I have enjoyed the game so far and I look forward to the final release.
 

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
I agree with the rooms being too empty and boring, hopefully it's just an early game thing.

My biggest issue with the demo is that the game just looks ugly, the ''graphics'' isn't bad for an indie game but the art direction and lighting is just a mess.
 

Pocky4Th3Win

Member
Oct 31, 2017
4,106
Minnesota
The look of the backgrounds I feel is almost as bad as Mighty 9. I like the gameplay and how it felt but it is really hard to look at. I backed both these projects and regret one, I hope I don't regret this one.
 
Oct 25, 2017
15,172
Graphics are weird because they look rough in some areas and astonishing in others. I still wouldn't call it a MN9 situation though.
 
OP
OP
FolderBrad

FolderBrad

Member
Oct 25, 2017
887
Judging level design from just a single demo is incredibly silly and premature. Did people forget already how terrible Demon's Souls demo was to the point Sony throwing the game under the bus.

And MN9....yeah Bloodstained would never stopped being compared to it on whatever the failings are. Thanks Inafune.

I can only judge level design from what I've seen over multiple areas and multiple demos. Also the game has been in development for years now.

The rooms feel like empty shells with different area skins on them. It's just a handful of platforms. There is nothing distinct or memorable about any single room, much less a whole area.

It's coming off as VERY amateurish.
 

ghibli99

Member
Oct 27, 2017
17,843
I mean, we were basically originally sold on nothing. Just the IGA name and the promise of a return to the SOTN days. While visually it's not what I envisioned, the game plays how I thought it would, and I dumped several hours into the demo since I got really into the collecting and upgrading aspects. I'm quite looking forward to it.
 

sir_crocodile

Member
Oct 25, 2017
23,509
It looks ok. Whether it'll end up being great is up in the air.

MN9 looked like trash, played like trash, was trash. There is no comparison.
 

thefro

Member
Oct 25, 2017
5,996
I think the weapons are all in there for players to mess with in the demo.

I can only judge level design from what I've seen over multiple areas and multiple demos. Also the game has been in development for years now.

The rooms feel like empty shells with different area skins on them. It's just a handful of platforms. There is nothing distinct or memorable about any single room, much less a whole area.

It's coming off as VERY amateurish.

You could make that criticism of pretty much any Metroidvania IGA made after SOTN (and that reused a lot of Rondo assets)

Tight level design has never been a strong suit of the Castlevania series since they stopped making Classicvanias
 

Tathanen

One Winged Slayer
Member
Oct 25, 2017
6,039
Yeah, I think you're in trouble OP. It's looked rough forever, and it's just not showing anything to convince that it's pulling out of it. I've had a lot of people just tell me "it looks like an IGAvania" and.. I've played all the IGAvanias, I love em, believe me I want this to be good, but man it sure is not convincing me.
 

Wanderer5

Prophet of Truth
The Fallen
Oct 25, 2017
10,988
Somewhere.
The lighting especially is out of wack in some environments, and the town could use some music, but otherwise I was pretty impress by the demo. It is Igavania to the core, and it sure feels right for that.
 

Dullahan

Always bets on black
Banned
Oct 25, 2017
7,410
I am a backer too, and personally everything I've seen makes me very confident that the game will be a winner.

I love it.
 

neonxaos

Member
Oct 29, 2017
513
I have more or less the same fears. It just doesn't look very appealing to me in action, and it certainly doesn't have the charm of the handheld games (played them recently for comparison). I am still looking forward to the final release, and I'm trying to keep an eye on it without having anything spoiled, but this whole time, something has just been feeling off for me about the project. Still, I felt the same way about Samus Returns, and I was certainly wrong on that one.
 

Beartruck

Banned
Oct 25, 2017
4,939
I feel like Bloodstained will end up decent. Not amazing, but decent. Mighty no 9 was possibly one of the worst games of its release year. I don't think it did anything right.
 

Deleted member 41271

User requested account closure
Banned
Mar 21, 2018
2,258
We got the 8bit vania, and it had great level design, so I'm so far not worried, it's looking fine. Graphics might not be perfect, but I don't give a damn about graphics as long as the gameplay is good. I can still play Ultima Underworld or NESVanias, I can play this just fine.
 

Daschiel

Member
Oct 28, 2017
754
Game was supposed to be out 2 years ago. It's a 2d sidescroller, many others have come out with shorter development, less people and look and play amazingly well (looking at you little buggers*pun intended*). I don't regret backing up the game yet, but I am dreading it will be a shallow game. We got 3 Castlevania games on Gameboy Advance and DS in the time we waited for this to come out(my memory is fuzzy on that, could be wrong)
 

Deleted member 4247

User requested account closure
Banned
Oct 25, 2017
8,896
Looks awful visually, especially the animations. A game like this needs a good running animation, and this one doesn't.
 

MegaXZero

One Winged Slayer
Member
Jun 21, 2018
5,079
I think this will end up as a really good game. The demo is fantastic. I can see why graphics might be an issue, but so far the gameplay itself is tight.

Igarashi never designed any of the Castlevania games, he was a producer.
Might want to check the credits for SotN.
 
OP
OP
FolderBrad

FolderBrad

Member
Oct 25, 2017
887
I think the weapons are all in there for players to mess with in the demo.



You could make that criticism of pretty much any Metroidvania IGA made after SOTN (and that reused a lot of Rondo assets)

Tight level design has never been a strong suit of the Castlevania series since they stopped making Classicvanias

IGAvania's have never been known for quality level design. At least not compared to ClassicVania. But there were distinct and memorable areas that were filled with appropriate enemies. This is what is missing here. Lemme give an example.

Take the giant staircase in SotN. You have a very long room unlike any other in the castle, a specific knight enemy type that sides along the stairs and attacks, falling spike ball hazards that are also trigger by the player attacking the thing that holds them up. This area is also a visible place on the map. You combine all of these aspects and you have a distinct and memorable area that was a cool experience to get through the first time.

It might not have been the crazy platforming in Rondo, but it was memorable. There is NOTHING even close to memorable here. It's embarrassing, frankly.
 

Jiggy

Avenger
Oct 25, 2017
9,291
wherever
I think the game will be fine, it's IGAvania after all, but I'm disappointed how unappealing the visuals are.

It's just… straight up ugly to be honest
 

Phediuk

Member
Oct 27, 2017
3,327
I think this will end up as a really good game. The demo is fantastic. I can see why graphics might be an issue, but so far the gameplay itself is tight.


Might want to check the credits for SotN.

Kinda.

The game was directed and produced by Toru Hagihara, who had directed the previous entry, Rondo of Blood. Igarashi had creative influence and was involved with the story-writing and programming.[15] Part way through production, Hagihara was promoted to head of the division. He then asked Igarashi to finish the game as the assistant director.[16]
https://en.wikipedia.org/wiki/Castlevania:_Symphony_of_the_Night#cite_note-17

So basically he just finished someone else's work, and only on that game.
 

Deleted member 42686

User requested account closure
Banned
Apr 26, 2018
1,847
Can't say much gameplay wise. But visuals seems to have suffered a downgrade from the previous one. Now everything looks less sharp, less clear, with low illumination and less diversity of colors in those levels. The menu now also looks way less attractive too, with a 3d moving model looking just ugly . Still bit interested but I'm slowly losing interested on the game.

The game might still be good to play though, only time will tell. But I'm not blind, thats for sure...the first version DOES looks way better.
 

ASaiyan

Member
Oct 25, 2017
7,228
From what I've seen, this is definitely on-track to at least be better than the dumpster fire that was MN9. The E3 gameplay demo on Twitch had some bad framerate issues. But the level they showed looked okay, so if they can fix those performance snaggles before release that part looks good. The 3D visuals could be better but they grow on you after a while. We're at this weird point where 3D models are easier and less-expensive than 2D art so I suppose we just have to give a Kickstarter dev the benefit of the doubt there, lol.

As for the map design, idk, you're right, they haven't shown much yet. You would expect Iga to remember how to do Igavania; and I believe they said this game would be a more-linear Order of Ecclesia style thing anyway(?). But of course, we all expected Inafune to remember how to do Mega Man...
 

Gold Arsene

Banned
Oct 27, 2017
30,757
Bloodstained isn't trying to become a multi media franchise before even having a game out so I think I'm a bit less skeptical of it.
 

Maedhros

Teyvat Traveler
Member
Oct 25, 2017
1,872
Kinda.


So basically he just finished someone else's work, and only on that game.
Doesn't matter when he made a much better game (OOE) later.

People have a point about the game looking bad. It really does, at least for me. Some areas look better than others, but the game itself is pretty cool. There's a lot of things that need to be improved, so I really hope they take a look at the criticisms and make another delay to correct these.

Also, if this one sells well, a sequence probably won't have the 2.5D look, because that's the main criticism surrounding this game. Had it been 2D, no one would be complaining, really.
 

Dark1x

Digital Foundry
Verified
Oct 26, 2017
3,530
I don't like Mighty No 9 but...I still don't think it is as bad as its reputation would suggest. There is a playable Mega Man style game in there. It has a ton of design flaws and is kinda ugly but...I still think it's pretty decent.
 

PrimeBeef

Banned
Oct 27, 2017
5,840
I actually liked Mighty No 9. I think BS will be fine. I take issue with your questioning about weapon choices. People choose what they like. For example, I prefer secondary weapons that shoot straight. So I will use those even if others may be better overall or in specific situations. I will never use a dagger or a lance no matter how much of an upgrade it is over what I have. I just don't like those weapons.
 

MegaXZero

One Winged Slayer
Member
Jun 21, 2018
5,079
Kinda.


So basically he just finished someone else's work, and only on that game.
You are really underselling Iga's role here. Especially if you keep reading the wikipedia page.

According to Igarashi, Castlevania: Symphony of the Night began development as "something of a side story for the series, we were able to break alot [sic] of Castlevania conventions and introduce a lot of new elements that we still use today".[17] His primary motivation for the abrupt design change was the sight of dozens of Castlevania games in bargain bins of Japanese video game stores; linear Castlevania games offered limited replay value after completion.[18] A noted fan of 2D games, Igarashi was instrumental in refining the game's control scheme.[19] For Igarashi, regular action games were too short; he wanted to create a game that "could be enjoyed for a long time".[15] Consequently, the development team abandoned the stage-by-stage progression of the previous Castlevania games in favor of an open castle that the player could freely explore. Igarashi looked to The Legend of Zelda series, which involved much exploration and back-tracking to extend the amount of gameplay.[20]
 

Duxxy3

Member
Oct 27, 2017
21,775
USA
I think it'll be fine. It won't be the greatest game in the world, but I expect it to land in the 7's. And that's fine for a metroidvania.
 

Gloomz

Member
Oct 27, 2017
2,415
I keep coming back to this game due to the many threads / posts about it over the year(s) - and each time I expect to see something that makes it obvious why it would take 25 years to make. Game looks fairly simple but I feel like it has taken such a long time to come out.

It doesn't look that appealing and I don't expect any major changes to it come release, but I'm a sucker for these games so will probably purchase immediately.
 

Virtua King

Member
Dec 29, 2017
3,976
Mighty No. 9? I am so sick of these type of hyperbolic criticisms, because unlike that trainwreck, this kickstarter has been very open with us backers from day 1. It's ridiculous to compare the two on any level.

Anyway, after playing both Bloodstained demos, it felt as a cross between SOTN and OoE, so I am thoroughly convinced that I'm going to enjoy the completed product. The gameplay was on point, and I like that we might not have to grind for hours to get the weapons and summons we want, unlike in say Dawn of Sorrow. As for the visuals, I thought they were acceptable and look much better while playing as opposed to looking at screenshots. If anything, I think this game is exposing how much some people value presentation over everything else, because, at least to me, the gameplay and level design felt the same as any other Iga game, which are the only things that really matter.
 

SupraDarky

Member
Oct 29, 2017
88
I never thought I would say that for an IGAvania, but the visuals truly are what is making me worried about the whole experience. They are bad to a point that it takes me out of the experience, they feel like they were done by an amateur making his first 3D game on free software (I'm mainly talking about the environment, not the characters). Past IGAvanias or games like Hollow Knight made me feel lost in their worlds in part thanks to the visuals and music.

The gameplay does not worry me at all and is what keeps me being excited for the game, I know they will pull it off. That and the music of course.
 

Nakenorm

The Fallen
Oct 26, 2017
22,351
I really liked Curse of the Moon, but I'm still a little bit worried about Bloodstained. It just doesn't look that polished from trailers.
But to be fair, I haven't wat we'd that much gameplay or played it at all yet.
Hopefully it's just a bit hampered and incomplete. 8/10.