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Bloodstained: Ritual of the Night

GameSpot has posted another couple of minutes of footage from Bloodstained: Ritual of the Night. Check it out below.

It isn’t too much, but some brand new Bloodstained: Ritual of the Night has popped up online. We’ve posted it below.

The gameplay shown is from the first stage. Miriam is on the Galleon Minerva as she heads toward the castle.

Here are some new images by the way:

Bloodstained: Ritual of the Night will be at E3 2016 next week. A preview demo is coming to $60+ backers, which is based on the E3 build. More information can be found here.

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There’s a lot involved with Bloodstained: Ritual of the Night. On top of the base game, last years’ Kickstarter reached stretch goals for features like various modes, local co-op, and more.

How will Bloodstained go about bringing out all of its content? It sounds like the team will be adopting a staggered release, meaning we’ll see the base game first followed by additional content. That should help avoid a major wait, and the experience will be kept fresh over time with new features.

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Koji Igarashi posted a new update on the Bloodstained: Ritual of the Night Kickstarter page today. We have a look at a trio of minor enemy designs: Seama, Dullahammer, and Morte.

Here’s an overview of each one:

Seama

The demon parasite of the sea! Water monsters are always essential, but we wanted to do something unusual this time around—that’s why our sea monster influence was the humble jellyfish.

It worked out well. But it’s so jiggly… it looks kind of delicious.

Dullahammer

A headless knight that attacks by swinging its own head like a flail. I love the idea of really large minor enemies—the sheer size makes you feel like you’ve met a challenging opponent.

The uni, or sea-urchin-like substance inside Dullahammer’s armor is an accent. He looks kind of delicious, too…

Morte
A lesser demon that lacks a corporeal form, this mud-like creature can’t hold its shape. If it could talk, it would probably yell something like, “Give me a physical form!” By the way, it doesn’t drop any skills. It’s a lesser demon, after all…

Head on over to the Kickstarter update here for a work-in-progress animation of a Morte attempting to engulf Miriam.

A new Bloodstained development update video was shared yesterday as part of a post on the game’s Kickstarter. It starts off by showing the katana animation, and then highlights a “grid” map used to test different aspects of the project.

Here’s the full video:

And Koji Igarashi’s explanation of it:

Hi, everyone! This month we’d like to show you something that few people outside the development team ever get to see: A work-in-progress “grid” map that we’re using to test stage size, scrolling mechanics, enemy placement, and more. I’ve provided some narration to make it easier to see where we’re making progress.

We’re also revealing the katana animation. To provide our animators a reference for the motion, the team filmed me swinging an umbrella. Days after the video shoot I still had some muscle pain, but let’s please keep that between us…

You can find the full Kickstarter update here.

Back in January, the Bloodstained team asked fans for their feedback about shaders. Four different background/character options were available – all of which can be seen here if you missed them. Today, the winning shader was announced.

“Background 3 / Character 3” ended up as the top selection. Interestingly, it received more than half the votes as well as twice as many as the next-most-popular option.

Main designer Koji Igarashi shared the following in a Kickstarter update:

“Like the shader poll results, we’ve decided on Character Shader 3 / Background Shader 3. Since the new character shader was so well received, we’ve also made a video of Miriam’s 3D model, reflecting some of the most recent changes we’ve made.

We thought cosplayers would especially like to see the back view of her design. The camera is the only thing that moves in the first half of the video; in the second, we’ve demonstrated the shader effect by moving the light source, as well. Please enjoy.”

And here’s the video in question:

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Development on Bloodstained: Ritual of the Night continues to progress. Today, a new Kickstarter update was posted regarding shaders. The team is looking for feedback from fans – based on four different options – to settle on the best style. You can vote right here.

As for the different options, those are below.

Background 1 / Character 1

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Koji Igarashi and Inti Creates president Takuya Aizu unveiled a new piece of art created for Bloodstained: Ritual of the Night at a PAX Prime 2015 panel today. You can check it out above.

The art above highlights the gameplay element of customization. You’ll be able to switch our different head gear such as hats. Based on what you’re wearing, the parameters will change, and the character will be given different boosts.

It’s also possible to change the color of accessories. Moreover, it will be possible to change main character Miriam’s hair color.

New information about Bloodstained: Ritual of the Night was revealed during Microsoft’s Gamescom 2015 media briefing. Creator Koji Igarashi took to the stage to provide a first look at a new character.

At the moment, the new character (pictured above) does not have a name. We know that he’s a demon hunter, and he fought the demons that first come to Earth during an attack that occurred ten years before the game begins. Igarashi confirmed that he’s a dual-sword wielding hero. Additionally, the character uses Japanese ofuda spells to fight enemies.

In a Kickstarter update for Bloodstained: Ritual of the Night, project lead Koji Igarashi revealed that the game will have over 1,600 rooms. That makes this project his largest Castlevania-esque title in terms of scope. It also means that Bloodstained will be around 1.5x the size of Castlevania: Symphony of the Night (not counting the inverted castle).

Due to the high number of rooms, the development team is considering adding more enemies to fill them up. Igarashi is also giving thought to expanding the stor and introducing more characters.

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