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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Sindra on June 19, 2019, 09:35:26 AM

Title: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Sindra on June 19, 2019, 09:35:26 AM
Decided to make a dedicated thread now that the game is released, for things that don't have to deal with its development and the Kickstarter and just for playing the game itself.



I'm just over 50% through the map thus far after putting probably 8-9 hours into it already (spent close to an hour alone on Zangetsu).

(click to show/hide)
Title: Re: Bloodstained: Ritual of the Moon - Gameplay, Story & Spoilers
Post by: Abnormal Freak on June 19, 2019, 09:44:44 AM
Ritual of the Moon—is that a special combination of the two games?  ;D
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Sindra on June 19, 2019, 11:06:53 AM
GODDAMNIT ALL TO HELL. Fixed.


I played a lot of both games in the past 4 days. They've very much blended together. (Especially with how many bosses they share)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on June 23, 2019, 09:25:32 AM
Okay, so without delving into immediate spoilers...

I do find that many years ago, I often dreamed about SOTN having a much larger and more expansive map. Now that this has most certainly happened in ROTN , I find that as much as I had wanted a bigger castle to explore, this was perhaps not the best thing to ask for. I find the walks through the castle to take too long when needing to get somewhere, even with teleporting rooms available.

And well, then there are the bugs.  Every time I die, the loading screen freezes and I have to restart the application. There are others for sure, but this is by far the most annoying thing in the game.

The first few  bosses after the galleon were challenging, but after that I am agreeing with critics that simply refer to them as button-mashing-exchanging-of-blows.  For the most part. I am only 50% map complete so far, so no idea if this will hold true.

I do like how the controls and movesets are identical to SOTN. I am not liking the sheer number of shards one needs to switch between to access skills that progress you through the dungeon--I wish it was all accessible via commands similar to SOTN in this regard, even with shortcuts, it can be annoying having to switch skills to go forward in the dungeon at times. SOTN had it perfectly nailed in this regard, it really negated the need for switching items on and off by having a great set of control pad commands.

Voice Acting : David Hayter does something special for MGS, but I don't feel anything great about him in this game.

Belgrade's character, great and funny.

I also like how every weapon is even more viable of a choice now. I used to love even the simple Jeweled gloves kung fu in SOTN, and am glad it is beefed up a bit more now.

Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Zuljaras on June 23, 2019, 10:09:21 AM
After beating the game I think that it is a great game but cheap execution.

- Some places were very empty. By that I mean they were soulless. No attention to detail at all.
- The Oriental Lab was done by someone who does NOT care at all. It was ugly and boring.
- The same goes for the Behemoth area. Just ugly and empty.
- Many things were regurgitated. I mean I know this is the case with all metroidvanias BUT here it look very bad.
- Most bullet souls (shards) were boring. It is like "Hey you killed that enemy now you get the power to throw it!".

The game has amazing start but the finish was not OK for me.

I was hoping for more polish and variety with that budget!

If they went with pure 2D sprites style I think they would've make it one of the best games ever created.
I know that reusing assets with 2D is better but to reuse 3D assets is just atrocious!


I know I have said many bad things but still I give the game 7/10.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on June 23, 2019, 11:13:53 AM
What do you mean by "execution" exactly?

I still rate SOTN higher, I normally give it a 9.7 out of 10, and round to 10.

So far I rate this about 8.7.

It sure has the feel of SOTN, but a little of the soul is missing for me.  I find the dungeon layout a bit more interesting in SOTN, and streamlined.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on June 23, 2019, 11:22:54 AM
After beating the game I think that it is a great game but cheap execution.

- Some places were very empty. By that I mean they were soulless.

If they went with pure 2D sprites style I think they would've make it one of the best games ever created.
I know that reusing assets with 2D is better but to reuse 3D assets is just atrocious!


I know I have said many bad things but still I give the game 7/10.

Yeah, it is indeed an element of "soul" to the game. Even though some things copy SOTN exactly in both design and execution, it is that "simple" little thing that is missing. When all is said in done, I will, like always , still go back and replay SOTN. I will probably play through ROTN maybe twice and may not pick it up again ever after if it remains in its current state. Who knows what else the next DLC's will do to affect things?

But I don't think multilplayer will improve the gameplay experience at all, in fact I think it will make it worse. The game is already long enough IMHO without having to time things with a partner just right.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Zuljaras on June 23, 2019, 11:27:50 AM
What do you mean by "execution" exactly?

I still rate SOTN higher, I normally give it a 9.7 out of 10, and round to 10.

So far I rate this about 8.7.

It sure has the feel of SOTN, but a little of the soul is missing for me.  I find the dungeon layout a bit more interesting in SOTN, and streamlined.

I mean that they had a very good idea but rushed it and that is why the game lacks in certain departments.

Also the Castle areas feel very disconnected. Like they are there as a last resort. Like the mentioned above Oriental Lab and the Behemoth Lair.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Sindra on June 25, 2019, 03:07:18 PM
Kinda anti-climatic with that ending. Maybe I've just played enough of these that nothing is really much of a surprise.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Abnormal Freak on June 26, 2019, 03:50:27 AM
The story bits are intrusive and annoying so I've started skipping them. I hate that on PS4, the lighting in the background glitches out in certain rooms. I think IGA should've made this a 2D pixel art game because that could've helped the game look less budgety.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Castle34hk on June 26, 2019, 02:55:29 PM
I just wondering a quick thing is it really IGAS biggest castle? Beaucuse it dint feel that for mye but trust me its BIG but the biggest really for a metroidvania?
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on June 26, 2019, 04:16:53 PM
How come I can't equip a sword AND kung-fu shoes at the same so I can do Green Ranger moves while counting in French and fighting with a sword?
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on June 26, 2019, 05:56:55 PM
I find a couple things odd; There were maybe 3-4 Shortcuts and 3-4 Knights, Kinda wish it were replaced with more useful things once the initial was obtained.
Shortcuts were barely useful; plenty of presets, yes, but most situations call for changing 1 piece of equipment.
All traversal Shards + Armor were somewhat underutilized, It would have been cool to see more Craftwork Puzzles or a Gravity section (kinda like MMX8), reflector beam is pretty amazing once upgraded.

Guns are... okay? Really wished you could equip 2 weapons.

Very happy to see the Switch version getting some 60fps optimization, visuals be damned I've personally tried to play at 30fps lock.... It's only good before Miriam starts getting fast and once you GOTTA GO FAST that's when it becomes unplayable.

Downscaling works just fine but upscaling does nothing.

The game supports modding, so this could be some great future-proofing down the line (there's already a ultrawide mod).
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: JR on June 26, 2019, 08:57:17 PM
Shortcuts were barely useful; plenty of presets, yes, but most situations call for changing 1 piece of equipment.

Agreed. I only used 1 shortcut, and that was for gold farming.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: aensland on June 26, 2019, 09:27:06 PM
Guns are... okay? Really wished you could equip 2 weapons.
Guns are really imbalanced because they're sorta useless early game, but with Diamond Bullets + Recycle hat it becomes the most broken thing ever (even stronger than sub-200 HP Red Remembrance + great sword)
Doesn't helps that the game outside Nightmare is really easy because exp is flat and stat stacking is op.

It sure has the feel of SOTN, but a little of the soul is missing for me.  I find the dungeon layout a bit more interesting in SOTN, and streamlined.
The game is a huge SotN refence, if you played it you'll never get stuck on this game.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: X on June 26, 2019, 09:31:31 PM
Picked up the game and despite the flaws I am enjoying it quite a bit.

The whip weapons are a bit of a let-down unfortunately. Not in terms of power but in terms of functionality. I guess they were trying to differentiate the whip combat from CV's as much as possible, but I think they took it a bit too far from where I would have liked to have see it. There are other games that I played in the past that had the use of whips which worked out much better and still stood out from Castlevania's.

The voice acting I don't find to be all that bad. It seems to work out okay. But the cut scene where Miriam and Zangestu board the train was a bit much and not necessary. The train was right beside them on the platform (stationary) and they could've just climbed on board. Why make it unnecessarily complicated? The scene was also badly animated to begin with.

Quote
Guns are really imbalanced because they're sorta useless early game, but with Diamond Bullets + Recycle hat it becomes the most broken thing ever (even stronger than sub-200 HP Red Remembrance + great sword)
Doesn't helps that the game outside Nightmare is really easy because exp is flat and stat stacking is op.

I gotta keep this in mind. I actually like the long range combat via the gun since the whip functions are a bit useless for me.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on June 27, 2019, 03:22:10 AM
Guns are really imbalanced because they're sorta useless early game, but with Diamond Bullets + Recycle hat it becomes the most broken thing ever (even stronger than sub-200 HP Red Remembrance + great sword)

I agree. I think I'm going to plan a guns-only run... I started with a LUCK build and did alot of unintentional farming (aka I got a little lost, this is good), and found out just how absolutely broken the crafting system is once you Alchemist's Bounty.

I think the biggest downside would have to be boss-rush, you can finish both runs on normal and Hard under 6 minutes total.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Sul_Yong on June 27, 2019, 07:02:05 AM
So I actually loved the heck out of this game. Even after I had to restart my game cuz of the 1.02 patch. I didn't even know about our Dungeon Clan weapon, so I'm preparing myself for a third run.

I ended up beating the game using only whips, and I freaking enjoyed it cuz it was a new way to play these games even if it wasn't optimal compared to Juste or Nathan.

I'm just glad another one of these got made, man. These last several years, all my friends recommending me all these "Metroidvanias" when I've never fully enjoyed Metroid and they've never played a single Castlevania. Other metroidvanias don't scratch my Castlevania itch in any way. RotN is a damn dream come true for me, even with all its flaws.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: aensland on June 27, 2019, 02:17:39 PM
The whip weapons are a bit of a let-down unfortunately. Not in terms of power but in terms of functionality.
Yes, they don't feel that "rewarding" compared to other weapons, you just use them for the crit spam skill and that isn't that fun when everything is jumping around.
But it can't be an Igarashi game without half of the inventory being not used at all (maces/staffs are just swords with another skin and doesn't gives another playstyle or uniqueness)

I think the biggest downside would have to be boss-rush, you can finish both runs on normal and Hard under 6 minutes total.
My best time is 48 seconds, but not sure if it's just me, but it only gives 16/32 bit coins the first time you beat them.
The rest of the times I just got ethers and random materials
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: X on June 29, 2019, 12:27:34 AM
I honestly didn't know this till just a few minutes ago. I had them in my inventory since the earliest playthroughs of Bloodstained but I never put them on until tonight. That of course is the Shovel weapon and the Ex-Shovel armour. I became Shovel Knight, lol! I was soaking damage like those sponge enemies and killing baddies like Shovel Knight did in his game. But man! Moving around in that armour is loud. It was a nice throwback to SotN where Alucard can become the Axe knight if he has the armour set. I wonder how killing a boss would be as Shovel knight. I should try it when I get the chance.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: The Puritan on June 29, 2019, 02:36:49 AM
Finished it just now. What a ride. What they did with
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on June 29, 2019, 03:33:25 AM
Finished it just now. What a ride. What they did with
(click to show/hide)
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: NagoriyukiSlayer on June 29, 2019, 03:35:18 AM
OK, I just beat the game, and I have a lot to ramble about. Some of it being praises, observations, criticisms, and everything in between. I wouldn't say it's a review as much as it is a retrospective on a game that I think a lot of us on this forum wanted and were hoping would be a slam dunk. But is it the slam dunk of Castlevania we were always wanting?

To start off with, I'm just grateful that we got a true Metroidvania game to begin with. Yes, other indie games have taken elements from both Metroid and Castlevania alike, but unlike some people who will be going into this game, I haven't played everyone of them, or if I have, I've barely ever even started them. Unfortunately, a lot can change in 10 years, including what one is doing with a lot of their time. I use 10 years as a reference since that's about how long it's been since we got Order of Ecclesia, the last IGAvania game coming from the man himself.

That being said, when I saw that the game was going to be 2.5D, even back then, I figured it wouldn't live up to my imagination of what 2.5D could be in 2019. There's games like Dragon's Crown and the like that still prove that 2D can become like a moving art piece in video game form, but since then, we've seen games that do this with 2D:

https://www.youtube.com/watch?v=E0zqh9spQ7g (https://www.youtube.com/watch?v=E0zqh9spQ7g)

Yes, there's some non-gameplay footage spliced in-between the gameplay shots, but c'mon: Arc System Works made what was a fledgling property into a comeback that even this diehard fan gave up on until he saw the footage of the game online and lamented, at the time, before it and its revisions got released on Steam, having to buy a PS4 to experience, which, in 2019, with the Yakuza series coming to PC more often in various ways (be it RPCS3 or Steam), it makes PC the superior platform, but that's besides the point: 2D has come a long ways such that, while ROTN graphics aren't as bad as the pizza explosions and other BS from Mighty No. Where's the 3DS and Vita versions of the Game Making those Backers Cry Like Anime Fans on Prom Night?, it still feels weird going back to levels that look like we're in an early PS3/Xbox 360 game "remastered" for the current gen, except using an engine wiith better documentation and support than UE3, which makes the problems with the Switch version, which was the console that I picked for the tier I personally backed, all the more upsetting, though I thankfully experienced the game post-1.02 patch via GOG like Jorge did. (As much as I love Steam, if GOG had a similar library of games to the former, GOG would be my preferred choice. No, I wasn't paid to say that. Still, fuck the Epic Store)

Still, if the graphics for the gameplay are OK, maybe the dialogue might be a little better, right? Eh, here's where it resembles Mighty No. 9: static character models with no expressions. And it's not just for dialogue textboxes. When you cook food with Johannes, Miriam does an animation, and if you're not trying to make another JJBA reference, you might expect her to make a cute expression to be all like, "I did it!" in conjuction with her jumping up in excitement. Nope. Just the same facial animation. This is not the only problem: sometimes, when you're killing enemies in the Realm of Red Laziness Ripping Off Giant Land from SMB3, there will be black polygons protruding from the floor that are untextured. Thankfully, it didn't cause the game to crash (I only experienced that in the Not-Clock-Tower which has one of the more memorable themes of the game, more on that in a a bit), but both this graphical glitch as well as an untextured wall in the same area in the last parentheses points to a bigger problem I have with the game: it just feels rushed all around.

Now, when I say that the game is rushed, that's not to say that it doesn't feel like a genuine attempt at making a bigger budget Castlevania game with everything that comes with it, but the problem is in the execution, I personally find. In pretty much every Castlevania game other than SOTN, the 3DVanias, and the DS games, you only have two face buttons and maybe use one or two of the shoulder buttons. For most of the systems the games appeared on, this was adequate and the game was designed around it. I'm sure that this game was designed around those same limitations when those limitations, for all of the systems this game was seeing a release on, shouldn't have even been a problem. Like, look at Super Castlevania 4: not only are the subweapons mapped to a different button (which this game does, but the execution on the subweapon or not-Soul idea taken from AoS is subpar, to say the least), but you can do your regular attack in all eight directions of a d-pad. Considering you don't push Up+Attack to use a the Not-Bullet Soul anymore, this really feels like a missed opportunity. I know, this is nitpicking, but it's a minor issue that's on top of another hill of minor issues that feel like it could've used some polish: speed.

Yes, you can backdash and slide (and not hurt yourself most of the time when attacking an enemy, a much appreciated improvement!), but not to the same extent as SOTN, and yeah, I know that speed wasn't intended for that game, especially when you mix backdashing and a shield together, but Circle of the Moon had you being able to dash with two button presses in the direction you wanted to go. Can you imagine how much faster Miriam would be if she didn't have to equip an accessory to move faster and could run at will? We had the Black Panther soul in AoS, and while I didn't get every shard in the game, I couldn't find anything similar to it in my playthrough which included getting 98% map completion. It's another missed opportunity to fix something that could have elevated this game above the portable ones. But how about those shards?

I mean...they're just Souls from AoS/DoS and maybe kind of like Glyphs in OOE? I never finished that one. By the time I got around to being interested in it, my apathy towards Castlevania at the time and all of the years of not owning a means to play it (my portable gaming years that didn't involve a Switch ended with the GBA, tbh), made it so that the only one I ever felt like finishing was DoS since that was the one that was universally praised whereas the latter two were kind of Made-For-Castlevania-Fan games. Except that these Shards don't do much interesting. Oh, I got this Bat shard? Maybe I can turn into a bat and fly around...oh, she shoots a bunch of bats from her hand and hits an enemy for multiple hits at once. A spinning axe that acts as a large cross? Yep, sounds about right. The only thing that'd new is projectile shards that you can aim with the right analog stick, which is a neat idea but it feels a little weird to control. Not to mention, there's some items that are required for progress locked behind these particular shards that I don't know that you can part with at the shop, but if that's what you can do, then that's another misstep that should have been taken into consideration. About the only cool thing about the Passive shards is that, if you feel like farming for 9 of them and can farm for more stuff to craft upgrades to the Shards, you get permanent buffs that can stack as permanent abilities. Really, though, this ranking system should have ONLY been for the passives and not everything else, as the need to upgrade things for the other options make it hard to change what your abilities can do other than, "provides more coverage/distance, hits harder/faster, or uses less MP, etc.) Needless, to say, I only collected passive shards and grinded while doing so as a natural consequence of killing so many enemies for item drops in a process I didn't think Igarashi would take as a tactic from Circle of the Moon, yet here we are.

Still, to get to the heart of Bloodstained's problem, you have to find out what it lacks, and what it lacks...is blood to fill its Castlevania heart.

The plot of the game is that, ten years ago, aristocrats essentially said alchemy is dead, science 4TW, and alchemists were all about using this special book to summon demons from another realm that led to a war that saw the humans winning at the end of it all. The war was the result of them performing a ritual on Alucard-With-Relius-Clover's-Mask (you'll understand this reference if you played Blazblue) or something, and Miriam got amnesia from going into a slumber after being spared as a sacrifice or something because of Johannes and Not-Gandalf saving her life. The setup is OK, and is executed about as nonchalantly as you could imagine it, complete with it following the same notes, almost beat for beat, as SOTN's in more ways than one. These are just demons. Not monsters like Flea Men, Frankenstein, The Mummy, Legion, Dracula, etc.. All public domain, yet for some reason, Igarashi couldn't use them. I'm no lawyer, and I absolutely understand if he just couldn't do it lest Konami go full 2015-Kojima on Igarashi and disown the man, but this game just doesn't have anything that gave Castlevania the edge it needed. The enemies bleed, but none of them die the way the Vampire Soldier did in SOTN, or the Zombies in DoS, or explode in spectacular, testosterone-pleasing glory like pretty much every enemy in SOTN. Some of the enemies have the same creepy vibes, but it's all generic; Anytime an enemy is refrerred to as a Morte, it usually means that it's an enemy that IGA would be at risk of lawsuit over if he wasn't playing his cards carefully. Anytime you see a Shovel Knight armor replace an Axe Armor...OK, I'm kidding, that was pretty clever, actually. If only the Shovel Knight could actually bounce off the ground with his shovel.

Still, the lack of inspiration or originality doesn't end with the setup. The character designs and their roles feel ripped from various Castlevania games, be it Zangetsu looking so similar to Gabriel Belmont of LoS fame that, if this were some whack alternate timeline to the LoSVerse I'd believe you. Miriam looks like a more kawaii Shanoa, (not that I'm necessarily complaining, mind you. ;) ) and I already said what Dracu-I'm sorry, I mean, Gebel looks like outside of the cameo voiced by Robert Belgrade himself. It is nice seeing Konami game voice actors being contacted for this game and to hear their voices, even if, hearing David Hayter now, he sounds like a B-movie character!

All of this is to say that Bloodstained isn't without heart: in terms of gameplay, everything functions and feels just right. It's just that it feels like more blood needed to be pumped into that heart in order for this game to blow yours truly's socks off in terms of everything including the OST which isn't bad by any means, but compared to the other games, it just doesn't sound like what I'd think of when I think "Castlevania made with an actual budget." Compare any of these tracks to The Tragic Prince, the arrangements of Vampire Killer/Bloody Tears, Beginning/any other catchy tune in the older Castlevania games. Like, the style is there, but the feeling of finally hearing a new Castlevania game with high quality music seemed to be fulfilled audio-wise more so in Castlevania Harmony of Despair.

Wow, this post has gone on like the Energizer Bunny. I'll see myself out!
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: X on June 29, 2019, 03:39:25 PM
Quote
Wow, this post has gone on like the Energizer Bunny. I'll see myself out!

LOL! Good read and I get where you're coming from. The game is rough in many areas and not just bug-wise either. I'm enjoying it but at times it feels like a chore to get this or that done. This game really needs a proper bestiary. Sure it has one but it only tells you about the shards. I need something to tell me who drops what and that's not in the game at all. I also find the crafting system to be somewhat tedious. This is the same problem I had with DoS. I'd much rather find/collect dropped items, weapons, armours, etc. from enemies and hidden rooms then put together a weapon that I might need more of in order to craft an even better one, but requires me to use up lots of resources for a convoluted recipe that I need to collect from enemies that aren't listed in the bestiary in order to find them! Honestly it's a waste of my time. Cooking is also high on the tedium list as well. I've only gotten as far as to make the old woman some corn chowder. But again the ingredients to make said dishes are leading me on an un-merry goose chase. I don't know about anyone else but CoD's crafting system felt much better (minus the stealing bit).
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: The Puritan on June 30, 2019, 08:06:02 AM
How come I can't equip a sword AND kung-fu shoes at the same so I can do Green Ranger moves while counting in French and fighting with a sword?

They really should've keyed the Circle/B button to a second weapon slot. You can't call this game the SOTN Killer if you can't even dual-wield.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Dark Nemesis on July 02, 2019, 01:34:30 PM
So we backers on ps4, how do we activate IGA secret boss quest? He's the only one missing for shards completion.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on July 02, 2019, 02:06:07 PM
So we backers on ps4, how do we activate IGA secret boss quest? He's the only one missing for shards completion.
That's not good, you should have a code for IGA's Back Pack, Then the quest should have been available at the very start of the game.
If you have "Avenge the death of Julius", Just go back to the Gebel room and fight him.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 02, 2019, 04:22:58 PM
Considering you don't push Up+Attack to use a the Not-Bullet Soul anymore, this really feels like a missed opportunity.
I agree that they could have made it so you could equip more souls this way.  Bit of a missed opportunity, but the shortcut system can be used to replicate such a thing.

Quote
We had the Black Panther soul in AoS, and while I didn't get every shard in the game, I couldn't find anything similar to it in my playthrough which included getting 98% map completion.
It's called Accelerator and it is in the Den of Behemoths.  Race the ninja.  You can use Reflector Ray to gain ground on him as he'll freeze while it's fired off.

I'd argue that the real problem isn't that there aren't enough movement speed boosts in the game; it's that you get them far too late into the game.  It should be noted that all movement speed items/books/etc stack on each other which means that by end-game you're very fast.  But in NG+ you lose the books, which is pretty lame... but honestly that was the case in several of the Castlevanias as well so I'm not surprised.  Accelerator can be carried over to NG+ which makes replaying the game very fast.  You can do 100% runs of the castle in less than two hours with it easily.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aridale on July 02, 2019, 10:10:46 PM
Ok Ive beat the game but clearly I missed a few things... Whats this dungeon weapon that was mentioned? Also how do you ng+? I can still play my cleared game but I havent seen any ng+ option
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aceearly1993 on July 02, 2019, 10:46:33 PM
NG+ option can only be seen after you beat the true ending
(click to show/hide)
; the save file should have "Clear" mark following the staff credit's end, then back to the save slots screen, press the LT button on the Xbox controller to active NG+ option - other versions on different platforms has respective specific button responsible for such function, e.g.: "Page up" key for default value in PC (Steam) version.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on July 02, 2019, 11:52:55 PM
I agree that they could have made it so you could equip more souls this way.  Bit of a missed opportunity, but the shortcut system can be used to replicate such a thing.
It's called Accelerator and it is in the Den of Behemoths.  Race the ninja.  You can use Reflector Ray to gain ground on him as he'll freeze while it's fired off.

I'd argue that the real problem isn't that there aren't enough movement speed boosts in the game; it's that you get them far too late into the game.  It should be noted that all movement speed items/books/etc stack on each other which means that by end-game you're very fast.  But in NG+ you lose the books, which is pretty lame... but honestly that was the case in several of the Castlevanias as well so I'm not surprised.  Accelerator can be carried over to NG+ which makes replaying the game very fast.  You can do 100% runs of the castle in less than two hours with it easily.

Jump-Kick Cancel is your friend here.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Dark Nemesis on July 03, 2019, 10:28:04 AM
That's not good, you should have a code for IGA's Back Pack, Then the quest should have been available at the very start of the game.
If you have "Avenge the death of Julius", Just go back to the Gebel room and fight him.

So, where do i find that code, because i haven't got any, except from the game.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: shelverton. on July 03, 2019, 01:19:51 PM
Sooo... I haven’t finished the game yet but I’m at approx 75% map completion and just encountered another Zangetsu boss fight (in the Oriental Lab thing). I’m level 35 and I’m having a rough time right now. Am I under-levelled? I think the ninjas are especially annoying and my health drains quickly in this area... I know I can beat Zangetsu if I bring some healing stuff but I just wanna know if you think level 35 is about right?

As a side note I’m kinda bothered by the layout of this castle. I know it’s whimsical IGA time and everything but I appreciate when locations make at least some sense. Instead I climb a castle tower and end up in a friggin cave? That’s bad design. The oriental lab should’ve been at least partly underground.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: aensland on July 03, 2019, 03:00:52 PM
So we backers on ps4, how do we activate IGA secret boss quest? He's the only one missing for shards completion.
IGA boss fight isn't part of the 100% bestiary/shard completion, you're probably missing kunekune.

Am I under-levelled?
Yes, grinding ten levels wouldn't hurt.

The oriental lab should’ve been at least partly underground.
Or not even at all in the game, Curse of the Moon did the japanese motif really good, in this game it feels really forced.





Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 03, 2019, 03:43:18 PM
One thing that I found particularly annoying was with regard to the inverting...

(click to show/hide)

Needless to say that I ended up finding my way to the Oriental Sorcery Lab / Upper Cathedral without getting the requisite item--just stocked health potions and equipped items to make me speedier for the dangerous run through spikes. Needless to say, I just barely make it, and died several times, but that was frustrating...

Oh yeah and doing it that way through the spikes permanently destroyed several pieces of gear I was wearing and auto equipped something else. Wasn't anything from shortcuts either. Not sure if that was a bug or not but was still kinda thematically cool considering the heavy damage I took in that passage.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aridale on July 03, 2019, 07:25:37 PM
NG+ option can only be seen after you beat the true ending
(click to show/hide)
; the save file should have "Clear" mark following the staff credit's end, then back to the save slots screen, press the LT button on the Xbox controller to active NG+ option - other versions on different platforms has respective specific button responsible for such function, e.g.: "Page up" key for default value in PC (Steam) version.

Ahh ok I just missed the prompt. I was thinkin it would be on the extras screen or something.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Abnormal Freak on July 03, 2019, 07:29:48 PM
Hopefully by the time I get serious into playing this game and not just 30 minutes here and there, they'll hammer out all the kinks. Newest newsletter update confirms changes to the map system including auto-centering, and closing the map with the standard Cancel button. Y'know, stuff that should've been implemented from the get-go because it makes for good menu navigation, but apparently the devs had to receive feedback from gamers to do it right.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: VladOfWallachia on July 04, 2019, 07:45:55 AM
I've been really busy and still haven't had the time to finish my first playthrough, but I'm pretty sure I'm near the end. I've got a lot to say, maybe I'll post a detailed review later, but in summary I think the game is fantastic. It's definitely better than I expected it to be. A lot of the things I thought would bother me turned out to be things I really appreciate for unexpected reasons, like the use of 3D instead of 2D graphics, the atmosphere, and the lack of the Castlevania IP. Personally, I'm liking Bloodstained more than any Igavania that isn't SotN, and even then, I feel like Bloodstained does certain things better than SotN. I'm going to try to find the time to finish the game this weekend, and I'm already excited about trying to specialize in different weapons and shards during my second playthrough. Iga proved that he is still more than capable creating great exploration platformers, and I hope he continues developing the Bloodstained franchise further.

That being said, I have ran into several bugs, and I'm playing on what should be the most stable version, the PC version. For example, one time I went into the menu screen and Miriam's character model was missing it's head. When I tried to exit out of the menu, the game crashed. I also got stuck in water once, like my controls for Miriam were disabled when I jumped in the water. Luckily I was able to enter the item menu and use one of those items that teleport you back to town. The buggyness of the game is its biggest fault for sure, but luckily its something that can be fixed with updates.

Also, I think someone else mentioned it before, is the red moon in front of the castle a bug? If there was some sort of story explanation for that I haven't seen it. I don't see a possible reason for the moon to be overlapping in front of the castle so I figured it must be a bug.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: X on July 04, 2019, 09:33:45 AM
Quote
Also, I think someone else mentioned it before, is the red moon in front of the castle a bug? If there was some sort of story explanation for that I haven't seen it. I don't see a possible reason for the moon to be overlapping in front of the castle so I figured it must be a bug.

I noticed this too when first exploring the gardens. I didn't think anything of it at the time until near the end. One thing that did bother me is that trying to get the best ending is rather ambiguous. Almost like HoD but even more-so. I had to find a walk-through in order to understand how to trigger it  :P
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: VladOfWallachia on July 04, 2019, 09:59:41 AM
I've only seen the obvious bad ending, I accidentally walked into Gebel's room and had no choice but to fight him.

Since I'm so strapped with time I'll probably look up how to get the good ending. The only lead I have is to just keep exploring the castle, but I haven't seen anything that I think would lead to different endings.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aceearly1993 on July 04, 2019, 03:31:09 PM
The red moon at the garden is not a bug but a gimmick that you'll end up use it to reach last few areas of the game after you get corresponding weapon that work with it.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 04, 2019, 07:40:29 PM
So what I can gather about Bloodstained’s plot from playing the game so far is Solid Snake doesn’t like Kung Fu Maria Renard because she smells like stinky crystals.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: NagoriyukiSlayer on July 05, 2019, 02:35:24 AM
So what I can gather about Bloodstained’s plot from playing the game so far is Solid Snake doesn’t like Kung Fu Maria Renard because she smells like stinky crystals.

DO NOT CLICK THE SPOILER IF YOU'RE STILL PLAYING THROUGH THE GAME FOR THE GOOD ENDING FOR THE FIRST TIME!!!

(click to show/hide)

For those still playing the game, it's yours truly remarking on how safe the game plays it with the plot and how certain things...play out.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 05, 2019, 07:54:24 PM
Nyabon: *appears on the screen for the first time*

me: Okaaay. What are you?

Nyabon: *gets aggroed and summons walls of flame to incinerate Miriam’s spats off*

me: UHHH WHOA
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 06, 2019, 03:42:46 PM
https://www.fanfiction.net/s/13330576/1/Modeling-for-the-Macabre (https://www.fanfiction.net/s/13330576/1/Modeling-for-the-Macabre)

~Inspired.~
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: The Puritan on July 06, 2019, 04:23:41 PM
So who's up for an edgy Netflix series in about 30 years?
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Abnormal Freak on July 06, 2019, 05:28:26 PM
I hope a bad dude has a line about Miriam getting tit-fakk'd.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 06, 2019, 06:28:06 PM
I hope a bad dude has a line about Miriam getting tit-fakk'd.

Is that a thing that happens in the Netflix cartoon?


edit:

>Changes Miriam’s outfit to green and gives her the long hair style with blonde dye so she looks more like Maria

>Finds new item: Beast Beret

>Equips it to see what it looks like

Oh, great. I accidentally created Cammy.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: The Puritan on July 06, 2019, 11:05:57 PM
Nah. Just goat-fakking. Offscreen. By the bloimiest Wallachians you'll ever meet.

Is that a thing that happens in the Netflix cartoon?
Oh, great. I accidentally created Cammy.

Hot.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Nagumo on July 07, 2019, 03:13:18 AM
Spoilers for the entire story:

(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Zuljaras on July 07, 2019, 07:35:11 AM
One thing that I missed the most in Bloodstained RotN was the creepiness on the CV games. The supposedly dark and scary areas were not so impressive.

Just remember the perfect SotN Catacombs. This is probably the best creepy area in ALL Castlevania games. I missed that a lot in RotN.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: X on July 07, 2019, 10:31:40 AM
Quote
Spoilers for the entire story:

(click to show/hide)

I never expected IGA to step out of his own shoes for this game. As the sole creator/director he only has so much in his well of creativity before falling back on old ideas. It happened while he was making CV games I noticed. I think there should have been more creativity involved. This would have allowed IGA to dip his bucket into other wells of creativity and bring up some fresh ideas cause there's only so much one person can do over a few decades.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: AlexCalvo on July 07, 2019, 12:42:36 PM
I always enjoy the broad strokes of Iga's stories, especially the world building.  But he really should hire another scenario writer to take his ideas and make them more dramatic and nuanced.  They work well enough to keep the game moving a long, but gamers expect more than that these days.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: JR on July 07, 2019, 06:56:24 PM
Spoilers for the entire story:

(click to show/hide)

(click to show/hide)

One thing that I missed the most in Bloodstained RotN was the creepiness on the CV games. The supposedly dark and scary areas were not so impressive.

Just remember the perfect SotN Catacombs. This is probably the best creepy area in ALL Castlevania games. I missed that a lot in RotN.

I feel the same. I really love RotN and Curse of the Moon, but they still can't touch CV in terms of atmosphere and enemies, especially the earlier games. But for me, they don't really have to, either. Bloodstained could never really be a replacement for CV. I like to look at it as its own series. And both Bloodstained games were really, really fun to play.

I never expected IGA to step out of his own shoes for this game. As the sole creator/director he only has so much in his well of creativity before falling back on old ideas. It happened while he was making CV games I noticed. I think there should have been more creativity involved. This would have allowed IGA to dip his bucket into other wells of creativity and bring up some fresh ideas cause there's only so much one person can do over a few decades.

I really think this could've helped, too. He could've gotten help from someone for the storyline, or started with basic ideas and handed the rest over to someone else entirely. Then just keep his focus on making the gameplay tight and fun. He seems to be really good at building great gameplay, but it really takes a lot of effort to come up with a compelling, cohesive story.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 07, 2019, 08:10:37 PM
I think it's weird you can fight this game's fake final boss so early and not have a second castle afterwards.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: VladOfWallachia on July 11, 2019, 05:50:30 AM
I finally beat the game yesterday!

Bloodstained beat me to this idea:
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Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 11, 2019, 06:06:47 AM
I finally beat the game yesterday!

Bloodstained beat me to this idea:
(click to show/hide)

(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 11, 2019, 09:39:34 AM
Why did the Dracula boy turn into a red goopy crystal thing?
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 11, 2019, 10:18:21 AM
So it also looks like almost every boss from COTM made it into ROTN. The only one I can't seem to place as having appeared in both is the Stage 2 boss from COTM, the one in the forest / ice stage. Did I miss it somehow, or was there maybe an artistic difference I did not see?
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on July 11, 2019, 03:14:48 PM
Defeating O.D. is an oddly (probably non-intentional) meta joke about pillaging the library.
(click to show/hide)

I hope there's more Hair-styles and colors in-bound, I think it's a cool idea but a little bare-bones. Maybe an option to turn OFF visual effects of passive Yellow shards.
Also, the modding community is slowly emerging, but beware.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: NagoriyukiSlayer on July 12, 2019, 03:41:12 AM
Spoilers for the entire story:

(click to show/hide)

This is literally what I noted in the other post where I spoiled everything with that big epic warning. It kind of feels like The Force Awakens in this regard: he had to prove that he could do something first, so he decided to make something different, but switch roles around and call it a day.

One thing that I missed the most in Bloodstained RotN was the creepiness on the CV games. The supposedly dark and scary areas were not so impressive.

Just remember the perfect SotN Catacombs. This is probably the best creepy area in ALL Castlevania games. I missed that a lot in RotN.

Yeah, this is what I feel is missing most from ROTN: this should look like an old, beaten down castle with lots of history and visual storytelling. There should be blood on spikes and remains of previous adventurers laying around in certain rooms. Instead, we get this clean-cut castle that, yes, was supposedly "resurrected" by Gebel implying it's creation being fairly recent, but it just doesn't have anything that makes it look like a dangerous place to travel through. Not to mention, remember how awesome it was to kill the Zombie Soldier in SOTN? With blood splattering everywhere? For a game with "blood" in the title, the most blood you'll see is that blood pool at the beginning of the game. None of the enemies die in a way that's satisfying with the same flair as everything exploding like in SOTN. They just kind of...fade out of existence.

It feels like they had ideas and the basis ready to go, but didn't quite put in the details to make areas standout and be memorable as opposed to being a castle with the only atmosphere being whatever music track was playing for whatever situation your in.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 12, 2019, 09:00:15 PM
Well I for one enjoyed the brightly colored Tsarist Russian interpretation of the final staircase to Dracula's throne room. It was... different.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Super Waffle on July 13, 2019, 04:07:23 PM
Got to the final boss but she has WAY too much HP and she keeps healing her different animal body parts so I can't make any progress.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 13, 2019, 04:55:20 PM
Nothing a few Ex Potions can't handle. Learn to craft those and buy a few and you're good
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 14, 2019, 01:26:20 AM
Got to the final boss but she has WAY too much HP and she keeps healing her different animal body parts so I can't make any progress.
Use Summon Hellhound.  If I didn't know any better I'd say that they made an error with the damage on that shard.  Crushes everything.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Dark Nemesis on July 14, 2019, 01:39:07 AM
You need to focus on the one she is, don't hit random, most of the attacks are easy to dodge. Beat her on lv49. For health replenish, try to cook as many dishes you can and potions. Also axe throwing, can do some decent damage.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: VladOfWallachia on July 14, 2019, 10:46:32 AM
For the final boss, I used the Millionaire shard and got the three watermelon slots. There was a flood of 127 damage hit markers everywhere, I'm sure that attack must have done a couple thousand damage. However, I had that shard maxed out so I get the watermelon slots fairly often.

The fight ended shortly after.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aridale on July 14, 2019, 12:27:17 PM
I did it on normal mode with the crissaegrim lol. On hard mode I used the "inescapable" gun with about 700 atk power
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: AlexCalvo on July 14, 2019, 03:59:30 PM
Riga storaema + heretical grinder + fairy familiar loaded with healing items.  Last boss is cake.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: GuyStarwind on July 17, 2019, 01:18:11 AM
Ok I need some help. I just beat 8 bit nightmare (though not sure what it does.).
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Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 17, 2019, 03:11:06 AM
Ok I need some help. I just beat 8 bit nightmare (though not sure what it does.).
(click to show/hide)
(click to show/hide)

Name the last thing on that list that you acquired and we can tell you where you need to go next.  That said, I'm willing to bet that you're missing:
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 17, 2019, 08:56:28 AM
(click to show/hide)

Name the last thing on that list that you acquired and we can tell you where you need to go next.  That said, I'm willing to bet that you're missing:
(click to show/hide)


(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: GuyStarwind on July 17, 2019, 09:04:09 AM
(click to show/hide)

Name the last thing on that list that you acquired and we can tell you where you need to go next.  That said, I'm willing to bet that you're missing:
(click to show/hide)
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 17, 2019, 10:11:10 AM
(click to show/hide)

(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: GuyStarwind on July 17, 2019, 01:30:48 PM
Ok that pointed me in the right direction. Thanks everyone.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 17, 2019, 04:52:06 PM
It seems like
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 17, 2019, 08:00:34 PM
It seems like
(click to show/hide)

That really peeves me. But it makes sense....

I honestly felt the game really needed
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Chernabogue on July 18, 2019, 09:58:41 PM
It seems like
(click to show/hide)
THIS
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: KaZudra on July 18, 2019, 10:39:02 PM
THIS
(click to show/hide)
QA testers are a dying art.
The trick is to play as an idiot and learn only from what the game teaches you while keeping your experience.
(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 19, 2019, 05:10:12 PM
There's been a topic on the Steam discussion board about this.  About a third of the replies consist of people screeching about people needing to git gud.  :rollseyes:
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: TheTextGuy on July 19, 2019, 07:05:05 PM
There's been a topic on the Steam discussion board about this.  About a third of the replies consist of people screeching about people needing to git gud.  :rollseyes:
That sounds like fun reading (actually, no it doesn't).
I remember watching someone play through Bloodstained for a bit and hearing her say that she thought she was sequence breaking the game because she got the Aqua Stream early.  I guess she thought it was supposed to drop from a boss.

As soon as I got the Aqua Stream, I just used it to progress and rolled with it as though nothing strange happened.  The spiked corridors where you needed the Aegis plate on the other hand was the part that tripped me up.  It took me a while before realizing I had a thing in the inventory to get past it (the Aegis plate).
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 19, 2019, 09:07:21 PM


As soon as I got the Aqua Stream, I just used it to progress and rolled with it as though nothing strange happened.  The spiked corridors where you needed the Aegis plate on the other hand was the part that tripped me up.  It took me a while before realizing I had a thing in the inventory to get past it (the Aegis plate).

Well technically you don’t need the Aegis plate as I discovered the hard way...
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: GuyStarwind on July 20, 2019, 03:21:09 PM
Well technically you don’t need the Aegis plate as I discovered the hard way...
Same. I just had a bunch of potions and struggled through.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: TheTextGuy on July 21, 2019, 12:34:58 AM
Same. I just had a bunch of potions and struggled through.

That's what I also did originally after much wandering, but I decided to try and figure out if there was another way that didn't involve a crapton of potions, which lead me to finding the Aegis plate sitting in my inventory.  For some reason, I didn't realize it until long after I've wandered laps around the castle.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: VladCT on July 25, 2019, 09:19:50 AM
https://nichegamer.com/2019/07/25/bloodstained-devs-had-to-beat-the-bosses-taking-no-hits-and-with-only-a-dagger/

Well that's certainly an... interesting way of ensuring boss balance
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on July 25, 2019, 12:15:19 PM
That's what I also did originally after much wandering, but I decided to try and figure out if there was another way that didn't involve a crapton of potions, which lead me to finding the Aegis plate sitting in my inventory.  For some reason, I didn't realize it until long after I've wandered laps around the castle.

Good thing you didn’t sell it ;)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Gaawa-chan on July 25, 2019, 05:47:03 PM
https://nichegamer.com/2019/07/25/bloodstained-devs-had-to-beat-the-bosses-taking-no-hits-and-with-only-a-dagger/

Well that's certainly an... interesting way of ensuring boss balance
It kind of reminds me of that interview with the creator of the first Castlevania game who said he wanted the game to be beatable with only the whip, no sub-weapons.
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aridale on July 26, 2019, 02:47:47 PM
https://nichegamer.com/2019/07/25/bloodstained-devs-had-to-beat-the-bosses-taking-no-hits-and-with-only-a-dagger/

Well that's certainly an... interesting way of ensuring boss balance

Id like to see them do that to the ng+ money stealing boss...
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Flame on August 03, 2019, 09:48:22 AM
Anyone else done the iga dlc?

(click to show/hide)
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Lumi Kløvstad on August 11, 2019, 01:14:18 AM
Anyone else done the iga dlc?

(click to show/hide)

I'll have to let him beat me next time. I beat him on my first go. Such a fun boss though!
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Dark Nemesis on August 18, 2019, 06:12:12 AM
So, i came today from my vacations and i went to redeem the code, but every time i press the download button, nothing happens.....
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on August 22, 2019, 09:27:11 AM
There is technically nothing to download, the content is already there, just go to the place where you fight Gebel (after you have beaten him).

Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Jazz Paladin Productions on August 22, 2019, 09:30:56 AM
One thing I discovered the other day that really peeved me...

So some fool construction worker destroyed a bunch of fiber-optic cables and disabled the internet for the entire city for 2 days. So there wasn't much to do in the way of what I normally do , surfing the net, doing research etc, so I thought I had the perfect time to try out Iga's Backpack...

So I loaded up my New Game Plus file that was in Hard Mode...well, at least I tried to...

It wouldn't let me load my frickin' file because it essentially wanted to verify that I had authorization for the upgraded content...So in other words, if you ever want to play the game with your KS exclusives, you bloody need an internet connection 100% of the time as of now...

What the heck, that is the lamest thing ever...
Title: Re: Bloodstained: Ritual of the Night - Gameplay, Story & Spoilers
Post by: Aceearly1993 on August 24, 2019, 04:05:57 PM
So there's beta/test data of Zangetsu player version hidden within the game file, just for some reason they couldn't finish Zangetsu mode before the launch of game version 1.0
Couldn't say such mode would be good unless they decided to beef up the content of secret modes (add different story arcs, etc.)

Oh and Zangetsu beta mode can't initially fight O.D. , Bael and Igarashi, no idea how the design plan goes like these