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=E0zqh9spQ7gYes, 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!