I apologize in advance for this long post, but if Pisces can do it, so can I.
I know I'm “just the composer,” but as someone who has been heavily involved with the revamp of Anathema through the idea process, I thought I'd offer my two cents worth on why we decided to revamp it in the first place.
The Greenlight campaign and the demo level that Pisces made really opened our eyes to a lot of what we were doing wrong. As we would play the demo with feedback in mind, we thought, “What can we take from this? Do we want to appeal to Castlevania fans, a wider player-base, or both?”
Ultimately, we chose both.
Not everyone is a Castlevania super-fan. I would argue that most gamers today don't even remember what Castlevania once was. Instead, they may only remember the series in its Metroid-vania or Lords of Shadow iterations. That's unfortunate (in Pisces and my opinions). Our intention was to bring the old-school, level-based design of CV back to the masses, all while giving Anathema its own identity.
The problem was, after that initial demo, we realized that it didn't inject nearly enough of its own identity. So in May, we started from the ground up with questions like, “What can we retain, what can we get rid of, and what can we add to make this its own thing?”
Pisces and I were both in rock bands several years ago. Usually when you start a band, you begin by playing covers, or other peoples' songs. The main purpose of this is to hone your skills – your ability to play. For two creative people like us, you eventually get bored with that; you want to create something that you can stand by and say, “I made that. It's mine.”
Analogous to that, Pisces has made some amazing fan games over the years. I beta tested “The Bloodletting,” as a matter of fact. As I was playing that game, I thought, “Dude, why don't you do your own thing? This is great, but you're having to live and create within the confines of something that's already been established.” Of course, I didn't say anything, because I didn't know where he wanted to take his developing skills at that point. All in all though, I'm personally glad that Anathema is branching out.
I don't say any of this to discourage anyone from making a fan game – quite the contrary. I encourage fan games. Like with playing covers, it helps in honing your skills. But at the same time, I also highly encourage the desire to make something your own. It's very well known to all of you, as well as the two of us, that Konami's ship is sinking fast, so fan games are something that could very well be the only thing which keeps Castlevania – at least in the traditional sense – alive. And again, this was the original intention behind Anathema. But at the end of the day, just like Pisces said, Anathema was simply becoming “Castlevania with a new coat of paint.” We wanted something more.
So with these things in mind, we began to rebuild and rethink the entire shebang. In the new version, you'll still see familiar things that are inspired by Castlevania – namely the gothic aesthetic and vibe, and the main character's primary weapon being “whip-like.” Beyond that, we drew inspiration from all sorts of games we loved from the past, all while putting our own stamp on it. In the end, however, Anathema is its own beast.
In the coming months, Pisces will probably begin trickling out a slow drip of information – probably some more screenshots, videos, (maybe) some music, etc. - all starting with his new design of the main character several posts above.
We sincerely hope that you enjoy what we're working on, as we're trying to do our dead-level best to deliver a game that strikes a balance between an homage to the games of our past, yet is still something that you've never played before. And again, we both appreciate the continued feedback and support!
-Gren