I wanna see what the final stretch goal is dammit!Good point, you are right there is a trend there. Hmm, it sure would be awesome if it got to $5M
It says a lot when even this early Alpha is looking pretty good.
Can't wait to see more.
The only downside to bloodstained is number of backers. It seems, quantity-wise, to be lower than other KS games, people are just backing at ridiculously high tiers.
Is it me or did they make the $5 million goal more visible today. Still cant what's on the left though.
They're not his favorite castlevania, but I still think he's a fan. He wouldn't have been on the reveal stream and they wouldn't have played SotN on gamegrumps if he didn't at least SORTA like the games.
Average backer pledge is 82 bucks right now ($3,790,266 / 45,909), so yeah, your average backer is basically buying 2 games,
I'm getting physical on Wii U (to collect, and maybe replay), and digital on PC (for beta access and 'definitive' version).
Stop talking about the game being worth 28, because it's clearly worth about ~80 bucks to most people.
I'm not even on the fence, but I haven't backed yet.
I can't help it. I'm a student; procrastination is in my blood.
Nice dev update video. I'm glad I'm not the only one who doesn't like extreme precision platform jumping lol.
Just don't wait it out too long. We don't want to leave without you.
This! And I'm really hoping people won't start flipping out once they start introducing levels with proper geometry and 3D assets and figure out that it may or may not look as good as the the initial prototype.I won't argue. My main point is if they have no geometry in the backgrounds (which is what they seem to have now), they will be able to produce a look very close to the concepts. However, that approach can be limiting in what you can do with interaction/rendering with the background elements.
That approach would allow them to get up a quick proof of concept with near final art for a small section of the game regardless of the engine they are using.
I like it but I know these style of games aren't about that. I am hoping that philosophy is ignored for the classic mode they are doing though. I am hoping that's tough as nails.
This! And I'm really hoping people won't start flipping out once they start introducing levels with proper geometry and 3D assets and figure out that it may or may not look as good as the the initial prototype.
My point being that it's way too early to expect the final product to look anything like the prototype. The video only demonstrates that they are heading in the right direction when it comes to the art and gameplay. Looks more promising than Mighty No. 9, I'll give it that. Though it baffles me that this is the same developer.
This! And I'm really hoping people won't start flipping out once they start introducing levels with proper geometry and 3D assets and figure out that it may or may not look as good as the the initial prototype.
My point being that it's way too early to expect the final product to look anything like the prototype. The video only demonstrates that they are heading in the right direction when it comes to the art and gameplay. Looks more promising than Mighty No. 9, I'll give it that. Though it baffles me that this is the same developer.
This! And I'm really hoping people won't start flipping out once they start introducing levels with proper geometry and 3D assets and figure out that it may or may not look as good as the the initial prototype.
My point being that it's way too early to expect the final product to look anything like the prototype. The video only demonstrates that they are heading in the right direction when it comes to the art and gameplay. Looks more promising than Mighty No. 9, I'll give it that. Though it baffles me that this is the same developer.
Even without precision platforming being involved, things can get brutal when you factor in enemy placement. I suppose they can still do it that way.
Also I'd like to think that Arcsys broke a lot of new ground for 2D games with 3D assets.
Stupid question for the lazy, guys and gals!
How would one go about getting more than one physical copy of the game?
Can I add-on multiple tiers?
Yes! Simply select the highest tier you want, and then add any lower tiers to your pledge total. For example, if you want the collectors box ($250) plus an extra physical copy ($60), you should pledge $310. Also add the shipping cost of each tier if outside the United States.
During the survey process (which will happen after the Kickstarter is complete) you'll be allowed to apply your funds to specific tiers.
Last updated: Sun, Jun 7 2015 2:31 AM EDT
This is true. Rondo of Blood largely moved away form precision platforming and it's still a fairly challenging game. I'm personally looking for something like CV1 where you get hit by a Medusa head fall down a pit and that's it, but there are a lot of avenues they could go with it.
That kind of platforming really wouldn't work with the open explorable castle in Iga's Metroidvania titles which Bloodstained is following.
I mean they couldn't really implement pits since the overall map needs to account for rooms below your current one.
They could incorporate pitfall deaths in CV1 because of it's linear structured and stage based progression.
Symphony of the Night and it's ilk have a very different method of platforming then what is present in the Classicvania titles.
Falling down a hole in SOTN means you simply went into the room below your current one. Pitfall deaths wouldn't work due by design of map alone.
$3,831,930
3 days to go
We are so close.
Have they given any indication on when they intend to ship? I just watched the last video. Having just made a Metroidvania with Ori, my guess would be that it'll take them a good 3 years time to finish it if what they've shown there is the current state of the game. Having to ship on multiple platforms at once also isn't a cakewalk.
Anyway, I'm all for them pushing Metroidvanias forward, I hope they'll have some brilliant new ideas they're bringing to the table.
I'm not a huge fan of the 2.5d stuff and would never go for that myself, but I can see why they're doing it, especially with a game where you can have different kinds of armors and weapons (even though they could've just rendered the characters as 3d graphics whole working with 2d envs). Best of luck to Iga, I'm sure glad that we see more and better Metroidvanias with higher production values being created again - now only Nintendo needs to make another 2d Metroid!
OR the worse example. Something like this
That kind of platforming really wouldn't work with the open explorable castle in Iga's Metroidvania titles which Bloodstained is following.
I mean they couldn't really implement pits since the overall map needs to account for rooms below your current one.
They could incorporate pitfall deaths in CV1 because of it's linear structured and stage based progression.
Symphony of the Night and it's ilk have a very different method of platforming then what is present in the Classicvania titles.
Falling down a hole in SOTN means you simply went into the room below your current one. Pitfall deaths wouldn't work due by design of map alone.
As of one minute ago Bloodstained has exceeded the Kickstarter pledges of Mighty No. 9 (not including Paypal)
And we have TWO DAYS for additional pledges.
Factoring Paypal for Bloodstained there is 37,000 to go until 4 Million is reached.
Hoping to awake tomorrow to news of the revealed $5,000,000 stretch goal. What could it be? Map creator? Oculus Rift support? Iga coming to your house to spend a day with you!?
I hope they do more Ori style than Trine or Max. I don't like highly 3D environments in a 2D game geared around exploration. It gets me wondering "why can't I go there?" I like background dressing, but I don't like it to stick out too much.
i agree and i actually brought it up earlier in the thread. a flat foreground perspective with 3d restricted to the background works best. it makes a 2d world appear to have depth while angled foregrounds make a 3d world that appears to lack depth and emphasizes the artificiality of the environment. a pure sidescroller gains nothing from being played at an angled perspective, and it's the big reason i dislike so many modern platformers.
$3,831,930
3 days to go
We are so close.
i agree and i actually brought it up earlier in the thread. a flat foreground perspective with 3d restricted to the background works best. it makes a 2d world appear to have depth while angled foregrounds make a 3d world that appears to lack depth and emphasizes the artificiality of the environment. a pure sidescroller gains nothing from being played at an angled perspective, and it's the big reason i dislike so many modern platformers.
Bonus stretch goal is...
NEW GAME PLUS! :O
Bonus stretch goal is...
NEW GAME PLUS! :O
Seriously that wasn't going to be included in the base game? Come on IGA :|
... Isn't New Game+ something standard for all previous Igavanias
I hope they do more Ori style than Trine or Max. I don't like highly 3D environments in a 2D game geared around exploration. It gets me wondering "why can't I go there?" I like background dressing, but I don't like it to stick out too much.