Thank you for always supporting us. I would like to give a message to the backers who pledged for the Wii U version of Bloodstained.
During our Kickstarter campaign, the Wii U was at the height of its popularity, but the situation has drastically changed after the release of Nintendo Switch.
This change made it difficult to receive the necessary support from the hardware maker, which has led us to drop the Wii U development and shift the development to Nintendo Switch.
We are very sorry that it has come to this after all your support, but we hope you will understand. We would like to respond by preparing options for our backers, such as moving your pledge to another version or requesting a refund if you don’t want any other version.
We hope you will continue to support us.
Coming from Koji Igarashi...
Nintendo is very careful about protecting their IPs and making any changes to their games. Around the time that I was proving that I could do multiple titles and do them well, Nintendo had shifted to Metroid Prime and they were having success turning their 2D games into 3D. So they probably decided from that point on that Metroid was going to be a 3D game series, and by that rationale, my style of games didn’t really fit their criteria. That would be my guess. I would be incredibly honored.
Man, that would probably be a fantastic 2D Metroid outing. The question is, would Nintendo ever do another 2D Metroid?
Coming from an IGN interview with Igarashi...
“Yeah, it's a very complicated problem. The reality is this: As timelines move on, certain pieces of hardware become irrelevant. Sometimes new pieces of hardware come out that make you think about what is the right strategy. And as a creator, usually you want to make stuff for the new hardware. That's the reality.”
However, this was a game that was backed by people, and we made promises to listen to them. They're the people that gave us life so to speak. Any sort of change that we do or are considering that goes outside the scope of the promises we've made must be done with lots of explanation, must be done with lots of care, and must be done with lots of back and forth with them to see what options we have. We must listen to them at the end of the day, and we have made promises.
Unfortunately, some of those don't make as much sense anymore as they did before, and that's also reality. So you're in a very difficult position, and at the end of the day, if you're going to go in one certain direction, you want to make sure that you have support from them But so far we've, I think, been incredibly transparent through all the things that have happened with our backers, and they have been very supportive. So I'm hoping that if there is going to be a difficult decision some day, and we don't know, that we're able to have that conversation. If they say they don't get it, well that's where we're at. And if they say they do get it, well then, we'll be able to do things that are maybe more interesting. We'll see.
With the game's delay into 2018, I really can't complain about how Igarashi is addressing the situation. I'm sure there will be some refunds requested if the dev team can't make a Wii U release happen. I think we're all hoping that the title gets moved over to NX and backers have the option to swap out their Wii U version for the NX option. That's all just speculation for now, but I'm very happy to see Igarashi being so transparent about it all.
For today's update, we are sharing four songs from the game, composed by none other than Michiru Yamane. These tracks include the Kickstarter campaign soundtrack, the music from the E3 demo, and two new songs. None of them is much longer than a minute-and-a-half, but each one will immediately make you think: "Ah... this is definitely Michiru-san's work."
Please note that we have a tentative plan for when each track will be played, but they may shift around after the stage tracks are all completed.
We've got an important development update from IGA this week, and we wanted to make sure the backers were the first to hear it. In short: To ensure the game meets his quality standards, IGA is bringing on additional developers and has moved his estimate for the game's release back to the first half of 2018.
We've put together a video displaying each of the basic animations, but here's more information about each one:
The kick motion will be be triggered any time you've equipped shoes, although Miriam will be able to kick by default. Kicking attacks trade attack speed for diminished range.
Swords and maces are wielded with the single-handed horizontal slash motion, which is the baseline attack motion as far as speed, range, and power are concerned. Attacking with a mace also causes thrust-type damage.