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Bloodstained Kickstarter update - Development Update - A New Environment? When Pigs Fly!

Merry Christmas! IGA here. This month we’ve been busy adding interactive assets to make the environment more lively, so you can see things moving and spinning as you navigate the stages.

In today's update, we're sharing a new stage! It's inspired by a traditional Japanese motif. Please enjoy the scenery and the colorful autumn leaves in this video preview. (This is also the first time we are sharing this stage's soundtrack.)

Full update here (thanks HerosShade!)

Bloodstained: Ritual of the Night devs put together a quick holiday clip

To celebrate we're showing off Miriam wearing an adorable Santa hat and cracking a gorgeous new whip in anticipation of some jolly demon slaying.

What a HO-HO-HOrrible night to be a demon! ;D

December's not over yet, stay safe, warm, and see you soon!

Bloodstained: Ritual of the Night Kickstarter update - In-Game Fashion

Greetings, Army of the Night! Before we get started with this November development update, everybody on the Bloodstained team would like to wish a Happy Thanksgiving to our American backers. (Not to mention a Black Friday that was no more hectic than you wanted it to be.)

As you might have guessed, we're thankful for all the support you've shown us during the development process. We're also thankful for more new video content from ArtPlay! Here's IGA to introduce it:.

Full update here (thanks HerosShade!)

Bloodstained: Ritual of the Night Kickstarter update - Get to Know the Japanese Voice Actors

Hello everyone, this is IGA. Our development progress has entered its peak. In the midst of it all, we've finished recording the Japanese voices for the characters. We'd like to introduce you to the actors.

Full update here

Igarashi on making Bloodstained a game for fans, making more games, Bloodstained's female lead

A portion of a Gamasutra interview with Koji Igarashi...

GS: So you’re making another Igavania, as the fans like to call them. Is this because it’s something you truly wanted to do, or is it more for the fans?

KI: There's no doubt that I love this genre myself. But in a related topic, I think the answer to this question is what makes us different from “indies.” When I think of indie, I believe an indie game is based on a developer's personal preference.

For Bloodstained, this is a title that started out on Kickstarter to answer the fans' wish for another Igavania game, moreso than what I want to create. I feel that it is my duty to answer the fans' wishes first, and so I’ve been shaping the game's vision in that direction.

GS: Are you hoping to make the perfect vision for this kind game and move on to something else, or do you want to keep working on Igavanias as long as people want them?

KI: We're hoping to create new kinds of games eventually, but right now we want to focus on franchising Bloodstained and have it really stick with the gamers. We’ll be creating at least one more game in this genre. This time around we wanted to emphasize that nostalgia, and focus on recreating the same gameplay experience players got in the past. In the future, we will continue adding new ideas and features regardless of whether we’re staying with this kind of game or genre.

GS: Bloodstained has a female lead, which is great. Japan’s bosses use to say having female leads would mean a game wouldn’t sell. How do you feel about that?

KI: A large reason for choosing a female lead was the Kickstarter. When we thought about collecting funds from Kickstarter, and thought about the modern social movement in America, having a female lead felt right, but also calculated. But in the end I could care less whether the lead is male or female as long as the game is fun to play. I did have a challenging time coming up with the story, but that could be said for a lead character of any gender.

Bloodstained: Ritual of the Night Switch port still in early stages

A portion of an AppTrigger interview with Koji Igarashi...

AT: Can Nintendo Switch owners expect a similar level of background detail as the platform shown off in the trailers?

KI: Currently, we’re not in the middle of porting to Nintendo Switch just yet, but we are starting porting to PS Vita. In comparison to that porting process, we feel confident that the environments will look pretty similar, but we can’t say for sure until we really look into the Nintendo Switch specs and see what it’s like building a game for it.