Bloodstained E3 Demo

Another game that I have been messing around with a bit this week is Bloodstained Ritual of the Night Backer E3 Demo. I am assuming this will be the version of the game shown on the E3 floor starting in two weeks. I only know about this existing because I got curious because I could not quite remember which version of the game I had pre-ordered as part of the Kickstarter. When I got to the key redemption page it informed me that I had a yet to be redeemed steam key, which turned out to be for what appears to be a largely finished version of the game.

If you have read this blog for very long you will likely know that possibly my favorite game of all time is Castlevania Symphony of the Night. The very similarly named Bloodstained Ritual of the Night is effectively a spiritual successor designed by the same person, Koji Igarashi. Konami losing their mind ended up stranding a bunch of really excellent properties and we have already seen several of the creators going out and creating new intellectual property. So far I am super on board with the path that Koji has taken in resurrecting the spiritual core of Castlevania in a brand new universe… that quite frankly has a way better story.

In Bloodstained you play as Miriam a Shardbinder, or a human being who has been experimented on with Alchemy to allow them to infuse into themselves the abilities of the enemies that they defeat. Warning this may contain spoilers to Bloodstained: Curse of the Moon the 8 bit honorific title that released before Ritual of the Night as a kickstarter stretch goal. The setting is one of magic blended with burgeoning technology, and one where up until the industrial age the alchemists were treated with almost god like reverence. However with the influx of technology, the common people started relying less and less on Alchemy and more on machinery.

In an act of desperation the Alchemist flung wide the gates of hell letting loose demons and all manner of other creatures. The reasoning here is a little thin but at the same time there was a hunting down of the Shardbinders so that you as Miriam represent one of the last ones. Which makes it super convenient that you now have to kill all of these demons that will ultimately allow you to steal their powers. If you have played Casltevania Circle of the Moon this entire process will feel really familiar. At some point while killing a monster a shard of their energy will infuse itself rather violently with Miriam and from that point on you get a new ability to play with in the menu system. These serve as both attacks and ways to grant new abilities that will help you traverse new areas metroidvania style.

Your character also has a wide variety of weapons available to them, which give you a slew of different ways you can tweak the gameplay to fit your desired style. I’m personally playing a lot with the “katana” style family of blades which have a wide blade flourish and are pretty hard hitting… but also very slow give the extra flourish animation. These are great for taking down bigger monsters, but pure hell for chains of bats or any of the other tiny annoying enemies. Something like the Rapier which hits extremely rapidly would be far better suited for the modern equivalent of the medusa heads. If you want to just feel like a Martial Arts bad ass, you can always stick with the Kung Fu shoes family of weapons which are essentially just boots that you equip and then kick literal ass with.

I am not certain I could be more on board with this game. Sure there is some weirdness at times with it effectively being a 2D parallax side-scroller built in a 3D engine… but this also lets the game do some really nifty things. There is a point I encountered in the third area where you are effectively walking along the base of the castle… and then to denote that you are turning a corner the scenery in the background begins to rotate as your character shifts heading slightly still following what is a 2D path. I have a feeling as I get deeper into the game they are going to do more interesting things with this same sort of mechanic.

The fidelity of the gameplay experience so far feels perfect. It is immediately comfortable and recognizable to someone who has played a lot of Symphony of the Night and it feels like they have taken all of those RPG element aspects that I loved so much and cranked them up to eleven. In SOTN it takes awhile before you reach the library… the area that effectively allows you to manipulate a lot of things about your character. In Bloodstained you are introduced to this aspect after the very first intro level on the ship. Everything about the game feels deeply familiar but also new at the same time.

My backer copy of the game is on Steam, but I fully expect to pick this up for every platform it is available on if for no reason other than supporting the team. I mean I do own a copy of Symphony of the Night for pretty much every platform it was available on. I think this is going to be awesome on the switch, as I think it will be another excellent pick and play intermittently experience given the game has scattered a generous number of save points throughout the game. If you were a fan of Symphony of the Night or any of the modern GBA and DS tittles that were in that same metroidvania style… then I highly suggest you check out Bloodstained: Ritual of the Night when it releases in June.

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