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Post by Pure Miriam on Dec 29, 2018 2:42:59 GMT -6
I'm not a developer and most of my opinions here are based on common sense and what i read or learned.
I believe this is a simpler matter than what it sounds like, for the good and for the bad.
When you create a kickstarter, you want most donations possible, so you promise stuff you KNOW it is POSSIBLE, but not all of them you know it will be possible later on. There are several factors that can hinder the development of a game, from console ports to game-breaking impossible-to-fix bugs.
I always give the same example, because to me it is the easiest to see: DOOM 2016. Take a look at the timeline on how DOOM 2016 was developed:
2007: John Carmack, co-founder of and then lead developer at id Software, indicated that Doom 4 was in development at QuakeCon on August 3, 2007. 2008: game was announced. 2009: multiplayer mode revealed to be developed in a "separate" way. 2011: Carmack said DOOM 4 was still in development, using a new "super script" called Superset C++ 2012: Team announced that DOOM 4 was, indeed, going to be a reboot. 2013: Carmack left ID software. Inside information revealed that DOOM 4 was in development hell and that, actually, DOOM 4 was redone from scratch in 2011 because 2011 version was too much like Call of Duty. 2014: Closed doors teaser trailer at E3 2014. 2015: Gameplay trailer. 2016: Game was released, on May 13, 2016.
So, DOOM 2016 took 9 YEARS to be fully developed. Imagine that happening to a kickstarter game project, what people would talk about. And let me also remind that the game NEVER had a plataform to be released. All people knew was that the game was going to be released on Windows PC. They just started talking about other plataforms around 2015.
Another examples are the Final Fantasy series. Final Fantasy 13 was originally a Playstation 2 project, that was cancelled and redone on Playstation 3. Final Fantasy Versus 13 was unveiled on 2006 and released on 2016, 10 years later, as Final Fantasy 15.
That happens all the time. But when you donate money for something to happen, you feel part of it and want results, as everyone. But that happens.
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Post by freddythemonkey on Dec 29, 2018 6:06:11 GMT -6
Not offering refunds is unquestionably a way to screw things up. It doesn't matter how small the quantity of MAC/Linux users who haven't got any other platform is, if they can't play the game because of such a cancellation they should get their money back at least. This is not a case of "I don't like how the game is, so I want a refund", it's a more serious matter, especially because they did offer refund for the cancelled Vita version, why not this time? It's still "a platform" of sorts so why do just those (again, no matter how few) people have to be screwed with a version of the game they can't play?
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Post by browren on Dec 29, 2018 7:43:21 GMT -6
"We sincerely apologize for this inconvenience"
Translation: We never actually did any development on Linux and Mac, and when the "publish" button didn't magically work for us, we threw up our hands and said "oh well! we still have their money so screw them."
WHICH middleware? WHAT problems? Gee, if only there were some big community of developers one could talk to about problems developing software for Linux. If only such a thing existed.
WINE isn't a workaround, and there's a really good chance that if they're having development problems on Windows, that their game won't even start on WINE, let alone be playable. But again, thanks for all that extra money we're gonna spend on getting a Switch version to work!
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Post by vash63 on Dec 29, 2018 9:30:52 GMT -6
Add me to the list of people pissed off that the Linux build was canceled. What exactly does it mean that you're having middleware problems? Did you not check if the middleware was compatible before you started using it? I backed the INITIAL kickstarter where Linux support was listed, so there's no way that in the last 3+ years you didn't know that you were supposed to be supporting the platform during development and choosing of your middleware platforms.
And on top of all that, you're refusing to give my money back? You're failing to provide the product I kickstarted and still keeping the money? I hope all companies involved get blocked from Kickstarter for any future products at least...
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Post by Enkeria on Dec 29, 2018 10:51:42 GMT -6
ssokolow It is still very fuzzy in details to be honest. I get what you mean, but as a project its clear that it will be made. But the details, well, I think you need to contact Kickstarter and demand those and read through a whooole lot of text for it, if there even is any. Not taking any sides, I just find it unclear to a degree whats ok and not ok on Kickstarter. I can also say that I am done with Kickstarter. I have funded 2 projects, neither of which haven't been released yet and I have the patience to wait. RichterB Yeah, I believe the product is intact and the Kickstarter project is fine. I do remember some promised being changed and broken. I am not an expert, and I see the coin on both sides. I just want the game to be released and wait for the score to drop on it to see if fans was happy or not. Being happy is good. And I do know some supporters aren't or haven't been happy. It is how it is.
browren And you are correct on the "we haven't developed any Mac / Linux" < Because that comes after PC, which is the source. They could still do it though, but recon it would take more time and money. Who knows? Perhaps post launch they get a great response and can make it retro-active. Heck even more physical copies!?
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Post by purifyweirdshard on Dec 29, 2018 11:09:12 GMT -6
I think that a part of the issue might be that there wasn't a way beforehand to have users specifically select the Mac/Linux versions. In our surveys, the choices are only as "Steam" or "GoG" for PC. So if they want to go through with refunds, they would (to my knowledge) need to offer it to everyone who has one of those two selected, which I imagine is a pretty huge number considering almost everyone who would be for multiple copies and has a PC would pick one of those as a secondary choice.
This would come out to mean they would receive a lot more refund/partial refund requests than...the affected backers.
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Post by ssokolow on Dec 29, 2018 11:25:37 GMT -6
I think that a part of the issue might be that there wasn't a way beforehand to have users specifically select the Mac/Linux versions. In our surveys, the choices are only as "Steam" or "GoG" for PC. So if they want to go through with refunds, they would (to my knowledge) need to offer it to everyone who has one of those two selected, which I imagine is a pretty huge number considering almost everyone who would be for multiple copies and has a PC would pick one of those as a secondary choice. This would come out to mean they would receive a lot more refund/partial refund requests than...the affected backers. To be fair to them, that was probably a badly-designed attempt to guard against what happened in prior cases where backers were scared away by the perception that they might be locked into a specific platform rather than receiving Steam or GOG keys. (eg. "What if I'm using Windows now but Microsoft drives me to Mac or Linux later?" or, conversely, "What if the Mac or Linux port turns out to be broken in some way, forcing me to try to use the Windows version in Bootcamp/Wine/etc. anyway?") Botanicula is one example of the latter, since it's one of many Linux ports that breaks horrendously if you have a multi-monitor desktop on Linux but will run just fine inside Wine. (I can't remember whether Botanicula was one of the ones that scaled down a full-desktop aspect ratio to fit a single-monitor window or whether it was one of the ones that fullscreened to a single monitor, but then transformed the mouse as if had been fullscreened across the entire desktop... rendering the portions corresponding to other monitors inaccessible.) That said, if it is, I'm now caught wondering whether I should be rooting for a DRM-only release so they don't have that excuse (I explicitly chose GOG) and, if they still refuse to refund me, I can pirate a DRM-neutered copy. (Probably not. They managed to get away with making CotM Steam-only.) Also, just so you're aware, GOG is the correct capitalization. They didn't change it when they expanded beyond offering "Good Old Games".
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Post by despruk on Dec 29, 2018 11:36:04 GMT -6
I know Linux is a small and not a very popular platform for gaming (although it's been improving greatly, thanks Valve and others).
That's exactly why I used to back campaigns promising "Linux support". To improve the viability of Linux as a free and open gaming platform. But nowadays I know better, to some developers kickstater promises are nothing more than empty words.
Thankfully there are developers with integrity, fully intending to support Linux(and other platforms) as promised. Others at least deliver broken ports, or delay for years but eventually come through. Or in the worst case, at least offer refunds when they give up.
Sadly this project is now in neither of those categories. I'm most disappointed for my money going to such developer.
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Post by turbor on Dec 29, 2018 16:06:54 GMT -6
This entire project has developed in one big farce.
I backed because of the promised Linux/GOG combination. Heck I even thought a physical copy of the game would look nice in my office (side to side with the aluminum quake III linux box) . The promised beta demo's sounded nice, and the extra prequel game that was reached during funding also sounded cool. The march 2017 expected date would have been nice, but if that slipped that wouldn't be a problem.
Then the mini game wasn't available on GOG nor Linux, so I had to change to Steam, but only Windows steam, no Linux steam version... The two demo's were a joke (windows only once again), especially the second one with its complete disregard for keyboard/mouse combination players.
Luckily I had some relatives who still use Windows so that I (as a fulltime Linux user) at least could experience the total lack of respect that the devs have for their backers.
I endured all this nonsense in the hope that the final result would at least be playable on Linux, given that the engine they choose runs perfectly on Linux... But NOOOO, after all these (extra) years they simply drop the promised linux support.
And they even have the guts to spit in my face and not offer a refund.
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Post by browren on Dec 29, 2018 17:03:03 GMT -6
browren And you are correct on the "we haven't developed any Mac / Linux" < Because that comes after PC, which is the source. That's not how game development works.
At least, it's not when you honestly expect to release on multiple platforms.
You buy, or build an engine. Bloodstained runs on UE4. From Wikipedia:
The currently supported platforms are Microsoft Windows,[77] macOS,[77] Linux,[77] SteamOS,[77] HTML5,[78] iOS,[77] Android,[77] Nintendo Switch,[79] PlayStation 4,[80] Xbox One,[80] Magic Leap One,[81] and virtual reality (SteamVR/HTC Vive,[82] Oculus Rift,[83] PlayStation VR,[84] Google Daydream,[85] OSVR,[86] and Samsung Gear VR[87]).
Building a game on UE4 SHOULD be a matter of switching the build target and generating for Linux (https://docs.unrealengine.com/en-us/Platforms/Linux/GettingStarted) or building hosted on Linux. All they needed to do was switch, rebuild, and TEST what they did, and do so on a regular basis to catch problems before they became insurmountable.
They clearly did not do this. I question whether they ever even tried it once. I also question whether they ever intended to release on anything other than Windows and consoles, and simply listed Mac and Linux to pull in extra money.
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Post by XombieMike on Dec 29, 2018 17:25:14 GMT -6
I also question whether they ever intended to release on anything other than Windows and consoles, and simply listed Mac and Linux to pull in extra money. I understand where you are coming from, and I didn't plan on dissuading any backers from being upset from the recent news. It sucks for them, even though there aren't many people who were limited to Mac or Linux. However, regarding the quoted sentence I think that is an unreasonable thing to say. When this Kickstarter first happened you had a different publisher and a different development team. (Deep Silver and IntiCreates). Now you have 505 and Dico (with Monobit and Wayforward also helping). No one in the beginning had the evil plan to make you back the project then lie to you. It's simply a matter of things changing along the way. You say you question this, but I hope you agree that this answer is enough to set such a question aside. I understand being upset might cause people to jump to the worst conclusions, but it's unfair to IGA to act like this whole game is some sort of scam, or planned to rip off fans. This game is being made. People are working hard on it every day. Backers are the only people with monetary investment. Please be respectful. Thank you for coming here to share your point of view. It's welcome even when it's not easy to swallow. I hope the reason you remain here is to be part of the fandom after you have said what you feel you must, and not stay here to simply argue with others. I hope everyone welcomes every new person on the forum, even if they came here to express a disappointment.
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Post by browren on Dec 29, 2018 18:17:43 GMT -6
I also question whether they ever intended to release on anything other than Windows and consoles, and simply listed Mac and Linux to pull in extra money. I understand where you are coming from, and I didn't plan on dissuading any backers from being upset from the recent news. It sucks for them, even though there aren't many people who were limited to Mac or Linux. However, regarding the quoted sentence I think that is an unreasonable thing to say. When this Kickstarter first happened you had a different publisher and a different development team. (Deep Silver and IntiCreates). Now you have 505 and Dico (with Monobit and Wayforward also helping). No one in the beginning had the evil plan to make you back the project then lie to you. It's simply a matter of things changing along the way. You say you question this, but I hope you agree that this answer is enough to set such a question aside. I understand being upset might cause people to jump to the worst conclusions, but it's unfair to IGA to act like this whole game is some sort of scam, or planned to rip off fans. This game is being made. People are working hard on it every day. Backers are the only people with monetary investment. Please be respectful. I am a backer. Not giving me a refund when you throw my platform off the train is disrespectful. The Wii U and Vita backers got refunds when their platform got canned.
If the new devs and publisher had misgivings about keeping ALL of the promises made by the original Kickstarter, they should have stated that when they took over, not years later. Furthermore, there has been no evidence at all of any development work done for Mac or Linux, not even a screenshot running on either platform, no working demo, and vague "middleware" problems sounds more like an excuse for having done nothing, than it does a legitimate development issue. Even the stopgap "retro" game didn't get a Linux or Mac version. I backed Bloodstained because it stated Linux support up front, not as a stretch goal or "maybe" but a supported platform, I know I am not the only person who supported it for that reason, and it's personally insulting to imply that it's the platform that is the problem.
I'd be perfectly happy to focus my blame on whoever dropped the ball - be it 505, Dico, Epic, or whoever - once there's some genuine evidence that they've been working on Linux and Mac the whole time and suddenly ran into some impossible showstopper, but I think it is far more likely that nobody really bothered trying the builds until they were getting into final release territory, then when they found out it didn't "just work" they threw all the Linux and Mac backers under the bus. They ARE doing performance testing, like stated in the update, which means the game is likely, mostly feature complete. Showstoppers would have shown up sooner if routine testing had been done.
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Post by turbor on Dec 29, 2018 18:27:54 GMT -6
People are working hard on it every day. Backers are the only people with monetary investment. Please be respectful. But being a software developer myself, it is becoming very clear that the people who are working on it never did any real cross-platform work before. Otherwise using UE4 and its track record this should never have happened. This clearly demonstrates a lack of testing and makes me question out loud the robustness of all the other code in the game.
Backers are the people who indeed invested money. One invests money expecting some return-on-investment. In this case a game that said investor can play and enjoy. If after all these years you simply state : "sorry, no game that you can run..." then betrayal might even be an understatement. If it wasn't for backers like me the devs wouldn't even have been able to work on this project anyway.
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Post by XombieMike on Dec 29, 2018 18:46:57 GMT -6
If the new devs and publisher had misgivings about keeping ALL of the promises made by the original Kickstarter, they should have stated that when they took over, not years later. Yeah, I couldn't agree more. I feel like the publisher is trying to release bad news with some strategy in mind and may have known about Vita and Mac / Linux sooner than when it was announced to us. Who knows for sure though, as there must be a lot that happens behind the scenes, and efforts made to fix or plan on addressing the bad news stuff before they announce it. Look guys, it's not a good time right now to expect answers about how and why this exactly happening with Mac & Linux. You have brought your points to the right place, and I promise you that 505 will read them. When the new years vacations are done, give them a little time to address your questions on this. I find it a bit odd that Unreal 4 Engine can't simply export a port to these systems. I kinda thought that was the big thing about game engines like that and Unity. That they can port more easily as long as the hardware can perform. I don't expect UE4 can magically make Bloodstained compile and work on a smart phone, but I would expect the engine to be able to get stuff to Linux. What do I know though, as Mac isn't known for first releases of games for a reason. Not to poop all over Mac, but I don't exactly see gaming rigs for Macs and games launching the same day for both. Maybe it's because I just am not part of that world though. Anyways, give 505 time to answer the details about how this happened. They didn't give a detailed behind the scenes story of how it all went down with Vita though. On the topic of refunds, don't expect them. Kickstarters tell ya up front there is risk and that once your money is in, it's in. Sure, refunds are possible, but I think anyone who expects a refund is just not seeing the reality of how that money is already budgeted. When you back a Kickstarter you aren't purchasing a product or making a pre-order. You are giving a creator a chance to make their project a reality.
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Post by dareka on Dec 29, 2018 18:57:20 GMT -6
I find it a bit odd that Unreal 4 Engine can't simply export a port to these systems. I kinda thought that was the big thing about game engines like that and Unity. That they can port more easily as long as the hardware can perform. I don't expect UE4 can magically make Bloodstained compile and work on a smart phone, but I would expect the engine to be able to get stuff to Linux. What do I know though, as Mac isn't known for first releases of games for a reason. Not to poop all over Mac, but I don't exactly see gaming rigs for Macs and games launching the same day for both. Maybe it's because I just am not part of that world though. Yeah, about that... it's never that simple. I mean, in theory it is, but you never know how the different hardware is going to react to your code until you do a build. Then there's debugging and testing that needs to be done on each platform. The bugs are not necessarily going to be the same, and the more features you have (and the game was crammed with features because of the stretch goals), the more that debugging you need to do on each platform to ensure parity. My guess (it's no more than a guess) is that they realized at some point that ensuring parity on those two platforms was going to prohibitively delay the game on the lead platforms.
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Post by 0z on Dec 29, 2018 19:03:45 GMT -6
I'm also not happy about the cancellation of the Linux/Mac version of the game. I don't own any other (modern) gaming console, except a Vita. I'm a Linux user myself (I don't own a Windows license) and was ecstatic when they announced a Linux/Mac version of the game. I was especially looking forward to having a physical Linux playable version of the game on my shelf. This is the very reason I backed the physical special edition tier in the first place.
Their cancellation of a obsolete console I can understand, putting resources in something like that would not earn itself back. But we aren't talking about a console or operating system that no one will use in the near future. We are talking about Linux and Mac, people will continue to use these operating systems for the foreseeable future. To just plainly drop those and not offer a refund is inexcusable in my eyes.
They could have decide to delay the Linux and Mac versions of the game until they solved their middelware problems. I mean if Rocket League, Team Fortress 2, Bioshock and many other games can run on Linux, Mac and Windows then so should Bloodstained, given enough time. Thus their unilateral decision to just cancel these platforms this late in production without offering people refunds, leaves a bad taste in my mouth. This could have been one of those cases where they could have asked the backer for their opinion before making a decision.
Until now I agreed or could at least understand their reasoning behind their decisions. But this decision I have to firmly disagree with and I don't understand why they have decided this and why they are handling it (in my opinion) so poorly.
I would like to conclude that I still love how this game is turning out. It saddens me that my first post here has to be such a negative one. I love Iga's Castlevania games, I own a physical copy of most of them, I loved that mini-game from Inti Creates and I'm still looking forward to playing this game, eventually. Its just to bad that I now have to ether buy a DRM riddled console or a Windows license to do so. I hope they reconsider their decision if enough people let their complaints be known.
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Post by turbor on Dec 29, 2018 19:14:38 GMT -6
I find it a bit odd that Unreal 4 Engine can't simply export a port to these systems. I kinda thought that was the big thing about game engines like that and Unity. That they can port more easily as long as the hardware can perform. I don't expect UE4 can magically make Bloodstained compile and work on a smart phone, but I would expect the engine to be able to get stuff to Linux. Do not take offense, but that is truly spoken as a non-developper. That is not how engines work/ are to be used. Let me give you a very simple example of what can go wrong if you have been living only in the Windows world and then need to switch to a *nix based system. I have seen this countless times with new inexperienced fresh-from-school colleagues who never used Linux before... Lets say you tell the engine to load a model for an enemy called EnemyPuppetOne. One developper writes code with load("ENEMYPUPPETONE"), his college codes it as load("EnemyPuppetOne"), and the modeler saves the file as "Enemypuppetone". On windows this will work since windows filesystem is case-insensetive. Tell Windows to load ENEMYPUPPETONE or EnemyPuppetOne or even EnEmYPuppETonE., internally it will look for a file in all capitals and on the disk it will find that file and load it... Now compile this on Mac or Linux and suddenly it all breaks since those OS'es make a difference between lowercase and uppercase letters in filenames, so if the file is 'haha' and you try to load 'HaHa' it will fail since for those OS'es it are indeed different files, while on windows it will all be handled as being HAHA on the disk. These are differences on the OS level, not even related to the engine. So you would need to go over all the code and fix all the filenames for instance. And that is assuming that you know this difference. If you spend all your life living in a windows environment it might even come as a surprise that other OS'es react this way! This is why you need to do this cross compiles early and often to catch this kind of coding mistakes.
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Post by XombieMike on Dec 29, 2018 19:31:40 GMT -6
turbor it sounds like promises were made with good intentions but a failure to deliver on such a promise. I hope it wasn't done out of ignorance or expecting it to be easy. I really hope Linux and Mac users get a better technical answer about what roadblocks were hit and why. I hate speculating myself when I know so little of what has gone on. 0z You have the right attitude about this bad news. It sucks for people in your position, but I'm glad you aren't tossing the whole game aside in anger. Alright, I'm gonna stop butting in now unless I'm needed. Welcome to the new people. Sorry it was bad news that brought ya here. I hope you stick around as part of this great community.
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Post by Cale on Dec 29, 2018 20:35:16 GMT -6
On the topic of refunds, don't expect them. Kickstarters tell ya up front there is risk and that once your money is in, it's in. Sure, refunds are possible, but I think anyone who expects a refund is just not seeing the reality of how that money is already budgeted. When you back a Kickstarter you aren't purchasing a product or making a pre-order. You are giving a creator a chance to make their project a reality. That is by far the most worrying part of this. Iga's reputation is behind this. A lot of people blacklist companies for failing to deliver. Also wouldn't it be more fair if they never refunded Vita or WiiU backers then? I don't find any of this adding up.
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Post by RichterB on Dec 29, 2018 22:01:26 GMT -6
I just want to add one more thing here. I think some very enlightening and helpful tempering thoughts have been shared, and I don't know the behind-the-scenes specifics any more than anyone else here, but I would like everyone to keep this in mind: For better or worse, Bloodstained was a first-time experimental project from the get-go. IGA and those closest to him have experience primarily in developing smaller 2D sprite-based games, generally for one dedicated platform. The goal here, to make a game "x-times" bigger than Symphony of the Night for multiple disparate platforms, required a load of money and experienced artists in a time when 3D asset skills are seemingly more prevalent than 2D asset skills (similar to the modern animation industry). While more money was obtained than asked for, it came at the cost of more stretch goals and man/woman-power constraints. 3D, or rather 2.5D, was always the way that IGA thought they'd overcome this, but the team chosen to implement this technological "shortcut" wasn’t best suited to that technological task, which led to a change in teams. Then there was the added aspect of trying to figure out how to consistently visually convey the pseudo-2D sprite look they wanted for a 2.5D game, while figuring out how much is too much or too little when having access to all of the effects Unreal Engine has access to. Stuff like hit boxes, physics, systems, lighting, etc, all had to be established and reworked in these newer parameters. (And I’m sure there are aspects to this I’m not even thinking of and/or we haven’t been made aware of.)
The point is, fair or not, wise or not, I do not personally think that making it work for every platform at every step of the way was a part of the development plan, because the development plan has, as best we can tell, realistically been a back-and-forth "Frankenstein" project between multiple teams doing this kind of game for the first time. Even the Wii U and Vita versions were supposed to be handled by Armature, a 3rd party, and it’s not clear they ever got their hands on a build to even fiddle with. Now, many times in game development, as projects go in different directions and time runs out, things get partitioned off in the code, like when you could access an Arwing from Star Fox 64 in Zelda: Ocarina of Time that was used to experiment with in-game systems. I have a feeling there is a lot of dangling code in this one as it’s developed on-the-fly to try to fulfill the creative goals of this project first and foremost, hence the problems with getting it functioning on Mac/Linux. I don’t blame them, because I don’t think they fully knew what they were getting themselves into. It is troubling that it cost various platforms/formats, though. (Sadly, Yooka-Laylee, a similar retro project hailing from the same gaming era as SotN, ran into the same problem. The game was intended to work on Wii U as one of its main platforms, but it would not run, so it got cancelled for Wii U before Bloodstained did.) I’m not downplaying that, as again, I myself lost out on the version I backed. But I think it has to be said, anyway. We’re not talking about a centralized, established team that has shipped a game quite like this under these technical parameters. This is the Wild West of game development, which is why it was a Kickstarter project in the first place. I'm sure IGA did his best, and trusted those he worked with at the various stages, but there were too many variables and unknowns to keep things running smoothly.
I do not know the truth, but I think there was an assumption that the Unreal Engine would be able to compile and process the code to other formats if they just got things functioning the way they wanted to on Windows, which seems to be the core platform here that everything’s being ported from. This latest update is definitely a black eye, but I’m still hopeful the project will turn out great. It does seem to be on track to be at least as good as any of the post-SotN Castlevanias in the Metroidvania style. At the end of the day, as XombieMike said, we’ll have to wait after the New Year to see if any further clarifications are made on all of this. As for the refund issue... On the topic of refunds, don't expect them. Kickstarters tell ya up front there is risk and that once your money is in, it's in. Sure, refunds are possible, but I think anyone who expects a refund is just not seeing the reality of how that money is already budgeted. When you back a Kickstarter you aren't purchasing a product or making a pre-order. You are giving a creator a chance to make their project a reality. That is by far the most worrying part of this. Iga's reputation is behind this. A lot of people blacklist companies for failing to deliver. Also wouldn't it be more fair if they never refunded Vita or WiiU backers then? I don't find any of this adding up. The best explanation I've seen so far is what purifyweirdshard said in this thread:
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