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Post by iggyg85 on Jun 6, 2015 16:43:04 GMT -6
Bloodstained: Ritual of the Night will feature on the following systems with these current in-game features, as released by the development team and/or unlocked by the Kickstarter Community.
Formats (physical and digital): •PC/Mac/Linux (steam & DRM-free GOG) •PS4 •XB1 •Wii U •PSVita •3DS (prequel mini-game only)
Confirmed Modes: •New Game+ •Nightmare Difficulty •Classic Mode •Speed Run •Boss Rush •Boss Revenge
Confirmed Features: •3 playable characters •Alternate Outfit (Pure) •Special attacks and magic •Crafting •Familiars •Cheat codes & silly codes •Guest Character: Shovel Knight •Enemies inspired by: -Lesser Keys of Solomon -Classic Movie Monsters •8-16bit Retro Style Level •Prequel Mini-game •IGA's Largest Castle Yet •Kickstarter Exclusives ($60+ tier): -Boss (Lord IGA) -Weapon (swordwhip) •Wii U Specific features -Pro controller support -Map on GamePad with the ability to draw and annotate. -Play exclusively on GamePad (off-screen play) -Miiverse social integration -Feat. your Mii in-game •PSVita Specific features -Music Export -PS4-PSV cross save support -Touch screen support similar to Wii U GamePad -PStv
Multiplayer and Online: •Local Co-op •Asynchronous Multiplayer •Online Challenge Mode
Languages: •English with voice track •Japanese with voice track •German •French •Spanish •Italian
Cast: •David Hayter (MGS series) •Robbie Belgrade (Alucard in C:SotN)
OST by: •Michiru Yamane (Castelvania series) •Ippo Yamada (Mega Man series) •Orchestra Tracks •8-bit tracks for Classic Mode by Yamane, Yamada and Virt
*Beta access for $60+ PC backers *Features are concept and subject to change
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Post by iggyg85 on Jun 13, 2015 12:50:51 GMT -6
It maybe awhile before we get more in-game feature info, so this will be my final update for awhile. Enjoy Army of the Night!
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Post by hybridmiriam on Jun 13, 2015 12:57:03 GMT -6
This game is shaping up to be something extraordinary, and it's been barely a day since it ended. Containing the hype is going to be next to impossible, even more so everytime I visit this site.
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Post by Ixbran on Jun 13, 2015 13:00:05 GMT -6
The Wii U version will have the following features: - Will have Pro Controller Support
- Will have access to a map on GamePad while playing on the TV
• Players will have the ability to draw/annotate/make-notes on the map
- Players can use the GamePad for off-screen play
- Will Feature Miiverse social integration
- Players Mii's will appear in-game to some extent. How exactly is currently unknown.
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Post by iggyg85 on Jun 29, 2015 13:47:01 GMT -6
The Wii U version will have the following features: - Will have Pro Controller Support
- Will have access to a map on GamePad while playing on the TV
• Players will have the ability to draw/annotate/make-notes on the map
- Players can use the GamePad for off-screen play
- Will Feature Miiverse social integration
- Players Mii's will appear in-game to some extent. How exactly is currently unknown.
took me a few weeks between work and enjoying the other threads, but I updated it with these and the expected vita features
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じーっ
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Post by Ciel on Jun 29, 2015 13:49:24 GMT -6
Now that I read all of that, is there enough money? There is a lot of things you know... like, a LOT.
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Post by Motoko on Jun 29, 2015 14:01:11 GMT -6
Now that I read all of that, is there enough money? There is a lot of things you know... like, a LOT. Ben stated that all of these extra features were calculated with the budget in mind set by Deep Sliver, the amount they raised with KS/PayPal, and the fee's associated with KS. Plus, it's very probable that Deep Sliver might give IGA more funding based on the resounding success of the KS should he for some reason require it. That last bit is just pure speculation on my part though (´⊙ω⊙`)
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Post by JoJo on Jun 30, 2015 3:42:24 GMT -6
I'm actually very happy with all of the features we are getting
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Post by iggyg85 on Jan 31, 2016 22:11:37 GMT -6
Been gone for awhile, so I'm just going to re-bump the hype by reminding all what we unlocked and added a poll!
Stand strong and patient for the game!
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Post by Goobsausage on Feb 1, 2016 2:15:34 GMT -6
I appreciate the bump. I totally forgot about Shovel Knight as a guest character and don't remember hearing about the PSVita Music Export feature at any point during the Kickstarter.
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Post by Kaius on Feb 1, 2016 5:19:23 GMT -6
Don't forget the Rogue-Like Mode ! You could also add the Swordwhip you will gain from a tough boss (IGA's Octopus ?) if I remember well and Ayami Kojima working on the artbook for those who backed enough. For sure, I'm really happy with the game will be confirmed to offer and we'll have our bunch of surprises this year.
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Post by purifyweirdshard on Feb 1, 2016 8:42:53 GMT -6
There's also the roguelike mode. I almost want to vote the "there's too many" option. It is kind of ridiculous, lol. They were scrambling to add stretch goals when everything was moving so fast.
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Post by Ghalion on Feb 1, 2016 10:13:43 GMT -6
Aside from igas biggest castle and nightmare mode I was pretty happy with the base game itself over new features... Roguelike mode was something I would not dare to dream of so when it appeared I practically fainted.
There is also that boss revenge mode thing but that sounds kinda gimmickish to me. Maybe im wrong. Im noy complaining though, roguelike moooodeee!!! Eeeeeek
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Post by Kaius on Feb 1, 2016 10:25:37 GMT -6
There's also the roguelike mode. I almost want to vote the "there's too many" option. It is kind of ridiculous, lol. They were scrambling to add stretch goals when everything was moving so fast. As long as the Story isn't left behind, I'm okay with all these. Actually, I'm pretty excited about these modes.
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Post by Galamoth on Feb 1, 2016 14:40:27 GMT -6
The hype is rising again. All of those features combined will surely make for an amazing Igavania game. Sure, at first, they seemed like too many to me...though I do have faith in Inti-Creates and the other teams working on this game. Especially under the leadership of IGA-sama, master of our Army of the Night. Ben Judd also did an excellent job with the campaign. We sure surprised them with all that pledge money on the Kickstarter, didn't we? :3 You heard me, IGA. Galamoth, self-proclaimed Lord of Space, has faith in your cause!!!
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Post by CastleDan on Feb 1, 2016 15:23:41 GMT -6
To be completely honest. I could have done without all the extra game MODES, and instead put that money to focus on more in-game features and gameplay systems. I feel like any focus on all these other modes might take some attention away from the main game.
Having said that, it's cool that they're being ambitious, i just hope it doesn't hurt the final product.
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Post by jboogieg on Feb 1, 2016 17:55:45 GMT -6
To be completely honest. I could have done without all the extra game MODES, and instead put that money to focus on more in-game features and gameplay systems. I feel like any focus on all these other modes might take some attention away from the main game. Having said that, it's cool that they're being ambitious, i just hope it doesn't hurt the final product. There's always a possibility things will go wrong when you expand the scope of a project. If you don't have support you should probably the person in charge is less than they should stuff will happen. Like one recent game on everybody's mind. :V But those extra modes got us far more money than IGA could've possibly dreamed. And I seriously doubt he of all people would shirk the main game for any reason.
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Post by crocodile on Feb 1, 2016 20:42:53 GMT -6
To be completely honest. I could have done without all the extra game MODES, and instead put that money to focus on more in-game features and gameplay systems. I feel like any focus on all these other modes might take some attention away from the main game. Having said that, it's cool that they're being ambitious, i just hope it doesn't hurt the final product. Putting aside how vague more "in-game features and gameplay systems" is, I think the biggest benefit to "extra modes" and why so many of them were offered as stretch goals is parallelism. That is to say they are stuff that can be worked on at the same time as the main game and not be a conflict of resources. Like once you've actually built your assets, you can work on the Main Game and Classic Mode all at the same time without butting too many heads. The prequel mini-game will likely be in the vein of Mighty Gunvolt so there won't be too much overlap in staff between that and the main game either. Too many gameplay systems could result in bloat and poor balance as well so that can be a concern too.
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Post by CastleDan on Feb 2, 2016 12:56:39 GMT -6
To be completely honest. I could have done without all the extra game MODES, and instead put that money to focus on more in-game features and gameplay systems. I feel like any focus on all these other modes might take some attention away from the main game. Having said that, it's cool that they're being ambitious, i just hope it doesn't hurt the final product. Putting aside how vague more "in-game features and gameplay systems" is, I think the biggest benefit to "extra modes" and why so many of them were offered as stretch goals is parallelism. That is to say they are stuff that can be worked on at the same time as the main game and not be a conflict of resources. Like once you've actually built your assets, you can work on the Main Game and Classic Mode all at the same time without butting too many heads. The prequel mini-game will likely be in the vein of Mighty Gunvolt so there won't be too much overlap in staff between that and the main game either. Too many gameplay systems could result in bloat and poor balance as well so that can be a concern too. Like I said, I'm not hating on extra game modes. That's good and all but I just think there's an argument to be made about putting all that money and all that attention into the main game. All those resources being used for the main purpose of the play experience to me would help the visual systems look as best as it can, implement more gameplay systems, and give them more time to make those gameplay systems balanced as all their resources are being used in one area. For instance IGA has gone on record saying... well this gameplay idea is wanted but we would have to crunch the numbers to see if it would be even possible because we are using ALL the money on everything, there might not be any to spare. So, if there weren't so many game modes the focus could have went more to ideas they might have wanted to explore in-game. To me, IGAVANIA'S weren't about the extra modes, but the single player game experience, and the games that had the most focus on that I usually enjoyed far more. Having said that, once again. The game modes being included do excite me, I just hope because of this it won't keep pushing the game back, and it won't effect the main game at all.
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Post by jboogieg on Feb 3, 2016 10:31:53 GMT -6
I do have to point out that without those stretch goals they surely would have gotten less money. How much less I wouldn't dare to guess but a lot of pushing was done to get a number of those.
I am curious though: when IGA said this was it during the campaign or much later? Because the way I can read it is that they have a game plan of what they want to do but if, say, a fan suggests something completely different then of course you'll say that you need to see whether it can be done. Even if all the money gathered was for 'just main gameplay' you'd never say 'Sure, it can be done.'
That doesn't automatically mean that money gotten for extra modes is taking away from the main game. That's just being pragmatic about your budget, no matter the size.
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