Bloodstained: being a castlevania fan is a complex relationship

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ooh i’d be curious to see what those guys can get up to if they’re not allowed to make dick jokes or whatever

Tried firing up Bloodstained but the last update added Epic Game integration and it softlocks Bloodstained to always be stuck on the menu loading screen. They never mentioned anything about the update nor commented on this problem. Sucks.

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Shutaro / Curry The Kid has passed away
https://x.com/CurryHermit/status/2023200658544083439

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Nooooooooo he was so young :crying_cat:

More info Bloodstained Director Shutaro Iida Passes Away At 52 As Sequel Production Enters Its Final Stages

Only 52? That can’t be right??

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His first credit was for the PS1 version of Sexy Parodius in 1996, meaning he would have been 22 at the time (fresh out of college, basically). He first worked with Igarashi on Aria of Sorrow.

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I’m sure it’ll be a fine game, maybe good to great but I’m not sure if i’ll see it as a Castlevania with the movement being so free flowy and kinda floaty. I’m even accepting of CV4’s whip swinging but it still has the right amount of heft on landing and arcs. Not to say that there shouldn’t be a CV game with feathery movement but for this to be a revival of the name after so long I would’ve liked to see more of the classical identity reflected in its mechanics.

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I’m into it! They should’ve given Sonia and Joan of Arc silly accents though

The Paris angle sounds fun. I wonder if that’s something that’ll fall by the wayside a couple areas in or if they’ll have that be an overarching theme.

Now I just want to rewatch Nocturne again, the Parisian angle was fun in that one.

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i’m sort of betwixt and between with how i feel about this one

it does seem fairly ā€œCastlevania-yā€ in tone and style, but i’m afraid of it being like the new Shinobi that came out, which i kind of bounced off of about 70% of the way through.

i saw some subweapon usage in the footage they showed, so hopefully those are of some actual import in the game.

it would be cool to see them try to work with a weightier Belmont archetype, but they also said SotN is a huge inspiration, so it makes sense they went for something more like Alucard’s movement style.

would be interesting to see a breakdown of which design decisions came from which team.

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My memories of Dead Cells also lead me to believe they are big believers in reaching a flow state in respects toward movement and turning combat into a dance with optimal setups. The game also heavily incentivized this with rewarding you for keeping trim clear times for maps. So I will be waiting to see what the actual level design will look like in a macro view. I guess what my fear is that classic games require mastery and understanding to get to that state and this will be designed to take that friction out and get everyone there asap.

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October 15th.

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I have to say them choosing not to use the whip as a weapon but rather as a traversal mechanic sounded like heresy at first but I am kind of intrigued now.

Sounds like this might be more Dead Cells than Castlevania though. The story seems to follow on from the Netflix series, being a direct sequel to Dracula’s Curse. I need to finish that show sometime. Those first two season were good.

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Started playing a bit of Classic Mode 2. It kind of has that cheap feeling of remixing assets but it kinda works as what youd think a more functioning version of CV2 would be like.

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