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Bloodstained: Ritual of the Night has spent a lot of time developing. The Kickstarter ended nearly four years ago and several platform changes are planned for a planned release this summer. So the PAX East demo was certainly the game almost completed and, for the most part, promising as an homage to Castlevania.
Although the game has always been presented as a modernized night symphony, rendered in 3D, this session was the first time I struggled with the implications that such a change would have on the gameplay. Bloodstained manages to render the physicality and weight of the classics on which it inspires with remarkable precision. For better or for worse, the demo included a creature flying in a wave-like configuration across a platform area, just like the famous enemies of the series, Medusa Head, and the collision with them even had the same effect of recoil. It was a singularly frustrating and yet familiar moment.
The rendering was manifested in the same environment, as I climbed into a large rounded tower. Although it was technically possible to solve this problem with traditional 2D art, it would not have been so convincing. The 3D gave it an impression of space and depth, so that weaving between the inside and the outside of the massive tower seemed plausible.
At the same time, I missed the precise definition of sprite pixels, especially in the boss's fight against a two-headed dragon. His attacks were violent and difficult, and it was sometimes difficult to say how close he was. It was less of a problem with smaller enemies, so it was not universal, but as a longtime Castlevania fan, I found that the fit was slightly shocking .
Overall, however, the classic, fast-paced, piston-like platform and combat feel has made the transition. It is difficult for a retro revival, let alone for an entirely new interpretation, to grasp the essence of what made the difference between the originals. The variety of Miriam's weapons feel alternatively light and fast or heavy and punchy. The design of the levels offered a good balance between an elegant platform, difficult fights and sometimes a mix of both.
The Kickstarter boom of the mid-2010s has led to many retro occasions. By taking more time than many of his contemporaries to break free, Bloodstained launches into an environment that has gone through failures and failures to regain the magic of a new franchise. But maybe because it took extra time, this one is a little more complete than many of the others. If it maintains the quality level of the demo, it could be something special.
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