Bloodstained: Ritual of the Night question

persephone

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So I'm looking at Bloodstained: Ritual of the Night, looks good, looks interesting. But watching early reviews and such, it looks like ... if you absorb too many shards, you get a bad ending? Or its in some way bad, you lose your humanity?

And it ALSO looks like absorbing shards is involuntary once you encounter them? Which seems weird for a Metroidvania game all about exploration, to punish exploration like that.

So, here's my question:

[HEADING=3]Anyone know how gathering shards works, specifically how many is too many, and how you can make sure you don't gather too many? [/HEADING]

Assuming that there even IS a point of "too many" and I'm not just jumping to the wrong conclusions. Or that I'm in some other way misunderstanding the game's mechanics.
 

BrawlMan

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I don't know about any of that, but there is a game breaking bug you should know about.

 

Dreiko_v1legacy

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You'd prolly wanna beat the game multiple times to see all endings anyhow so I'd of worry about it. First playthroughs should be blind.
 

stroopwafel

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I interpreted more as a hint to sell your excess stock or just focus on the shards you mostly use during a playthrough. Great game btw. Reminds me a lot of SotN.
 

CritialGaming

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I was actually gonna make a thread about this game this morning after playing it late into the night last night.

But I'll toss my first impressions here.

I've never been a fan of Castlevania or Metroid games. The 2d action exploration platformer never really appealed to me, at least not since I discovered JRPG's. I have always watched people love on Symphony of the Night and Metroid games from afar, respecting them for the games they are and the fanbases they generate much in the same way I don't like Zelda games but can understand why people love them.

So Bloodstained is a game that offers no nostalgic feelings for me. I feel almost lucky because I get to play the game completely fresh with no previous games to base any feelings on.

My first thoughts are pretty good. The art design is great and the exploration is fun. I do like the rpg mechanics in place of leveling up but also being able to grind the monsters to get their shards. Being able to control my own progression is something I always enjoy in games, where i have the freedom to be as strong or as weak as I like. The equipment system is nice as well though I don't understand why everything has a unique model on your character except body armor, like if they could model hats, scarfs, and weapons, then why couldn't they also change Miram's (or as I called her "Tattoozilla") main outfit. I'm still early in the game so maybe that outfit only changes for very special dresses I find later on.

The story is....well it's there, and since most of this game is just about clearing room after room of monsters and loot I can most over look the story. The story so far is such a small part of the experience that the environment becomes more of a story device than anything else, much like a Dark Souls game though less obscure.

Combat is responsive but a little slow for my liking. Each swing of your weapon seems to cause Tattoozilla great effort even with it is just a kick to the balls. I equipped a 2-handed sword and took one swing with it, saw that it took five minutes to finish, and never equipped anything big again. Even the one-handed weapons swing just slow enough to make me wish they were a little faster. Big and slow would be fine, except you take contact damage from enemies like in horribly hard NES games and when you are locked to a 15 second fuck off swing attack the enemies have plenty of time to just give you a hug. Which is really weird to me, because the enemies also attack really slow, so your swings being slow make sense and serve as a fair enough game balance. However because you take that contact damage (which does more damage to you than what a normal enemy attack would have done for some reason) then they don't actually need to attack fast they just need to run into you. And contact damage always feels cheap in a game about melee combat. It's typically a mechanic designed to let the player know to keep the baddies at a distance, except you can't because you have to get in their face just so you can cut it off.

So combat feels better when I overpower it. Which like I said above is fine, I like to grind (after all I play JRPG's and MMO's which are the two cornerstones of grinding in gaming) so it works. Enemies re spawn every time you reenter a room so just fine a section with easy to deal with mooks and run back and forth until you can one-shot god. Simple enough.

There is also a hub town and a crafting system which makes the game feel a bit like Rogue Legacy, allowing you to craft upgraded weapons, armor, and healing items. There is also a crafting food menu which I kind of like because the first time you eat a recipe you gain a permanent stat increase which made me actually want to craft as many food items as I possibly could so I could beef out Tattoozilla as much as I possible could.

So first thoughts are pretty good. Now the test is to see if the game can keep me invested to at least finish Normal mode, or if the seemingly endless maze of rooms start to blur together like one of those magic eye puzzles that you have to look at cross-eyed to actually see the picture.
 

persephone

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May 2, 2012
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Dreiko said:
You'd prolly wanna beat the game multiple times to see all endings anyhow so I'd of worry about it. First playthroughs should be blind.
100% blind works really well for a lot of people, but it doesn't really work for me. I don't have much money to spend anyway, so I always research to make sure I will get my money's worth.

And my hands are permanently damaged, so I often need to vet games to make sure they don't have motion controls or other problematic mechanics I can't do (though, this game seems well clear of such problems, yay!).

Even beyond that, my autistic brain can be really odd, picky, or even melty about the weirdest stuff, so I often take an approach of forewarned is forearmed.

I do try to avoid unnecessary spoiling of things for myself, true. But I do find I need to do a certain amount of research going in, which can involve spoilers, to make sure there aren't landmines lying in wait for me.
 

persephone

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May 2, 2012
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Found my answer on another site, thought I'd post the link here in case any lurkers were curious:

https://gamefaqs.gamespot.com/ps4/158368-bloodstained-ritual-of-the-night/answers/514193-is-there-any-bad-effect-for-having-too-many-shards
 

dscross

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I am a long time castlevania fan, both classic and metroidvania. I really really love the gameplay - i honestly can't stop playing it BUT the story is bullshit and I don't care about it at all. Dracula being the big bad was way better than this. Also, I hate the poor attempts at English accents and the attempt at high fantasy in the dialogue is so lame.