Enkeria

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Fifty Storms Enkeria inherit Silver in the Dark Male Fifty Storms 1757 0 1,267 Enkeria Keep Moving Forward 1,882 Castle Architect November 2016 enkeria BCB 16 with Angel-Corlux of 505 Games Galamoth crocodile , and 7 more like this Tag Quote Select Post

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Link to Post Back to Top Post by Enkeria on TIMECODES (Checking in the YouTube comment-section will jump to the timecode auto)



0:00:00 Welcome & Introduction of 505 Games Angel-Corlux

0:02:55 505 Games teamed up with IGA-san, why?

0:06:00 Will Bloodstained 2 use kickstarter?

0:07:53 You can still back and get the pre-order, have the goals grown?

0:09:10 Wii U to Switch, Amiibo's coming?

0:10:35 Will 505 Games give out Bloodstained merchandise in the future?

0:11:49 Bloodstained at gamescom? No, but events are coming!

0:12:21 The movementspeed & abilities of Miriam

0:14:40 Does 505 Games have any creative input?

0:16:40 Metacritic verdicts thoughts?

0:18:03 No restrictions for IGA-san about development

0:18:37 How does the brand & IP work between creator & publisher?

0:20:30 Fans creative requests - Where to draw the line?

0:22:19 Interactivity Vs Visuals: Igavania's eye of details

0:24:37 Marketing: Wide target of gamers or Igavania gamers?

0:25:34 IGAvaniacs meme was born

0:26:06 Angel-Corlux favorit Castlevania sub-weapon

0:27:27 Sword or Whip?

0:28:18 Angel-Corlus favorit SotN + Bloodstained aspect

0:30:27 Will Miriam have unique movements similar to Alucard?

0:31:24 What have been learned from Mighty No. 9?

0:33:10 Any plans to use and intergrate speedrunners requests?

0:34:50 What happend to the monthly kickstarter updates?

0:36:00 Can we expect cameos, like Shovel Knight or Shantae?

0:37:13 Are (the enemy) Morte replacement of skeletons?

0:37:51 Have some weapons and spells button input codes?

0:39:00 How much will the alpha show if its playable?

0:39:40 Transformations in the game?

0:39:45 Does familiars have personalities?

0:40:15 Is the levelcap still 255?

0:41:08 The shard animations & settings

0:42:12 Are there any shields in the game?

0:42:45 Goofball Defence Force unite!

0:43:45 Early Alpha Access: Backer Exclusive Status?

0:44:55 Physical expectations about boxes and such?

0:45:55 When can we pre-order on console and steam?

0:46:24 Quality on the physical packages?

0:47:19 Was Angel-Corlux around when the kickstarter started?

0:48:16 Ayami Kojima poster?

0:49:25 IGA ring

0:50:19 A thing to look forward to: Weapons!

0:52:30 How do 505 Games and Artplay communicate & connect?

0:53:20 Screenshot comparison Church, why change?

0:55:24 Attack faster / Speedrun tricks

0:55:51 Favorit environment thus far?

0:56:34 Sequence-breaks & tricks to glitch out

0:57:34 Saveroom to be multi-purposed?

0:57:56 Allowing modding?

0:59:09 Angelic & Demonic costume for Miriam?

0:59:59 Why drop bags in game and not items directly?

1:00:58 Crafting & Forging

1:01:55 Wall-meat or wall-mac?

1:02:16 Will the 'Retro Level' use 'Prequel's' assets?

1:02:40 Any stretch goals cut?

1:03:10 New Game Plus, continue with or without items?

1:03:38 Cross-platforming play?

1:04:14 The prequel, how far in development & release?

1:05:02 Familiars staying all blue or not?

1:05:30 "Biggest Castle"?

1:06:13 --- Live Chat Q&A starts ---

1:06:38 Bloodstained budget situation?

1:08:08 About Mana, our Communication Manager

1:10:30 Food items?

1:11:02 The Bell in the 2017 Church E3 Demo!?

1:13:05 Influences on the game design?

1:16:42 Steampunk elements in Bloodstained?

1:17:15 First prototype starfish enemy, where is it?

1:17:59 Miriams room & castle customization?

1:19:00 Easter eggs about Castlevania?

1:21:16 Character shader final?

1:22:36 Any leaderboards for competitive?

1:24:17 Achievement system?

1:24:48 Staggered content or not?

1:25:41 Loading-times & framerates?

1:26:31 Will streaming the alpha/beta be allowed?

1:27:30 Pure Miriam, how do we get that costume?

1:28:22 The player menu information

1:29:10 Any Nintendo Switch & PS Vita issues?

1:30:27 Older movie references? B-movie monsters?

1:31:14 Playable characters reveal before launch?

1:33:20 Example of something we did not think about asking?

1:34:15 Whipsword viable the whole playthrough?

1:35:14 Ippo Yamada still making music to the game?

1:36:00 PS Vita + PS4 cross-save?

1:36:49 Rare weapons, rare materials or both?

1:37:05 The female "assets" challenges?

1:41:40 Miriam's character design

1:44:14 Miriam's crystal curse, does that detail matter?

1:45:18 "What is a man?"

1:45:48 Newschannel for the Switch?

1:46:32 The IGA quality

1:47:11 The Nightmare Mode

1:48:39 Hayter & Belgrade still attached to the game?

1:49:45 The demon-boss Gremori

1:51:03 A thank you & fan creation appreciation

1:52:08 Bloodstained arm cast

1:52:14 Talking about DICO

1:53:00 Mana joining the discord-chat

1:54:04 About guns & ammo in Bloodstained

1:56:03 When Adi Shankar visit Artplay

1:59:00 Thank you, look forward on more news!

ZeroSbr

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[TI0]Never trusting another Kickstarter project again, never trusting any "legendary" developer aga

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New Blood ZeroSbr inherit Food Critic 1884 0 22 ZeroSbr [TI0]Never trusting another Kickstarter project again, never trusting any "legendary" developer aga 96 New Blood May 2017 zerosbr BCB 16 with Angel-Corlux of 505 Games LordKaiser likes this Tag Quote Select Post

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Link to Post Back to Top Post by ZeroSbr on Astaroth said: it wouldnt surprise me if skeletons arent a thing because china has a hard ban on skeletons and some other supernatural creatures, so having some kind of analog that fulfill the same lore and role while skirting using certain names to avoid those bans is a thing But...how would you get around this while still including skeletons? I don't like the idea of a game getting censored just because China says so. If IGA really wants to sell Bloodstained in China, he can just modify the appropriate enemies for the Chinese version only. It would really upset me if we got a gimped game because China.

Enkeria

Silver in the Dark

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Fifty Storms Enkeria inherit Silver in the Dark Male Fifty Storms 1757 0 1,267 Enkeria Keep Moving Forward 1,882 Castle Architect November 2016 enkeria BCB 16 with Angel-Corlux of 505 Games Tag Quote Select Post

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Link to Post Back to Top Post by Enkeria on Astaroth said: it wouldnt surprise me if skeletons arent a thing because china has a hard ban on skeletons and some other supernatural creatures, so having some kind of analog that fulfill the same lore and role while skirting using certain names to avoid those bans is a thing



China might think its



No issue Want them to replace all skeletons with different texture / design

Want them to take away the skeletons all in all (place would be empty or another monster will replace it)

I guess, if you are the one that places out the skeletons, you should be able to just delete them and add in something different if thats the case.



What skeletons?



purifyweirdshard said:



Also, looking at Enkeria's list, it dawns upon me we forgot to cover the point of Miriam's back-protruding crystal rose and the aura it used to emanate being gone from the 2017 playable. I think that might fall in the same category of answer as the blue lighting effects originally seen in those IGN screenshots, as referenced in "0:53:20 Screenshot comparison Church, why change?", but I'm not sure.



Also, it might be a little weird for listeners how I just kind of jump in and start asking chat questions without introducing who I am earlier, but they probably picked up I'm Brent somewhere along the line, lol. 2spooky eh?Also, looking at Enkeria's list, it dawns upon me we forgot to cover the point of Miriam's back-protruding crystal rose and the aura it used to emanate being gone from the 2017 playable. I think that might fall in the same category of answer as the blue lighting effects originally seen in those IGN screenshots, as referenced in "0:53:20 Screenshot comparison Church, why change?", but I'm not sure.Also, it might be a little weird for listeners how I just kind of jump in and start asking chat questions without introducing who I am earlier, but they probably picked up I'm Brent somewhere along the line, lol.

Do not want to spoil, even if this is a guess, so I just say.. Wait until the next update or next couple of updates about this.



I have a feeling, due to some "reading between the lines" that this will be answered shortly. If not, please just make sure Angel-Corlux gets that question or any other you are thinking about

What skeletons?Do not want to spoil, even if this is a guess, so I just say.. Wait until the next update or next couple of updates about this.I have a feeling, due to some "reading between the lines" that this will be answered shortly. If not, please just make sure Angel-Corlux gets that question or any other you are thinking about

Enkeria

Silver in the Dark

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Fifty Storms Enkeria inherit Silver in the Dark Male Fifty Storms 1757 0 1,267 Enkeria Keep Moving Forward 1,882 Castle Architect November 2016 enkeria BCB 16 with Angel-Corlux of 505 Games Tag Quote Select Post

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Link to Post Back to Top Post by Enkeria on purifyweirdshard said:



Also, looking at Enkeria's list, it dawns upon me we forgot to cover the point of Miriam's back-protruding crystal rose and the aura it used to emanate being gone from the 2017 playable. I think that might fall in the same category of answer as the blue lighting effects originally seen in those IGN screenshots, as referenced in "0:53:20 Screenshot comparison Church, why change?", but I'm not sure.



Also, it might be a little weird for listeners how I just kind of jump in and start asking chat questions without introducing who I am earlier, but they probably picked up I'm Brent somewhere along the line, lol. 2spooky eh?Also, looking at Enkeria's list, it dawns upon me we forgot to cover the point of Miriam's back-protruding crystal rose and the aura it used to emanate being gone from the 2017 playable. I think that might fall in the same category of answer as the blue lighting effects originally seen in those IGN screenshots, as referenced in "0:53:20 Screenshot comparison Church, why change?", but I'm not sure.Also, it might be a little weird for listeners how I just kind of jump in and start asking chat questions without introducing who I am earlier, but they probably picked up I'm Brent somewhere along the line, lol.

I asked Angel-Corlux earlier today and he said "yes, it's the same as the Church", thats one of the things he will ask IGA and investigate, then probably give us a few answers to soon.

RichterB

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Link to Post Back to Top Post by RichterB on Great interview! Really covered all the bases. I didn't get through all of it, but I heard a lot of the parts I was most interested in thanks to Enkeria Gin's AMAZING job with the timecodes. Thank you all!



...The comments about the character speed and floaty-ness were intriguing. I wonder if it's item-based, or if there's a sensitivity bar in the settings, or if there is just going to be more balance done by the developers as time goes on. Also, the supreme confidence and hype delivered through the interviewee were encouraging. It makes me wonder just how much more things have advanced since E3, where the build/trailer looked entertaining, but wasn't exactly flooring me.



Enkeria

Silver in the Dark

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Link to Post Back to Top Post by Enkeria on RichterB said: AMAZING job with the timecodes. Thank you all!



...The comments about the character speed and floaty-ness were intriguing. I wonder if it's item-based, or if there's a sensitivity bar in the settings, or if there is just going to be more balance done by the developers as time goes on. Also, the supreme confidence and hype delivered through the interviewee were encouraging. It makes me wonder just how much more things have advanced since E3, where the build/trailer looked entertaining, but wasn't exactly flooring me.

Great interview! Really covered all the bases. I didn't get through all of it, but I heard a lot of the parts I was most interested in thanks to Enkeria Gin'sjob with the timecodes. Thank you all!...The comments about the character speed and floaty-ness were intriguing. I wonder if it's item-based, or if there's a sensitivity bar in the settings, or if there is just going to be more balance done by the developers as time goes on. Also, the supreme confidence and hype delivered through the interviewee were encouraging. It makes me wonder just how much more things have advanced since E3, where the build/trailer looked entertaining, but wasn't exactly flooring me.



About Character speed. We know there are abilities in the game, and those will probably make Miriam very flexible and fast. We do not know for sure, but we do know she will have them as passives or with simple button combinations, for instance sprint might be double tap left or right. In air perhaps you hold a button down to float, maybe down + up makes her jump super high? Stuff like that.



Also, the settings are one of those things IGA look at lastly, or have been doing so for many games. He mentioned during Symphony of the Night playthrough that he felt the select menu and ingame shop menu from the librarian was still in alpha/beta, since they did not have the time to design it. What we see is the development menu, the exoskeleton of the design. Something he learned the "hard way", the games thereafter was a bit more polished in terms of this menu, but still. With time and effort, the menu would evolve!



From footage to footage, we have spotted some differences in the menu, and when it comes to settings it seems that we might get very much power over how to treat and shape our experience of the game. Turning things on/off perhaps, and even run around with a thick book (tome) with bestiary information. Perhaps even a menu to change costumes "on the fly".



I think the menu / settings for Bloodstained might be the most complex / interesting feature in all of Igavanias thus far.

Yeah I figured some of you guys just want some answers to the ones you are most interested in, maybe not to "spoil" too much, or just to save time. Appreciate the shout out!About Character speed. We know there are abilities in the game, and those will probably make Miriam very flexible and fast. We do not know for sure, but we do know she will have them as passives or with simple button combinations, for instance sprint might be double tap left or right. In air perhaps you hold a button down to float, maybe down + up makes her jump super high? Stuff like that.Also, the settings are one of those things IGA look at lastly, or have been doing so for many games. He mentioned during Symphony of the Night playthrough that he felt the select menu and ingame shop menu from the librarian was still in alpha/beta, since they did not have the time to design it. What we see is the development menu, the exoskeleton of the design. Something he learned the "hard way", the games thereafter was a bit more polished in terms of this menu, but still. With time and effort, the menu would evolve!From footage to footage, we have spotted some differences in the menu, and when it comes to settings it seems that we might get very much power over how to treat and shape our experience of the game. Turning things on/off perhaps, and even run around with a thick book (tome) with bestiary information. Perhaps even a menu to change costumes "on the fly".I think the menu / settings for Bloodstained might be the most complex / interesting feature in all of Igavanias thus far.

RichterB

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Link to Post Back to Top Post by RichterB on Enkeria said:



About Character speed. We know there are abilities in the game, and those will probably make Miriam very flexible and fast. We do not know for sure, but we do know she will have them as passives or with simple button combinations, for instance sprint might be double tap left or right. In air perhaps you hold a button down to float, maybe down + up makes her jump super high? Stuff like that.



Also, the settings are one of those things IGA look at lastly, or have been doing so for many games. He mentioned during Symphony of the Night playthrough that he felt the select menu and ingame shop menu from the librarian was still in alpha/beta, since they did not have the time to design it. What we see is the development menu, the exoskeleton of the design. Something he learned the "hard way", the games thereafter was a bit more polished in terms of this menu, but still. With time and effort, the menu would evolve!



From footage to footage, we have spotted some differences in the menu, and when it comes to settings it seems that we might get very much power over how to treat and shape our experience of the game. Turning things on/off perhaps, and even run around with a thick book (tome) with bestiary information. Perhaps even a menu to change costumes "on the fly".



I think the menu / settings for Bloodstained might be the most complex / interesting feature in all of Igavanias thus far.

Yeah I figured some of you guys just want some answers to the ones you are most interested in, maybe not to "spoil" too much, or just to save time. Appreciate the shout out!About Character speed. We know there are abilities in the game, and those will probably make Miriam very flexible and fast. We do not know for sure, but we do know she will have them as passives or with simple button combinations, for instance sprint might be double tap left or right. In air perhaps you hold a button down to float, maybe down + up makes her jump super high? Stuff like that.Also, the settings are one of those things IGA look at lastly, or have been doing so for many games. He mentioned during Symphony of the Night playthrough that he felt the select menu and ingame shop menu from the librarian was still in alpha/beta, since they did not have the time to design it. What we see is the development menu, the exoskeleton of the design. Something he learned the "hard way", the games thereafter was a bit more polished in terms of this menu, but still. With time and effort, the menu would evolve!From footage to footage, we have spotted some differences in the menu, and when it comes to settings it seems that we might get very much power over how to treat and shape our experience of the game. Turning things on/off perhaps, and even run around with a thick book (tome) with bestiary information. Perhaps even a menu to change costumes "on the fly".I think the menu / settings for Bloodstained might be the most complex / interesting feature in all of Igavanias thus far.



As another aside altogether...the Mighty No.9 bashing has almost become a meme, and I think it's a bit overstated. I hear it brought up in the forums from time to time, and it came up in this interview as something to learn from. Yes, it can be learned from, but it wasn't a total disaster, which I think it gets pegged for too often. I didn't back the game due to not being active with Kickstarter at the time, but I did buy it at retail. As such, I don't have the roller coaster experience many went through during development. But as a Mega Man fan, objectively, it's actually a fun and rewarding game once you get used to it. Is it rough around the edges and occasionally glitchy? Unfortunately, yes. Are the graphics a bit underwhelming? Sure. But even so, it's one of the more enjoyable gaming experiences I've had in a while.



I think the learning curve of developing it was similar to the results that ended up being Mega Man 1 on the NES. Probably to everyone's surprise, MN9 didn't just rip Mega Man's template and rest on its laurels, but tried a new paradigm. Given another game entry, I think a lot would be ironed out (just like what happened in Mega Man 2), though I doubt that will happen now. Again, a major problem I think is that people expected Mega Man 2.0 (and it was sort of pitched that way, it seems), but the game is its own thing, which does deserve some credit. (And that required an unexpected learning curve for Mega Man fans trying to play the game like a pure Mega Man game.) While having a Mega Man atmosphere to a decent extent, it plays like a mix of Mega Man X and Sonic the Hedgehog, which is something I don't feel has been done before. The results, when everything is working right, creates a fast and strategic flow of gameplay that feels great and innovative. The art book that came with it was very well done, the music had several standout tracks (especially "Beyond The Watery Vortex"), and the in-game bonus modes/content adds a lot of replay value. Ray herself is one of the most meaningful second characters I've ever played in a video game in terms of how she makes everything feel new again while not breaking the game and adding some nice story nuggets. (On that note, Ray's actually the third character, as the game ambitiously switched things up before that with a Call stage, too.)



I understand that people want to avoid the chaos that surrounded Mighty No.9, but the game in and of itself doesn't deserve the level of snark and hate that gets thrown its way. I'm sure Bloodstained will turn out more polished, but Mighty No.9 paved the way to an extent, and despite its problems, it was a game experience that the industry was and still is lacking.

Definitely liked the option, so thanks again. Yeah, the amount of settings that might be available sounds pretty revolutionary. I did like the idea of customization of the character in the sense that weapons and such will not necessarily become completely useless or 100% locked in to have the best results in a battle, etc. (Hopefully the crafting doesn't become too demanding/clunky, though). As an aside, the tease about the falling bell being the tip of the iceberg was great to hear, as I really want more interactive, dynamic environments.As another aside altogether...the Mighty No.9 bashing has almost become a meme, and I think it's a bit overstated. I hear it brought up in the forums from time to time, and it came up in this interview as something to learn from. Yes, it can be learned from, but it wasn't a total disaster, which I think it gets pegged for too often. I didn't back the game due to not being active with Kickstarter at the time, but I did buy it at retail. As such, I don't have the roller coaster experience many went through during development. But as a Mega Man fan, objectively, it's actually a fun and rewarding game once you get used to it. Is it rough around the edges and occasionally glitchy? Unfortunately, yes. Are the graphics a bit underwhelming? Sure. But even so, it's one of the more enjoyable gaming experiences I've had in a while.I think the learning curve of developing it was similar to the results that ended up being Mega Man 1 on the NES. Probably to everyone's surprise, MN9 didn't just rip Mega Man's template and rest on its laurels, but tried a new paradigm. Given another game entry, I think a lot would be ironed out (just like what happened in Mega Man 2), though I doubt that will happen now. Again, a major problem I think is that people expected Mega Man 2.0 (and it was sort of pitched that way, it seems), but the game is its own thing, which does deserve some credit. (And that required an unexpected learning curve for Mega Man fans trying to play the game like a pure Mega Man game.) While having a Mega Man atmosphere to a decent extent, it plays like a mix of Mega Man X and Sonic the Hedgehog, which is something I don't feel has been done before. The results, when everything is working right, creates a fast and strategic flow of gameplay that feels great and innovative. The art book that came with it was very well done, the music had several standout tracks (especially "Beyond The Watery Vortex"), and the in-game bonus modes/content adds a lot of replay value. Ray herself is one of the most meaningful second characters I've ever played in a video game in terms of how she makes everything feel new again while not breaking the game and adding some nice story nuggets. (On that note, Ray's actually the third character, as the game ambitiously switched things up before that with a Call stage, too.)I understand that people want to avoid the chaos that surrounded Mighty No.9, but the game in and of itself doesn't deserve the level of snark and hate that gets thrown its way. I'm sure Bloodstained will turn out more polished, but Mighty No.9 paved the way to an extent, and despite its problems, it was a game experience that the industry was and still is lacking.

Enkeria

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Link to Post Back to Top Post by Enkeria on ZeroSbr said:



So yes, I am waiting for Bloodstained. Not a Symphony of the Night remake, not a sequel. Not necessarily SotN2 like what everyone calls the later Metroidvania games for some bizarre reason (they're not even close to being like SotN), but something similar to it.So yes, I am waiting for Bloodstained. Not a Symphony of the Night remake, not a sequel.



We are all



RichterB said:



As another aside altogether...the Mighty No.9 bashing has almost become a meme, and I think it's a bit overstated. I hear it brought up in the forums from time to time, and it came up in this interview as something to learn from. Yes, it can be learned from, but it wasn't a total disaster

As an aside, the tease about the falling bell being the tip of the iceberg was great to hear, as I really want more interactive, dynamic environments.As another aside altogether...the Mighty No.9 bashing has almost become a meme, and I think it's a bit overstated. I hear it brought up in the forums from time to time, and it came up in this interview as something to learn from. Yes, it can be learned from, but it wasn't a total disaster



Learning from the-game-that-shall-not-be-named was more about the whole concept of giving the fans what they want and communication. Because the only thing the-game-that-shall-not-be-named and Bloodstained have in common.



1. Like Mike said in the podcast are they both are a Kickstarter project, this is what Bloodstained does right first of all.



2. Both are side-scrollers, well, we like that don't we?



3. And lastly both are homeage to our childhood / memory, that last part is difficulty since that means you always have to be better as the time goes so you can "top" that memory. In some cases a game can easy split the same placement in your top 10 games in your heart.



I have such a hard time seeing these two games being compared. It's like saying.. Well. Tetris did waaay better than Ikari Warriors 3 on famicom! It is like.. Yeah, both are pixels.. Both lets you control some pixels on screen and sure, the game becomes frenzy after a while ... but thats it!?

SotN is what we call IGAvania. But it really is in the details. If someone says Metroidvania, we understand them, and it will always be like this. So in our world it would be like this: Circle of the Moon = Metroidvania. Castlevania Lord of Shadow = Action. Aria of Sorrow / Symphony of the Night = IGAvania.We are all Igamaniacs now.There are many features that are logic to input in the game, so yeah. I guess we have seen maybe 2-5% of what Miriam can do in terms of movement and abilities (passive shards included only) as well as any form of transformations, if she has that. Add in items and settings and difficulties, playable characters and modes and a PREQUEL.. Well.. Now we are in for a feast with wineglasses all over the place!Learning from the-game-that-shall-not-be-named was more about the whole concept of giving the fans what they want and communication. Because the only thing the-game-that-shall-not-be-named and Bloodstained have in common.1. Like Mike said in the podcast are they both are a Kickstarter project, this is what Bloodstained does right first of all.2. Both are side-scrollers, well, we like that don't we?3. And lastly both are homeage to our childhood / memory, that last part is difficulty since that means you always have to be better as the time goes so you can "top" that memory. In some cases a game can easy split the same placement in your top 10 games in your heart.I have such a hard time seeing these two games being compared. It's like saying.. Well. Tetris did waaay better than Ikari Warriors 3 on famicom! It is like.. Yeah, both are pixels.. Both lets you control some pixels on screen and sure, the game becomes frenzy after a while ... but thats it!?