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Koji Igarashi Kickstarts Bloodstained: Ritual of the Night (2.5D, backdash, 2018)

groansey

Member
Love this but hope they change the colour palette for the opening boss to something a bit more gothic and less bright... the luminous blue, yellow, green, purple is too much. Not a fan of that but otherwise it's an Igavania!
 

Durante

Member
Talking about the non-technical aspects for a change, I really enjoyed the demo. Play just like it should, as far as I am concerned.

One thing which is a bit problematic is that is seems to me like backdashing continuously with the right rythm -- not even any fancy canceling required -- is a significantly faster form of locomotion than moving forward normally. They should do something about that, primarily because I don't want to see 3-hour-backdash speedruns.

Or maybe it's a non-issue since you get other movement options which are even faster in the actual game.
 

Lemon King

Neo Member
Ok, so here's how to get the game to run at any arbitrary resolution:

After launching the game once, open explorer and enter the path "%LOCALAPPDATA%\RON\Saved\Config\WindowsNoEditor".
Open the file "GameUserSettings.ini" with a text editor, and add this to the end of it:
Code:
[/Script/Engine.GameUserSettings]
ResolutionSizeX=2560
ResolutionSizeY=1440
LastUserConfirmedResolutionSizeX=2560
LastUserConfirmedResolutionSizeY=1440
FullscreenMode=2
LastConfirmedFullscreenMode=2
(Obviously, replace 2560x1440 with your target resolution)

Then, start the game, and once in-game alt-tab out of the game and back in again.
Afterwards, you might have to move before anything is rendered, but then it should render at whatever resolution you selected.

My attempt to explain this is that at startup, the game tries to do its own resolution handling rather than use the UE4 machinery (why?), but on restore from alt-tab they forgot to do that and so UE4 does what the user settings file tells it to do. And of course, everything works just fine, because there's really no reason for it not to.

This can be combined with the r.ScreenPercentage downsampling setting if you have the HW to do so.
Don't stop there. ;)
Same folder, different file. You want to open Engine.ini and add the following:
Code:
[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=True
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.MotionBlur=True
r.SSSSS=1
r.PostProcessAAQuality=3
r.SkeletalMeshLODBias=0
r.ShadowQuality=3
r.Shadow.MaxResolution=4096
r.MaxAnisotropy=16
r.RefractionQuality=2
r.SSR.Quality=2
r.DefaultFeature.LensFlare=True
r.TonemapperQuality=3
r.LightShaftQuality=3

[/Script/Engine.Engine]
bSmoothFrameRate=True
FixedFrameRate=75.000000

[SystemSettings]
bUseVSync=False

https://www.youtube.com/watch?v=9wN0hpl9t3Q
 
I don't know when I'll get round to playing this, the only windows device I have is a HP Stream 7, I dunno how it works on there and I've yet to set up my DS4 on it, but from what I've seen it looks great.

Anyone played it on that tablet yet, or something with a similar power? Any opinions? This will keep me pleased until the PS4 release.
 

Instro

Member
Talking about the non-technical aspects for a change, I really enjoyed the demo. Play just like it should, as far as I am concerned.

One thing which is a bit problematic is that is seems to me like backdashing continuously with the right rythm -- not even any fancy canceling required -- is a significantly faster form of locomotion than moving forward normally. They should do something about that, primarily because I don't want to see 3-hour-backdash speedruns.

Or maybe it's a non-issue since you get other movement options which are even faster in the actual game.


Probably, that's usually how these games go.
 

silva1991

Member
I just saw a twitch user playing it and came straight here

how do we get the demo?

edit: oh it's just for for backers

have fun everyone :)
 
Oh man, just got around to playing it. Wanted to last night when the email hit, but it was just too late.
It's glorious. Can't wait for the finished game. All this did was up the hype even more for me.
 

Ravidrath

Member
Really enjoyed the demo - shows a ton of promise.

If I have any criticism, it's that I think Miriam moves like 10% too slowly. While it feels like the movement speed of the old games, I feel like standards for movement speed have changed a bit since then.
 

jonjonaug

Member
Really enjoyed the demo - shows a ton of promise.

If I have any criticism, it's that I think Miriam moves like 10% too slowly. While it feels like the movement speed of the old games, I feel like standards for movement speed have changed a bit since then.

I actually thought it felt a bit faster than the old games, particularly in the backdash.
 

Baalzebup

Member
Just got my demo run done. The game feels just right for one of its kind. I think I got all the items and whatnot as well, even if it did mean spending an extra 10-15 minutes in trying to see if I could somehow get to the area seemingly accessible from that one ledge too high above the Dullahammer at the bottom of the ship. Got all the Shards beside the Amy one as well.

I think I have the PS4 version coming in, but seeing now the easily implemented resolution fuckery one can get up to, I'm reaaaaally considering changing it to the PC version. Looking good already, but if it can look even better....
 

Danny Dudekisser

I paid good money for this Dynex!
I actually got the game to render with 2560x1440 output, so at native 5120x2880. 30 FPS obviously, but it's pretty neat:



The problem is that I'm not yet sure exactly how that worked. I'll keep investigating.

Holy hell does that look good.

The crazy thing to me is that I'm generally a huge fan of 2D sprites, and prefer them to 2.5D in almost every case. Yet, I think I actually like the look of the actual game here better than the 2d concept art. It's a really cool style.
 

Crocodile

Member
Really enjoyed the demo - shows a ton of promise.

If I have any criticism, it's that I think Miriam moves like 10% too slowly. While it feels like the movement speed of the old games, I feel like standards for movement speed have changed a bit since then.

What did you think of the animations? I recall Mike Z saying he wasn't the biggest fan of them based on some off cam footage but I never saw him elaborate and I was curious if he still felt that way and had more to say on the subject.
 

Zalusithix

Member
Meh, it appears I forgot to fill out the fangamer survey way back when, so no code for me. Completing it doesn't appear to automatically give a key, and I can't be assed to go through CS for it. Guess I'll go back into stasis mode until beta. =P
 

Venfayth

Member
I used cheat engine to get into the room above the platform that's too high to jump near the start of the demo but nothing loads, just a black screen. Nothing up there.

I tried to get up to the area near the bottom of the ship that is too high out of reach, but my cheat engine skills failed me and I kept crashing the game and gave up :p
 

Hubbl3

Unconfirmed Member
Just played through the demo and I really like the style of it and it's certainly "basically Castlevania", but the movement speed and combat speed really seem like they're on the slow side.
 

Ravidrath

Member
What did you think of the animations? I recall Mike Z saying he wasn't the biggest fan of them based on some off cam footage but I never saw him elaborate and I was curious if he still felt that way and had more to say on the subject.

He had some concerns with the transitions (or lack thereof) in some cases in a previous video, but he seems pretty happy with the E3 demo so far.
 

QFNS

Unconfirmed Member
Probably, that's usually how these games go.

You never know though. Even in SOTN you end up having to backdash (because of shield cancelling) all the time to move quickly because it was the fastest thing until you get the Wing Smash for the Bat form, but that isn't on the critical path or anything. And you really need a mana prism to do it frequently.


Basically knowing that Iga/Judd/etc are in contact with Romscout (SOTN Speedrunner) basically tells me that backdashing and sheild cancelling and that sort of stuff is very likely to make it into the full game just because those things are what make SOTN feel the way it does. I wouldn't be against making the forward and backdash speed the same though.
 

Eusis

Member
im not sure if they would go all out with retail releases for Vita or Wii U versions, best bet would be to order directly from the kickstart i think
I kinda suspect those might be like Shovel Knightt Vita in that they'll only be sold on Fangamer. If they're made available to non-backers anyway.
 

Demoskinos

Member
Talking about the non-technical aspects for a change, I really enjoyed the demo. Play just like it should, as far as I am concerned.

One thing which is a bit problematic is that is seems to me like backdashing continuously with the right rythm -- not even any fancy canceling required -- is a significantly faster form of locomotion than moving forward normally. They should do something about that, primarily because I don't want to see 3-hour-backdash speedruns.

Or maybe it's a non-issue since you get other movement options which are even faster in the actual game.

I wonder if that is intentional? Because well anyone faintly familiar with the SotN speedrunning community knows that backdashing is generally the fastest way to move in that game as well.
 

Slaythe

Member
Well don't use it and just walk ;)

Yeah here's the thing, if there is a better option, not using it is hindering your own progression in the game.

"use it then !" of course. Except it feels and looks like shit.

It needs a fix so it's not that necessary.
 
I just sent a nice eMail asking for a key; since I have two jobs at the moment, things like Kickstarter update eMails are a low, low, low priority for what little free time I have and I didn't realize I needed to fill out my survey. Hopefully they understand.
 

Venfayth

Member
It's fun and I think it looks cool. Keep it in!

Add more methods of traversal too. Walking is boring. Give me lots of cool ways to move, including cancelling animations of things into other things.
 

Vazra

irresponsible vagina leak
But the point is that the normal movement speed should be faster (or simply add a sprinting/dashing move) so that you don't need to rely on this obnoxious backdash spam! :p
Hmmm what about the backdash start crappy and as you level up it gets better to the point you can do the crazy backdashing shenanigans or an ability that makes that happen? Overall Im cool with how the backdash works so I dont really feel the need to change it.
 

Crocodile

Member
Yeah here's the thing, if there is a better option, not using it is hindering your own progression in the game.

"use it then !" of course. Except it feels and looks like shit.

It needs a fix so it's not that necessary.

The only real argument I'm hearing is "it looks weird". Like that's both super subjective and like on you buddy :p I do assume the game will have some sort of Black Panther Soul at some point that will take care of that "concern" of yours.
 

cube001

Member
I just sent a nice eMail asking for a key; since I have two jobs at the moment, things like Kickstarter update eMails are a low, low, low priority for what little free time I have and I didn't realize I needed to fill out my survey. Hopefully they understand.

Just so you know, I also missed the deadline by a day because I had no idea about the survey, did the survey and was sent a code anyways without even asking for it (which was my plan).
 
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