The genre widely known as “metroidvania” has been very popular in the indie market. Many metroidvanias tend to follow in the footsteps of the original Metroid but Bloodstained Ritual Of The Night is not one of those games (not directly at least). For those of you who don’t know, Bloodstained is a spiritual successor of the Castlevania series, particularly Symphony Of The Night which was directed by Toru Hagihara and Koji Igarashi, a game that changed up the Metroid formula to pioneer a completely new take on the formula. Bloodstained Ritual Of The Night continues the legacy of Koji Igarashi’s revolutionary Igavania genre.
What is an Igavania you ask? Is it just a fancy name for metroidvania? It is… sort of but not really as Igavania defines a game that has all the tight, methodical exploration of the Metroid games but with more emphasis on RPG elements to spice things up. I love this as it allows me to grind levels and farm items while I find my way around the confusing levels in order to make progress. Put simply there’s always something to do in Igavania games and Bloodstained Ritual Of The Night is no exception.
Bloodstained Ritual Of The Night doesn’t just give you content, it overwhelms you with it. Right from the get go you are introduced to the game’s shard mechanic, similar to Aria Of Sorrow’s soul mechanic only this time you can upgrade your shards and each shard in your inventory stacks with other shards of the same type to amplify its capabilities. On top of all this there’s crafting, cooking, sidequests and tonnes of secrets to find. I hope you have plenty of time on your hands because this game will keep you up till the early hours in the morning.
Like other games of its kind, Bloodstained Ritual Of The Night’s gameplay functions very much like a platformer but with an emphasis on combat. What I mean by this is that the combat is very over simplified in these types of games as most of the time you will only be pressing the attack button to do a basic attack over and over again rather than building up combos like a beat em up would have you do. Despite this, Bloodstained adds an extra layer of flexibility in the form of special moves that require input commands to pull off. This likely harkens back to Symphony Of The Night’s magic system where you had to input commands similar to that of a special move in Street Fighter. Special attacks are unique to certain weapons but can be mastered in order to be used by all weapons of its type, therefore encouraging more experimentation with the combat.
As for the shards themselves, you can equip 1 shard of each type. You have your red shards which are used for a multitude of things including summons, then you have your blue shards which drain your mp over time, triggering certain effects, purple shards are directional, therefore you can adjust where they are fired using the right analog stick. Passive shards are special as maxing them out permanently applies a weaker version of their affects to Miriam even if they aren’t equipped. Finally you have green shards which can summon familiars, not to be confused with the red shard summons which are temporary, these companions will stick with you and level up in order to become stronger, much like the familiars in Symphony Of The Night.
With all this in mind, there are a lot of things to be mindful of in this game and there are a lot of things that may easily be missed on a first playthrough, particularly if you get well acquainted with your setup. Fortunately the game has a new game + feature which allows you to carry almost everything over from your previous playthrough allowing you to experiment further with everything you have acquired. There is so much experimentation to do in this game and much like in Symphony Of The Night, certain setups completely break the game’s difficulty, making you feel like an unstoppable god. Then again, what do you expect from a game that has such diverse flexibility? There’s just something quite satisfying to see and experience Miriam going from a frail shardbinder to a savage beast by the end of the game making Alucard’s shield rod exploit look like a freaking joke by comparison, if you can think it, chances are you can probably do it in this game, though the game does have its limits sadly.
The platforming is as straightforward as you would expect from a metroidvania but it is a lot of fun. Miriam has countless movement options at her disposal which can be very useful in all kinds of situations. With the help of shards she can pull off some insane maneuvers that would make even the most athletic videogame characters gasp in amazement. I’ve set to play a game that features platforming as loose as Bloodstained Ritual Of The Night, the freedom and awe of Miriam’s movement is liberating and exciting which does wonders for the game’s pacing. The level design is strongly reminiscent of Symphony Of The Night in a lot of areas but it also has some interesting ones with a few nice platforming sections along the way. It never feels to overbearing though and is accessible for those who suck at platformers.
Like in Symphony Of The Night, you are inevitably going to come across certain progression barriers which require certain items (usually shards) to progress. While I was never a big fan of these progression barriers, I think they are spread out just enough to avoid being a nuisance. One issue I have with the game however is that while Dominique offers hints on how to progress through these areas, these hints are never repeated and if you miss them, you may end up not knowing where to go at certain points because there are certain parts of the game that are quite vague, requiring the use of a guide. The good ending is especially notorious for being incredibly vague, there’s no way I would have figured out how to get it without a guide. While I get that back in the day this sort of thing was used as padding to keep you hunting for things you may have missed, nowadays it’s just a nuisance, especially when the 2 bad endings are literally game over screens, they make Valkyrie Profile’s B ending look phenomenal by comparison.
“I hope you have plenty of time on your hands because this game will keep you up till the early hours in the morning.”
The visuals are noticeably different this time around, putting a heavy emphasis on vibrancy over detail. Some areas are better than others and those that are highly detailed tend to be the ones that stand out the most. Bloodstained is clearly going for a different tone to Castlevania as it lacks the feeling of melancholy that the Castlevania series was known to have. Instead, Bloodstained opts for a colourful, vibrant look which completely demolishes the tone of the Castlevania games, making Bloodstained’s visual representations look more comical by comparison. While the Castlevania series has always had its comical moments such as finding chicken hidden in walls, Bloodstained just goes all out with it and in doing so, sacrifices some of Castlevania’s appeal as a result.
What Symphony Of The Night did well was melding different aesthetic themes together such as the lava filled catacombs, the transition from the castle cellar into icy tunnels that flooded with water and Olrox’s Quarters which melded stately architecture with a gloomy dungeon. The latter of which is one of my favorites as the contrast between the two themes not only has a sense of irony but it makes sense as it illustrates the darker side of the castle while also illustrating the majestic feeling of the castle. Now Bloodstained does have a few areas that mix in multiple themes such as the Libre Ex Machina but some areas are lacking such as the Forbidden Underground Waterway and the Infernal Caverns which feel rather uninspired compared to their Symphony Of The Night counterparts which is a shame.
Ultimately if I was to judge Bloodstained Ritual Of The Night as a Castlevania game, I’d argue that the visuals were a massive disappointment but as a standalone game, I’d say that the visuals are pretty good for the most part as the vibrancy is dazzling in many areas. I think that the visuals are going to be something you’ll either love or hate depending on what you expect from them, it’s kinda how Diablo 3 completely changed the tone of the visuals from Diablo 2 but Bloodstained isn’t a Castlevania game in name, so it gets away with it.
The music, while enjoyable to listen to, felt a bit sub par for Michiru Yamane’s standards. I think she did a much better job in Curse Of The Moon and other Castlevania games than she did in this. Now don’t get me wrong, the game does feature some great tracks but I find that they lack the majestic and melancholic feel of Symphony Of The Night’s soundtrack. Another complaint is that there are a few areas that have no music playing whatsoever, granted those areas are short but I think not having music in them is a bit of a shame. Much like the visuals though, if you never played any of the other Castlevania games or heard any of Michiru Yamane’s work before, you will probably enjoy the game’s soundtrack a lot as it is really good, just not as good as her previous work.
There are a few issues in the game to note, the biggest issue is that the game has the tendency to crash every now and again. It should also be noted that Miriam’s death animation doesn’t always occur when you get a game over and getting knocked down to 0 health merely transitions to the game over screen. While this isn’t a major issue, it can make the game look a bit sloppy. One thing that did bother me about the game is that while you can skip dialogue, you can’t skip the in game animations during all the dialogue, forcing you to watch characters move around awkwardly with no context should you wish to skip through the scenes.
Speaking about scenes, the story isn’t really anything special, then again neither were the Castlevania game’s storylines. There’s quite a lot of dialogue in the game and quite a few people to interact with but there really isn’t much to say about it. There are a few scenes that made me chuckle though. I think the biggest problem with the story is that the characters you interact with don’t really have anything interesting to say, they try to give a little backstory on things but there isn’t any strong connection between the characters, even though the game clearly expects you to care about them. I don’t think this is a big deal though and is easily overlooked considering the fact that you’ll be too invested in the gameplay to care about the story.
In any case, regardless of its shortcomings, Bloodstained Ritual Of The Night is a highly engaging experience to the point that the game’s issues aren’t likely to become bothersome to anyone craving a solid metroidvania experience. Those that are expecting Symphony Of The Night will find this game to be a poor imitation but the same can be said for all spiritual successors. On its own Bloodstained Ritual Of The Night is a solid game that is a great entry point for newcomers and an enjoyable throwback for veterans of the genre. There’s something for everyone here and I think it would be wise to pick the game up and give it a try if you are on the fence, just don’t go in expecting it to live up to Symphony Of The Night or you may end up disappointed.
Plot/Story: Mediocre
Visuals: Good
Gameplay: Great
Music: Good
Difficulty: Medium
Lifespan: Quite Short (To beat)/Quite Long (To do the side stuff)
Would You Replay? Yes
Overall: Great
Value £35.00