![]() ![]() In the same time it takes to equip bullets, line up a shot and fire, you can land multiple blows with a melee weapon. Any ammo actually capable of making a dent has to be found or bought, and ultimately isn't worth the bother. While regular ammo is infinite, those bullets might as well be peas for how little damage they do. You can get even closer with martial arts, for when you want to literally kick the crap out of a demon.Īll of these options work and feel great except, unfortunately, for the guns. Weapons like greatswords, lances, and whips work great if you prefer some space to manoeuvre, whereas daggers and clubs do the job up close and personal. Extra bosses and difficult challenges are one thing, but needlessly obtuse obstacles are another.įar more entertaining is Bloodstained’s wide variety of hellspawn, and all the ways to send them back there crying. Unlocking anything other than Bloodstained’s worst possible ending - which is what I got, in case the salt isn’t obvious - requires, among other tasks, chancing upon a shard dropped at random from an otherwise unremarkable enemy. I was similarly frustrated with Bloodstained’s requirements for its multiple endings (though a similar complaint can be levelled at many Metroidvanias). Doesn’t make the difficulty curve feel any less like hitting a brick wall, though. Some bosses became decidedly less lovely after the fifth or sixth attempt, but as far as required grinding goes, Bloodstained isn’t the worst offender I’ve come across. Some of my favourites, like a huge coal-powered golem fought on a speeding train, or a two-headed dragon who terrorises you along a tower’s stairway, feel more like choreographed cutscenes than encounters. These different stylings also help make Bloodstained’s larger-than-life boss battles that much more memorable. Thanks to this diversity, even with all the backtracking and crisscrossing this style of game requires, I never got tired of exploring Hellhold. ![]() At one point I spent nearly an hour wandering through a cave system miles below ground, while at another I took a turn and thought I'd entered a completely different castle, all the creepy dark hallways replaced by dazzling gold flourishes. While its name is painfully unimaginative - Hellhold? Really, Gebel? - I thoroughly enjoyed how many different environments developer ArtPlay manages to squeeze into it. The ultimate goal is to find and defeat Gebel. He’s summoned a demon army and one labyrinth of a castle that you, Miriam, and coincidentally the other surviving Shardbringer, must make your way through. A bungled attempt saw the world nearly overrun with hellions, and now one of the two surviving Shardbringers, Gebel, wants revenge. The story excuse for all the hacking and slashing is that ten years ago, a group of alchemists tried to summon demons by sacrificing people fused with demonic crystals, a.k.a. In what’s practically a Castlevania trademark, Bloodstained takes place in a demon-infested Industrial Age Europe, so there’s plenty of steampunk flair. At the very least, fans loved his work enough to fork over more than $5.5 million on Kickstarter so Igarashi could make Bloodstained, a spiritual successor. My enhanced enjoyment of this Metroidvania in particular may have something to do with its development being led by Koji “Iga” Igarashi, a 10-year veteran of the Castlevania series who worked on what many deem it's greatest entry, Symphony of the Night. If a game’s progression is tied to exploring and backtracking through an interconnected map, and finding new abilities to unlock even more areas to explore and backtrack through, it probably falls into this category. If you're not au fait with decades old portmanteaus, Metroidvania is derived from smashing together Metroid and Castlevania, the two series that defined this action-adventurey subgenre. After playing Bloodstained: Ritual Of The Night, I think I’m starting to properly get the appeal. Mostly about getting hopelessly lost, failing to circle back for something important, or forgetting the extensive and mostly unspoken rules the genre has developed over its history. I’ve put in dozens of hours into as many Metroidvania games at this point, and whenever I play them I get anxious. ![]()
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