Bloodstained: Ritual of the Night | |
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Developer(s) |
Inti Creates Artplay DICO Monobit |
Publisher(s) | 505 Games |
Producer(s) | Koji Igarashi |
Designer(s) | Shutaro Iida |
Artist(s) | Yuji Natsume |
Composer(s) |
Michiru Yamane Ippo Yamada Jake Kaufman |
Engine | Unreal Engine 4 |
Platform(s) | Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita, Wii U, Xbox One |
Release date(s) |
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Genre(s) | Metroidvania |
Mode(s) | Single-player, multiplayer |
Bloodstained: Ritual of the Night is an upcoming metroidvania video game developed by Inti Creates and published by 505 Games. The game is led by former Castlevania series producer Koji Igarashi, and is considered a spiritual successor to the series. Bloodstained is expected to be released in 2018 for Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita, Wii U, and Xbox One. The Wii U and Vita versions are being developed by Armature Studio.
Igarashi conceived the game after his departure from Konami, prompted by numerous fan requests for him to make another Metroidvania-type game, and used Kickstarter to demonstrate to potential funding agencies of the demand for the title during May and June 2015. The Kickstarter campaign, originally set for $500,000, successfully raised more than $5.5 million from backers, making it the highest-Kickstarter video game crowd funded campaign until it was surpassed by Shenmue III a month later.
Bloodstained follows the protagonist Miriam, an orphan who is afflicted by an alchemist's curse, which is slowly turning her skin into crystal. To stop the curse, Miriam must explore a demon-filled castle and locate its summoner, Gebel, who has suffered from the same curse for a long time.
The game is expected to follow the Metroidvania-style gameplay of the post-Symphony of the Night games of the Castlevania series; by defeating enemies, Miriam will gain powers enabled by the crystals on her body, as well as items that can be used to craft new weapons and armor. The game will be presented in a 2.5D style, presenting the game in three-dimensional graphics but restricting movement to a 2D system. Igarashi stated the choice for 2.5D was that it follows in the style of his previous Castlevania games.