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Making it in Unreal: how Bloodstained continues the Castlevania legacy

Making it in Unreal: how Bloodstained continues the Castlevania legacy

It’s no coincidence Bloodstained: Ritual of the Night conjures memories of classic Metroidvanias. Its producer, Koji Igarashi, has been instrumental in developing more than a dozen Castlevania games over his career so far, which spans nearly 30 years.

His and Japanese independent studio Artplay’s latest is a 2.5D spiritual successor recalling the rewarding exploration, tight combat, and gothic aesthetic of Konami’s best installments, all brought effortlessly together on Unreal 4 Engine. We interviewed Igarashi to ask him why, over 25 years since his first Castlevania game, 1993’s Castlevania: Rondo of Blood, these games remain so special.

“2D games, in general, are very easy to understand and enjoyable to play,” Igarashi tells us. “By making it an action/adventure game, players can easily get right into it and immerse themselves in the story and map exploration. It's a good balance. These kinds of games could be hard to master, but by sprinkling RPG elements into it, anyone can clear the game as long as they take their time. I think this is also what draws people to this genre.”

RELATED LINKS: Bloodstained release date, Bloodstained demo, Bloodstained system requirements

from PCGamesN http://bit.ly/2JjkulG

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