Koji Igarashi and the Bloodstained Ritual of the Night team shared the latest development update on the game’s Kickstarter page with a new video showing us a village stage for the Metroidvania title.
Here’s the latest message from IGA:
Merry Christmas! This is IGA.
Last update we shared how we build the environment, so for this update, we would like to introduce you to a new stage based on that method. Previously, we shared the ship and the castle entrance. I would like to introduce you to the village this time.
As we mentioned at the beginning of our Kickstarter campaign, Bloodstained takes place in a castle! So now you’re probably thinking, “What’s this, a village?”
I thought so, too, but yes: We have a village. In the narrative, we’re still headed to the island where the castle emerged. There’s a village nearby that we’ll have to pass through on our way to the castle entrance.
As you can tell from the video, the village is red, which has nothing to do with Christmas! During the eruption of the Laki volcanic fissure in 1783 and 1784, “the afternoon sky was dark as night and red as blood,” according to a contemporary saying from Hampshire, England. So we tried to express that in the afternoon scene you see here.
Building your visuals from a piece of historical data makes the world more realistic. (The internet is so useful!) The village is also under the demons’ attack, so of course there will be enemies here. We are also planning to put a shop here to support the player, and you’ll find Johannes, who we introduced previously, here too.
In addition to Johannes…Oh, we can’t quite tell you yet, but you’ll hear more about them in our later updates. Please look forward to it.
Finally, I would like to answer a few more of your questions for next month’s update. After that, we’ve invited Michiru-san to answer questions for a future update.
Bloodstained: Ritual of the Night releases in the first half of 2018 for PlayStation 4, PlayStation Vita, Xbox One, Wii U, and PC. Check out our earlier report on the previous update that talks about their usage of procedural generation to make the game.