Bloodstained: Ritual of the Night is a triumph. Crowdfunded to the tune of more than $5.5 million at the height of the Kickstarter craze, many of its peers released to lukewarm critical and commercial reception, but Koji Igarashi and company took the extra time to produce something truly special.
Igavania? More like egovania, amirite? ... Seriously though, Igarashi (above) is one of the greats!
Gameplay has always been the bread and butter of metroidvania games, and Ritual of the Night certainly doesn’t disappoint on that front. Largely it’s very familiar in that you travel an enormous, satisfyingly interconnected map collecting new abilities - such as the power to fire yourself through narrow gaps like a ricocheting bullet - which in turn grant access to new areas. The well-established gameplay loop is incredibly moreish when executed in exacting fashion, as it is here, almost defying you to leave any small segment of the map unexplored.
From torchlit castle halls to moonlit cathedral towers, to dank sewers and myriad exotic locales beyond, a wide range of seemingly disparate areas are convincingly tied together by a unified aesthetic and intelligent, looping shortcuts. You’ll get to know the world of Bloodstained quite intimately as you backtrack to solve puzzles you’ve since discovered the answers to, or to reach designated save and fast travel rooms, which never becomes a chore.
That’s thanks not just to the exquisite 2.5D level design, but the tight platforming and deep combat systems you’ll engage with along the way. Miriam can acquire and equip outfits and weapons throughout her journey, the former of which offer various stat boosts and aesthetic changes when items are worn on the head, while the latter can completely change how the game plays.
Depending on preference you might opt for the greater range of a whip or a spear, the close-quarters finesse of a dagger, the balance of a one-handed sword, or the brute force of a laboured greataxe swing. That’s not to mention firearms and their different ammo types. Every harebrained enemy - be it a frog, a dragon, or a scissor-handed marionette straight outta Devil May Cry - has their share of quantifiable strengths and weaknesses, so it makes sense to switch things up on the regular. If you can master enemy attack patterns and Miriam’s graceful backstep dodge, as well as the necessary timing and spacing for your favourite weapons, hostile encounters become akin to dance.
An undisputed retro classic made modern, without sacrificing an ounce of appeal or introducing current industry ailments.
Combat has incredible nuance for those who seek to discover it, be that in hidden techniques for specific weapons, attack hit boxes that extend behind and/or directly above your person dependant on the animation, or the realisation that a weapon might be doubly efficient when used while crouched. A small complaint would be that once you do grow proficient, due to normal difficulty being the only option available on an initial playthrough, bosses especially go from an engaging challenge to a complete cakewalk. That and the game's technical performance can take a big hit when your screen-filling, death-dealing prowess matches theirs.
If you’re all about preserving the challenge, limiting your selection of Shards would be a good start. These crystallised forms of demon power randomly drop from enemies and tend to either grant access to one of their abilities or allow you to summon the relevant beast to fight alongside you temporarily. You can equip quite a few at once and they’re more often than not very potent, theoretically balanced out by limiting their use with a mana resource, but, unlike health, mana automatically regenerates over time so there’s little reason not to make liberal use of them.
Familiars are ever-present AI helpers that don’t consume mana, even auto-levelling alongside the leading lady, whilst elsewhere upgrades are carried out via a vendor at a peaceful hub location. Here you can buy/sell and cook/craft using materials most often discovered in chests, dropped by defeated enemies, or gifted as rewards for completing optional side quests.
With Hideo Kojima's Death Stranding also releasing in 2019, we wonder if Konami are feeling ashamed of their words and deeds...
Somewhat uncharacteristically, we’ve been loving the grind to gather ingredients, cook and consume all of the game’s recipes in order to claim their permanent stat increases, perhaps because it’s a simple pleasure to spend time in the Bloodstained universe. Another uncharacteristic find, at least for me personally, is the appreciation of quite an anime visual style; I’m coming around to the character models, but the colourful backdrops evoking the game’s stained glass motif I universally adore! More predictable is our love of the orchestral soundtrack, looping and grandiose in its modern interpretation of catchy retro classics.
In fact, that sums Bloodstained: Ritual of the Night up pretty well - an undisputed retro classic made modern, without sacrificing an ounce of appeal or introducing current industry ailments in the process. There’s a lot of game here, and it’s so compelling in its mechanics and audiovisuals that you’ll want to drain every last drop from the experience like a vampire affixed to its succulent neck.