Let's see... I'm nearly done with the game, got all 3 endings now. Working on 100%ing it. This is coming from the perspective of a player who SotN on PSX when it was new, as well as the follow on Castlevania titles on GBA/DS. I'm also now a game developer myself.
So, at first it feels a little...well, little. The main character is, by pixels, HUGE when you compare her to Alucard in SotN. This has the side effect of making rooms feel smaller/cramped by comparison. This also means fewer details on the screen at once, as well as fewer visible enemies. I'm not sure how anyone could fix this after the fact, but being able to zoom out to see more of the castle on the screen at once wouldn't be bad. Maybe as an adv option. It'd take an hour or so for a dev to add the option, then 24-48ish hrs for QA to go over it. Not sure the cost in time spent would be worth it though.
I loved Aria/Dawn of Sorrow, but their weakness is still Bloodstained's weakness....the souls/shards. There are _SO MANY_ of them, especially the bullet and directional ones, and once you have one 9/9, there's little reason to change it. I used Flame Cannon from the VERY beginning and 9/9ed it the moment I got to town the first time. Never even tried another red shard. That said, I'll probably be 9/9ing them all today and testing each one. Maybe do a Youtube vid review of them all. *daunted* Solution? Red shard effects need to each be functionally unique, so instead of "one size fits all", you think of them more like a Swiss army knife. Right tool for the right job. The directional shards address this a little, with some of the tool-like directionals, like the underwater jet and the beam ray you can ride on. One way this could have been better is wider use of resistances and even absorption of elements by enemies. When I realized I was going into the volcano area, I stopped and went and powered up my ice/water shards. Didn't need to at all, my Flame Cannon 9/9 tore through everything there just fine. Extremely missed opportunity. All that said, I dearly love that passives can become skill shards and stay on all the time if you max them out. I'm still not sure that the familiars needed to be shards. I'd have been content if I'd run across them like you do the barber and they have a short conversation with you and then join your cause...or better, have to convince them of your cause through dialogue choices...at the very least.
Weapons. Ok, so this is going to be a bit of a rant in that this could have been a LOT BETTER. Why just throw a lot of weapons at us? Sure, I like choice and selection, but once I realized that I was going to end up with a katana for the sake of the story, I ignored all other weapon types to boost that passive shard and techniques. Again, make heavier use of the resistances/immunities in the enemies. I'm not sure if there were, as I used mostly magic all the time (another problem with weapons, they couldn't compete with good spells...), but being forced to change up your routine to deal with different enemies or bosses would be much more engaging. I'd have made weapon types build on themselves as you used them. Like Sword Proficiency 0-100%, and have it level up on a diminishing returns curve relative to the weapon you're currently using until you replace your weapon to the next "higher version", at which point your proficiency returns to leveling up quickly again. At some point, a weapon like a short sword or knife would cease to level up their respective proficiencies. This whole system could handily replace the "Techniques masteries" feature, which was so irrelevant I never even bothered to try any until i'd already finished the game. They look cool, and the ones in SotN I liked, but that's because there were only a couple of sequences that worked for all weapons. I'm already hard pressed to care about physical weapons beyond being a stat stick. Also, in SotN, many weapons had _really freaking cool_ effects when you used the special move combo for them. Shield rod. Osafune. Alucard's Sword. I could go on. There's no such thing here. At all. Just some extended reach effects or motions. You really missed the boat here, Iga. Sorry. :(
Armour, including helms and the like...is good. I dearly loved the nod to the SotN Axe Knight armor easter egg with the Shovel Knight armor. I'd have liked to see more of the armor change Miriam's appearance and not just the helms or the Valkyrie set (Which DOES change everything, but is uncolourable. :( ). I'd have liked to see a greater range of elemental resistances and armours for them, as well as a need for them, but this is OK too. Spells and weapons are expected to be changed out frequently, often mid-battle. Armour, is not.
Accessories. I love them! I just wish for more, and to greater effect. If I put on a DEMON'S bunny ears, I better turn into a spellcasting bunny with a sword...and a higher base jump height.
Farming could have done a lot more than just 3 crops. Also some foods could have had some temporary buff effects other than just the permanent passive boost. Radish soup anyone? How about fresh shiitake mushroom soup? Simple Sandwiches?
Story was good...enough. It's simple, engaging, and does the job to give the player a reason for being there.
The quests though...UGH. I wanted to murder the lady that wanted to eat like a glutton while people were dying and all manner of horrors were just meters away overhead. Why couldn't she be used instead to request various crafting materials to "make mementos for lost loved ones"? And yes, the person doing that was messed up for two reasons. First she was asking for a whole variety of crap..some of it was really expensive too. Second, why not have you find and retrieve the bodies for burial instead? No need to make it graphic, have them be already sewn up in a burlap sack (Who did that for them? No idea. Does it matter?) that you have to find and carry back, unable to use weapons, directional spells, and some items while doing so. Also the guy that's lost? I liked the idea, searched for him intensely when he kept failing to show up back in town, but when he finally did...he does NOTHING!? Ugh...
Then there's the "KILL THEM DEAD!!" lady. Yes, she gets her own paragraph. Holy crap, could you have at least used a few alternate sayings for her? She's the meme generator of Bloodstained. A boss giving you trouble? KILL THEM DEAD!! Can't get a certain item to drop in an area? KILL THEM DEAD!! Medusa heads (I know they're called something else here, but they ARE medusa heads) bothering you? KILL THEM DEAD!! Other than the obvious writing/voice acting problem, why not tie her to the NPC doing the above-suggested corpse retrieval quests where she examines the bodies you bring back, determines what killed them, and THEN sends you to KILL THEM DEAD!! one at a time instead of unlocking a laundry list every time you finish the last one?
UI issues:
The Map. Why can't I choose the color for selected rooms? Why do I not have a range of marker icons to use to mark things? Why aren't there certain built in filters, like color code rooms by area? Why can't I make notes as to where monsters or items were found? Also, having to press the map button again to CLOSE the map doesn't make sense in practice. The cancel/B button should close anything, including the map. I spent HOURS trying to figure out how to get to that glowing glyph mark on the map that I hadn't seen earlier. It was only by accidentally placing another one of these "markers" that I realized what they were. Why are they set to the default cancel/B button in the first place?
The Alchemist. Craft and dismantle should be in the same menu UI, and set to different buttons with the dismantle option triggering a confirmation box "Are you sure you want to dismantle <item>?". There are some bugs here, specifically where it looks like you can still craft a thing (usually shards) but you're already at 9/9 and you just have enough materials to make more. Better checks are needed in the UI here.
The Shop. Not much trouble here, but could have been all merged into a single UI for sales and purchasing, using alternate buttons...with confirmation dialogues. I think the only major design complaint I'd have is that looted materials are never sold in the store, in spite of being able to buy items made with those materials and then dismantling them just to avoid having to go farm more of them. I don't see the reason to need a money sink in a singleplayer game. This is unnecessary complexity. Just stock materials if the player has used them to build/cook anything with them.
NOTE: Huh, I had more to say, but it seems GOG cut me off, and keeps trying to append any further posts to my last post. Very weird forum behavior. Someone please post anything so I can post the rest. :P
Post edited June 23, 2019 by Ticondrius