A surprisingly unpolished and underwhelming metroidvania from the mind behind the Vania-part of the genre. Having played every Castlevania-title made by Koji Igarashi, I had high hopes going into this title. While it does deliver a true Igavania-experience in spirit, I am not too impressed by the execution itself.
You play as Miriam, a human with magic capabilities due to a series of experiments conducted on her. After having awakened from a long slumber, you are tasked with stoping your test subject companion Gebel from opening a demon portal. In order to succeed, you have to explore an enormous castle, gaining new abilities that allows you to progress by backtracking to places you previously could not reach. This is the first metroidvania in the classical style established with Symphony of the night in 1997 (often called Igavania after the creator Koji Igarashi), with some influences from the Sorrow-games of the franchise in the form of being able to absorb enemy abilities. Apart from a new alchemy system, the game is by and large a pure nostalgia trip to the old days of the late 90's and early 00's era of Igavanias.
The first thing that becomes apparent is what a graphical mess this game is. The developers must either have been relatively unfamiliar with Unity or not able to showcase their talent due to a stressful development schedule, I have no other good explanation sufficient to motivate such a sloppy mess of code. Lighting of textures are completely off, animation is stiff and ugly, everything feels like a demo. This becomes extra painful when comparing Bloodstained with its spiritual predecessor. Symphony of the night had this really cool mixture of sprite-based animation and 3D-models that was very innovative in 1997, and it still looks great today.
These technical shortcomings translates to the feeling of movement in Bloodstained. Miriams animations feel so stale and lifeless, which stands in stark contrast to the sheer joy of controlling other Castlevania-protagonists. Just compare Mirams walking and backstep animation with Alucard from Symphony of the night. Alucard has this ghostly duplicate shadows following his movements, and slides back smoother than Michael Jackson. Miriam has a generic running animation and simply jumps back. Moreover, she also feels incredibly slow in her movement. It does not help that the controls feel clunky, with unforgiving frames for platform edges and unclear hitboxes adding insult to injury.
It is so awkward having played other modern metroidvanias such as Axiom Verge when going into Bloodstained, since the former title excellently showcases how to take inspiration from an established franchise but increasing flow and fluidity in controls and movement. In Axiom Verge, movement is always enjoyable, while Bloodstained only gets really interesting towards the last 25% of the game when gaining the ability to invert gravity and the speed booster power up. Many power ups feel gimmicky rather than made to traverse the map in interesting ways, with the reflector ray being the worst offender.
Despite its flaws, the overall gameplay is still fun to some extent. Exploring a large gothic castle by unlocking new abilities can only be screwed up that much, and many of the boss fights in the game surprised me with interesting patterns and concepts, especially the second Zangetsu fight, which is probably the high point in the whole game. However, I think that some progression points are a tad too obscure to figure out (Why would I assume that I need a passport made by a librarian? Why is one central ability needed to progress the game underwater found by farming a normal enemy instead of a boss ability?). The added alchemy system is a huge miss too, since it felt far too grindy and complex to invest time in when I already found equipment better than what I was available to produce by mixing existing gear.
I am also provoked by the fan service aimed towards kickstarter backers, especially in the form of silly enemy paintings depicting major contributors to the crowdfunding. I want a game, not memey gags.
While I had some good moments beating the true ending of Bloodstained: Ritual of the night, I am mostly baffled by how such a shortfall of a product could have survived the floods of reviewers and hardcore metroidvania-fans unscathed. I could have understood the forgiving reception more if Symphony of the night was a one-time event, but that formula was expanded to produce six handheld successors with all the Igavania trademarks during 2001-2008. Many of these titles also added their own unique twist to the core concept, with the most notable examples being the tactical soul system in Aria of Sorrow and the Castlevania II-like structure in Order of Ecclesia.
Since 2008, the metroidvania resurgence have evolved and refined the style to the extent that just trying to remix an old tune from 1997 is not as impressive anymore. Compared with the new behemoths of the subgenre and the already seven existing Castlevania metroidvanias, Bloodstained have no means to stand out. On the contrary, it does not even match the base level of graphical quality, swiftness in controls and design structure games such as Castlevania: Portrait of Ruin, Axiom Verge, AM2R or Yoku's Island Express achieves.
The most interesting thing about this game to me, is how well-received this old fashioned and dated game became compared to the fierce backlash the Pokemon and Paper Mario-series has faced the last years. But that is a discussion for another time...