Bloodstained: Ritual of the Night - Recensione
At the time Igarashi asked for $ 500,000 to finance the idea, confident there were still some diehard enthusiasts eager to go back a bit and savor a gothic, horror and RPG metroidvania: in the very first days the project got a million and half dollars, ending up with well over five million. This is to make it clear that "some interested" were there and could not wait for "IGA" to return to the field to satisfy that sense of nostalgia.
The greater the amount of people to finance, the more additions the game would have benefited from, which led the development to lengthen by a couple of years compared to the announced 2017. Also thanks to the complete review of the graphic style that, until a few months ago, it was the element of greatest doubt for fans, Bloodstained: Ritual of the Night suffered a long delay but the final result - said without hesitation - was worth the wait.
Without revealing much of the story, we will take on the role of Miriam in the fight against infernal hosts evoked by his brother Gebel: both Sharbinder and victims of crazy alchemical experiments, will fight on opposite sides of a chessboard, nothing more than unaware pawns for a much more great. In an effort to keep the mutual promise made ten years before the current events, Miriam will try to stop her brother by any means with the help of a redeemed alchemist and a few others brave enough to brave hell itself. The swordsman from the East, for example, Zangetsu (voiced by David Hayter), walks with us the path of justice - or revenge, in his specific case. If you are a fan of Symphony of the Night and Castlevania in general published in the era of the Game Boy Advance and Nintendo DS, this is a must for you.
This is to underline that all the stylistic features of the genre are also well rooted in BloodStained: Ritual of the Night. The teleporters, the rooms where you can heal and save the game, a quantity of weapons that you will be spoiled for choice, a very, very extensive map full of secret passages and easter eggs, shops, a basic but challenging crafting system to satisfy (based on alchemical processes) and to finish a beautiful soundtrack that seems to offer itself as a clear homage to the main series. The most convincing element in all of this remains the aforementioned map, which makes you sweat for the classic fifteen hours or so to be properly explored - this excluding the completion of the bestiary, the fragments and those hidden walls that lead nowhere. part ... but still hide items and upgrades.
Because it is true, we are in the midst of a demonic emergency, but you want to put the irrepressible instinct to slash every suspicious wall to verify that we are not missing anything? I'm sure Gebel is able to wait a few minutes, all for the sake of exploration. A back and forth that, however, is not only justified by an excellent backtracking system but also hindered by relentless enemies for which it may be necessary to adapt different fighting styles. In fact, it is no coincidence that the game, always after obtaining the right fragments, provides us with quick slots to be set up and easily reached even in the middle of the fight without necessarily pausing.