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Post by Elfina Ashfield on Sept 4, 2017 9:29:02 GMT -6
Angel-Corlux and gunlord500 had summed up everything lol, I'm here just to provide some interesting trivia Noisy Croak is actually a sound production company with a long history which could be traced back to 1996, sadly they didn't provide support to Igavanias other than Judgement, but here are some of their other remarkable works: Toukiden series (Toukiden 2 and Toukiden Kiwami) Dance Dance Revolution (they provided original songs, and also programmed some of the others' tracks) Yakuza series, (from 2 to 4) Super Smash Bros. Wii U / 3DS verison (yep, Nintendo)
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Post by purifyweirdshard on Sept 4, 2017 13:28:05 GMT -6
I'm seeing it right now as lateral or good news, myself, even though my initial impression was having my heart sink a little. Well...being completely honest here, what I had heard so far from Yamane sounded a lot like higher quality DS-vania tunes, reminding me a lot of Dawn of Sorrow's fare for instance which, while very good and something I would be satisfied with, doesn't stand as highly when compared to some of the other games (OoE, Bloodlines, SotN, Aria, perhaps the PS2 games...). I wasn't alone in that summation as I remember us talking about it here. I was expecting something like the range of instrumentation, energy and atmosphere of SotN and the PS2 games - and by energy I mostly mean the legendary melodies of them that carried the legacy of, and even moved forward with, the pedigree that Castlevania was known for musically.
It's a lot of pressure to dump on one person. I think the scope of the project really blew up much larger than originally anticipated, and with more eyes and more strings on it than was initially expected, too. Ms. Yamane most likely wasn't going to be able to reproduce lightning in a bottle on an even bigger scale than she was used to in the past with all of this content we're looking forward to. And speaking personally, I don't want to say she's losing her touch or anything like that, or focus or what have you, but it had seemed to me just a little that her personal style from her solo efforts had mixed some with the Igavania style and there may have been a confusion in direction of how the music needs to sound somewhere along the way.
I think that is where it's important for someone to come in and direct, and be picky, of course. IGA does some of that, Curry does some of that apparently haha, but those guys themselves are exceptionally busy. I think, along with all that gunlord has outlined, that is where Noisy Croak can come in and focus the direction on what the director/producer wants with Yamane's flavor and approval to make the process doable period, if not at least more efficient. This "sound team" as a unit can report back to IGA and Curry, less so Yamane alone as an overwhelmed individual, and the give/take of feedback and adjustment becomes more painless to where they can move ahead while also creating more new material.
I will say too as pointed out, Judgment's OST was really good. Borrowed compositions from older games mostly, but very well executed. You got the feeling that those behind it understood the soul of it.
I read many a comment section on Bloodstained myself...(unhealthily so sometimes lol), so I'll keep an eye on this as it develops. After thinking about it some, I think a consolation for folks still bothered by it at the very least is that it will mean more music.
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Post by freddythemonkey on Sept 4, 2017 16:35:44 GMT -6
Good thing that Angel-Corlux is here to clarify, because the interview definitely sounded like Yamane's contribution was reduced and/or this "new force" was coming in the composition department without warning (which is not what they are doing). Journalists can be misled sometimes or they can get things completely wrong and cause a ruckus (like in the "staggered content" case) but it would be best to release interview without ambiguous or poorly worded declarations that leave room for doubts/critiques. Because without the official clarification from Angel, I would have jumped on CastleDan and ZeroSbr 's wagon, whose concerns sounded very legitimate to me. Interviews are a double edged sword sometimes.
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Post by Dengojin on Sept 4, 2017 19:45:43 GMT -6
Hello everyone!
While I appreciate that doubts and worries are natural to have when preconceived expectations/impressions don't turn out to be how we might envision them, allow me to assuage your concerns.
First I'd like to clarify one thing; where the interview states that "She isn’t creating all the soundtracks, but her music and her creation is the main theme.", that doesn't mean that she only made the main theme, it means that Noisy Croak is working to produce music using Michiru Yamane's work as their main theme and "guiding philosophy", so to speak.
Another clarification is that Michiru Yamane and her work has in no way been demoted, supplanted, or reduced in scope from what was originally planned during the Kickstarter.
Michiru Yamane is obviously a crucial, foundational part of what makes the music and sound design of Bloodstained what it is. However, she's not doing everything on her own. In this case, the Noisy Croak team is another piece of that puzzle and they are producing high quality music/sfx under watchful guidance and feedback. Also, as mentioned by Brainiac in this thread, they have worked on Castlevania and with IGA before.
And of course, don't forget that the game will have fully orchestrated tracks and there will be signed copies of the soundtrack for certain backers, something that Michiru Yamane wouldn't do if she didn't feel it fully represented her work and music design as a whole. On top of all that, like with any part of the game, IGA is extremely hands on, making sure that everything meets his very high standard of quality.
To anyone that may feel like this is somehow a "less pure" version of what they expected, the best way I can fully explain this is the hypothetical example of someone backing a game "made by Koji Igarashi" and thinking that means he's literally personally sitting at a computer, doing all the dev work on his own. Obviously, that would be not only be impossible, but also bad for the game for a vast multitude of reasons, reasons like dev time, burning out, and the lack of a collaborative, peer reviewed process to name only a few obvious ones.
Furthermore, anyone that knows me, knows that I believe 100% that video games are works of art (whether they're good or not is another issue), but unlike the masterpieces painted by the masters of times long past, the works of art that are modern video games often require teams, and sometimes small armies of extremely talented individuals, working under the leadership of a master. So if anything, everyone should be elated that Michiru Yamane and IGA have at their disposal these talented people to work under them and bring their artistic vision to life, I know I am.
Finally, if everything I've said still doesn't assuage your concerns, that's fine, I know just how much every single one of us loves this project and wants it to be a success, and how that passion may even lead some among us to declare the game a failure or a disappointment when doubts or concerns arise, even though we've literally read (maybe) the first page of the Homeric Epic that is Bloodstained. But all I would say is to have faith, and if you can't have faith, then to at least have patience.
Once you see more of the game, and in this case HEAR more of it, I'm very confident that the few concerns expressed in this thread will become a chorus (no pun intended) of jubilation and adoration for the amazing sound design and music that is the end result of what's actually in the game.
And my apologies for a bit of a long post, this is just me being as open, honest and transparent as I can with everyone.
TL,DR: Everything's fine, nothing's changed.
lol You are a legend, I knew it would feel much better after hearing a clarification!
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Post by ReySol on Sept 4, 2017 23:52:43 GMT -6
Thanks, Angel, for the clarification. I hope more than 50% tracks are done by Yamane. For me Igavanias are works of art, mostly because of the music and artwork by Ayami Kojima. That is why I am so in love with Igavanias. I also really enjoy the gameplay and the gothic setting, but art and music really make these games something very special.
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Post by Galamoth on Sept 5, 2017 10:15:26 GMT -6
Thanks, Angel, for the clarification. I hope more than 50% tracks are done by Yamane. For me Igavanias are works of art, mostly because of the music and artwork by Ayami Kojima. That is why I am so in love with Igavanias. I also really enjoy the gameplay and the gothic setting, but art and music really make these games something very special. I hope that doesn't mean you're disappointed by Bloodstained's artstyle, then. As far as I can recall, the only piece of artwork done by Ayami Kojima for this game is the packaging for $100 backer tiers. Inti-Creates may not be majorly involved in the main game's development anymore, which is of course the responsibility of ArtPlay, but I think Yuji Natsume was [and is] the primary provider of character/enemy design & area illustration artworks. Perhaps Angel-Corlux could also provide some clarification on this. Do correct me if I'm wrong.
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Post by CastleDan on Sept 5, 2017 11:31:59 GMT -6
Thanks, Angel, for the clarification. I hope more than 50% tracks are done by Yamane. For me Igavanias are works of art, mostly because of the music and artwork by Ayami Kojima. That is why I am so in love with Igavanias. I also really enjoy the gameplay and the gothic setting, but art and music really make these games something very special. I hope that doesn't mean you're disappointed by Bloodstained's artstyle, then. As far as I can recall, the only piece of artwork done by Ayami Kojima for this game is the packaging for $100 backer tiers. Inti-Creates may not be majorly involved in the main game's development anymore, which is of course the responsibility of ArtPlay, but I think Yuji Natsume was [and is] the primary provider of character/enemy design & area illustration artworks. Perhaps Angel-Corlux could also provide some clarification on this. Do correct me if I'm wrong. Here's hoping Mana might be more involved with the art. I think her style is perfect for this series going forward.
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Post by purifyweirdshard on Sept 5, 2017 12:49:37 GMT -6
Here's hoping Mana might be more involved with the art. I think her style is perfect for this series going forward. Hm, now where have I heard that before? heheh.
But yeah, Gally Moth isn't wrong, Kojima is just slated to do packaging work. Hopefully a poster of her art will be made available later (we asked this during the 505 interview). Beyond the concept art we've already seen, I'm not certain though that Yuji Natsume is still or has been producing art after the Dominique/Alfred/Anne concepts. Those themselves may have already been done during the time of the KS. Somebody has to be drawing a bunch of little 2D pieces for item icons and such at the very least, though...
But yeah, more Mana of course! We're looking at Igavania: The Next Generation here, after all.
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Post by gunlord500 on Sept 5, 2017 18:02:06 GMT -6
Here's hoping Mana might be more involved with the art. I think her style is perfect for this series going forward. Hm, now where have I heard that before? heheh.
But yeah, Gally Moth isn't wrong, Kojima is just slated to do packaging work. Hopefully a poster of her art will be made available later (we asked this during the 505 interview). Beyond the concept art we've already seen, I'm not certain though that Yuji Natsume is still or has been producing art after the Dominique/Alfred/Anne concepts. Those themselves may have already been done during the time of the KS. Somebody has to be drawing a bunch of little 2D pieces for item icons and such at the very least, though...
But yeah, more Mana of course! We're looking at Igavania: The Next Generation here, after all. Mana might be the next Kojima
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Post by CastleDan on Sept 5, 2017 18:27:36 GMT -6
Hm, now where have I heard that before? heheh.
But yeah, Gally Moth isn't wrong, Kojima is just slated to do packaging work. Hopefully a poster of her art will be made available later (we asked this during the 505 interview). Beyond the concept art we've already seen, I'm not certain though that Yuji Natsume is still or has been producing art after the Dominique/Alfred/Anne concepts. Those themselves may have already been done during the time of the KS. Somebody has to be drawing a bunch of little 2D pieces for item icons and such at the very least, though...
But yeah, more Mana of course! We're looking at Igavania: The Next Generation here, after all. Mana might be the next Kojima To me she already is.... she just needs to embrace her destiny mwahahaha. i mean look at this, she's so good! i certainly would be very happy if she became our next Kojima.
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Post by Enkeria on Sept 5, 2017 18:52:16 GMT -6
How Former Castlevania Producer Koji Igarashi Felt About The Netflix Animated Series Source: www.cinemablend.com/television/1699639/how-former-castlevania-producer-koji-igarashi-felt-about-the-netflix-animated-seriesThe animated Castlevania series has been out on Netflix for close to two months now, and while critics and fans seem to have enjoyed it well enough, one franchise veteran has shared an opinion that warrants the respect of all gaming fans. Former Castlevania producer and video gaming legend Koji Igarashi spoke to CinemaBlend's own Deputy Games Editor Dirk Libbey at PAX 2017, where he shared his thoughts on the dark series: Yes, I have seen it, I thought it was great. We feel that the people that were working on the Netflix series understood what the game was all about and probably enjoys the original titles. We thought it was great because they knew the ins and outs of it. The art style was also very fitting for the series.
As far as stamps of approval go, that's about the most honorable one Adi Shankar and the Castlevania crew can get. For those unaware, Koji Igarashi is partly responsible for what is widely regarded the best Castlevania game of all time, Castlevania: Symphony of the Night. Beyond that, Igarashi has had a hand in several other Castlevania titles that are frequently mentioned as high points in the series, and his newest game Bloodstained has a lot of hype solely because of the success he's had in the Castlevania franchise. (Not to mention it being a half-spiritual successor to Symphony.) So basically, this series just got the thumbs up from a man who spent a bulk of his career developing Castlevania titles, so they must be doing something right! Of course, Koji Igarashi could be just a tad bit biased about things, since the Castlevania TV series may never have happened in its current form without his own personal invovlement. The talk of an animated adaptation of the game's world first started in 2007 with comic book genius Warren Ellis announcing he was developing a straight-to-DVD film based on Castlevania III: Dracula's Curse. Ellis collaborated with Igarashi in developing the story and new timeline to make sure he got the details right, and Igarashi repaid the favor by demanding 8 full rewrites of pre-production material before signing off. While that version got bogged down in production limbo, Dredd producer Adi Shankar later attached himself ahold of the project, and ten years after it was first conceived, Castlevania finally aired on Netflix. Surprisingly, Warren Ellis has noted that very little has changed from his script written in 2007 to what made the final cut in Castlevania. No doubt Koji Igarashi and his incredibly strict approval process likely clued Netflix execs in on Ellis being successful in telling a Castlevania story in the most faithful way he could. In any case, the series got a Season 2 order not longer after it came out, and Adi Shankar soon got involved with another video game series, an animated Assassin's Creed project, so Netflix almost definitely made the right call. Maybe Igarashi will have more thoughts on the next batch of episodes, too, even if he wasn't previously involved with the writing process. As mentioned, Castlevania Season 2 has been confirmed, although there's no exact date of when it can be expected. For other new shows with more concrete release dates, be sure to visit our fall premiere guide.
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Post by Elfina Ashfield on Sept 5, 2017 23:31:10 GMT -6
Mana might be the next Kojima To me she already is.... she just needs to embrace her destiny mwahahaha. i mean look at this, she's so good! i certainly would be very happy if she became our next Kojima. Darn that piece of art is unholy.
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Post by freddythemonkey on Sept 6, 2017 6:00:59 GMT -6
I had no idea that Mana was such a talented artist.
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Post by purifyweirdshard on Sept 6, 2017 8:59:29 GMT -6
To me she already is.... she just needs to embrace her destiny mwahahaha. i mean look at this, she's so good! i certainly would be very happy if she became our next Kojima. Darn that piece of art is unholy. I had no idea that Mana was such a talented artist.
You guys should check out the Mana/vusc thread in the Art section of the forum. She even has an artbook for sale, and iirc it's less than $20. I think I first mentioned the "she should be the new Kojima" thing outright in BCB 14 heh. From the start of finding her work, I was just looking forward to whatever she could give us (holding my stronger opinion in until the podcast), and Mana does have some involvement now it would appear.
www.illfigment.com/illust.html
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Post by Mana on Sept 6, 2017 23:41:09 GMT -6
We couldn't have explained better Angel-Corlux ! Thank you for your quick response while we were recovering from PAX West. I could also swear that there's a fan in Noisycroak because one of the tracks we received sounded like a hidden track in an Igavania game that no one ever found. And you all are too nice purifyweirdshard , gunlord500 , CastleDan (edit: found out more people commented on it afterward, thank you ! ) I'll hope someday! And my profile looks hella badass. Thank you XombieMike!!
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Post by Dengojin on Sept 6, 2017 23:48:17 GMT -6
I could also swear that there's a fan in Noisycroak because one of the tracks we received sounded like a hidden track in an Igavania game that no one ever found. Now we're talking!
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Post by Angel-Corlux on Sept 7, 2017 2:52:39 GMT -6
gunlord500 My pleasure, and great post, you made a lot of good points that I didn't because otherwise my post would have become a Homeric Epic of its own...As for having my work cut out for me, I say bring it on! Whether it's clarifying and assuaging concerns to loyal fans like in this thread, or mercilessly stamping out rumors with gleeful satisfaction, I say bring it on. CastleDan Haha thanks bud, I'm happy I could relieve some of your concerns, and I really appreciate your kind words, I try my best! Don't ever worry about talking or expressing concerns. No one is perfect and that includes us, and that's exactly why we want to hear all the feedback everyone has, the last thing we want is for loyal fans to "swallow" things they don't like or are worried about, and then when that tipping point is reached, lose faith in us/the game or feel like their voice isn't heard. For my part I promise to always be honest and as transparent as possible, no matter what. Keep in mind though, that also means I can't promise that my clarifications will always make everyone feel better, sometimes it may happen that we'll need to do or announce things that may not be well received, but I hope that even in those times, you will all try to keep faith in us, and know that everything we do is to deliver the best game possible to you.
I prefer and believe in this method more than what certain other publishers do, either being silent or outright lying to players just to boost sales as much as possible, player loyalty and brand recognition be damned. I believe in it not only on moral grounds (it's what I like to see as a gamer) but also on business/financial grounds. Gamers/customers are already smart, and they're only getting smarter. The only thing in my opinion a publisher accomplishes by spinning and lying is temporarily (maybe) boosting sales but burning themselves and their brand in the long run. I won't name names, but I think we ALL know examples of who I'm talking about... freddyk Happy I could be of assistance, and indeed, interviews can be double edged swords, there are a ton of thing that can go wrong, something can be misunderstood, misquoted, you can happen to have a biased journalist (not saying that's what happened here) among other things. But no worries, I'm here to stay! And ever since I played "Brave Firefighters: Real Life Heroes" by Sega, I knew I loved putting out fires.
Dengojin Legend status?haha thanks ReySol My pleasure! Yeah totally agree with you, Igavanias are definitely pieces of art, and the visuals and music are a huge draw.
Galamoth purifyweirdshard Indeed Galamoth is correct regarding Ayami Kojima's involvement, but everyone can rest assured that Bloodstained is remaining faithful to the artstyle and quality of design that Iga wants and is accustomed to. And there will be a lot of surprises related to art/design once everyone sees more of the game.
as for Mana I've already said how amazing I think her art is, and it's no surprise everyone feels the same way. I can't go into too much detail but I will say that she's an integral part of what we do, I'm very grateful to work with her, and as far as her part to play in the future generation of Igavania torch bearers......oh will you look at the time? I need to get some sleep! Goodnight everyone!
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Post by ReySol on Sept 7, 2017 5:10:39 GMT -6
Angel-Corlux it is so nice of you to reply to everyone! As for I have said about Ayami Kojima's art being an integral part of why I love Igavanias, I can be satisfied even with this one artwork she will design. For Dawn of sorrow they used anime artwork which I did not appreciate much, but Ayami produced two artworks even for that game. I am also giving vote to have more artwork by Mana
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Post by CastleDan on Sept 7, 2017 8:14:51 GMT -6
... as for Mana I've already said how amazing I think her art is, and it's no surprise everyone feels the same way. I can't go into too much detail but I will say that she's an integral part of what we do, I'm very grateful to work with her, and as far as her part to play in the future generation of Igavania torch bearers......oh will you look at the time? I need to get some sleep! Goodnight everyone!
To the bold/underlined part
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Post by Enkeria on Sept 9, 2017 18:07:23 GMT -6
Hardcoregamer.com: Koji Igarashi’s Got Bloodstained Under Controlwww.hardcoregamer.com/2017/09/09/pax-west-2017-koji-igarashis-got-bloodstained-under-control/271264/& the copy - gamingbad.com/pax-west-2017-koji-igarashis-got-bloodstained-under-control/Most famous for his work on Castlevania: Symphony of the Night and the subsequent portable titles, Koji Igarashi is an icon of the industry. He might not be quite as well known as Miyamoto, but he is arguably just as important, except with more style. At PAX, Hardcore Gamer was provided a chance to speak to him regarding the progress on his newest title, Bloodstained: Ritual of the Night, and try to figure out his stress level. The quick answer is: he’s dedicated to making his latest title great, but he’s chill. He knows that he’s got this. [Hardcore Gamer] You’ve been working on Bloodstained for a little while now. There’s been quite of bit of effort already put into the game since your infamous Kickstarter. However, with the high profile issues with many other titles to come out of crowdfunding, is there any pressure to prove yourself here?[Koji Igarashi] There’s a Japanese saying: outsiders are outsiders, insiders are insiders. Basically, what happened with other Kickstarter projects doesn’t really affect us. We don’t really find pressure coming from other games. We’re just going hard on what we’re doing. It doesn’t mean that we’re not conscious of what’s going on around us. It’s just that we don’t really take it into account in our game. Also, we always consider, every time we create a new game, what fans will think of the game. We think of that constantly. We wouldn’t want to release a game that would be embarrassing. Do you then feel like you are beholden to your legacy?Even in terms of how people view me as a developer, I don’t find it as a pressure. I’m only doing what I feel I do best. I’m also creating things like I’ve been previous creating over the past few years. In terms of pressure and how I feel about it, I don’t even think about it. This is who I am. From the demo and gameplay that has been released, you are obviously on the right track. What is your favorite part of Bloodstained so far?Well, the 3D games I’ve created in the past have not been well received. This time, with Bloodstained, I’m very proud of the visual part of the game. (3D is) usually not my best part. I’m not very good at it. So, once we were able to create what I wanted in the Unreal Engine, it had the aesthetic that we were hoping for. And what would say is the most challenging part of making Bloodstained so far?Well, the 3D. Using a new engine for us, the trial and error, was difficult. Same goes for the gameplay. The environments were also in 3D, and sometimes the player might not know where to go, which platform is usable. It was hard before to differentiate while balancing the aesthetic part and ease of understanding. Are you balancing this game for veterans, newer players, or will you have a selectable difficulty level?Each time we released a new Castlevania title, we made it a lot more difficult to clear. Since this is a game that we are releasing after so many years of not having a console released Castlevania, we wanted to make that baseline a little bit lower, but also enjoyable for people that are used to this action kind of game. Yeah. Order of Ecclesia kind of beat me up. When you’re not working on your own game, what do you like to play? What inspires you?Recently, I got a Nintendo Switch, so I’ve been playing a lot of Zelda and Splatoon. Those are the ones I’m enjoying right now when I’m not making the game. In terms of where my inspiration comes from, it’s kind of hard to pick out one title. I think, what would be kind of accurate, is that I’m inspired by my previous works. I want to have a melting pot of all of my previous games into one. What about music or movies?Well, there’s not a particular movie that comes to mind. A lot of action movies that we watch, we always see scenes that we think we can use for styling cutscenes, or another movement that was really cool might be animated. For music, we let Michiru Yamane (composer: Castlevania, Suikoden) take charge of that, take the direction for it. We’re inspired by her. Since she’s not composing all of the music for Bloodstained, we have a studio that is also collaborating with us. Do you feel like you’re seeing the light at the end of the development cycle tunnel?I can’t say for everyone (on the team), but with me and the game director, we actually see the end of it and it’s going as well as we were planning it. We’re pretty much satisfied with how it’s going along. The 2018 is certain, then.Our goal is 2018 and we planned for that. The plan is coming along. When it’s done, what are you going to do? Take a vacation?We could do that, but we want to focus on games in general. So, after Bloodstained is complete, we’ll probably be thinking about Bloodstained 2. (Author’s note: !) Thank you very much for your time. Are there any last things that you would like to add?It’s been roughly about seven or eight years since we’ve been able to release this type of game. We are hoping that players that are already fans of old school type of games are able to enjoy it. We also wish for newcomers to play it and enjoy it. So, in 2018, that fans are into it and we hope you enjoy it Dorkadia: Bloodstained - An Interview with Koji Igarashiwww.dorkadia.com/2017/09/09/bloodstained-an-interview-with-koji-igarashi/Between Castlevania – a game that defined a genre of gaming for us (at those of us here at Dorkadia), and Bloodstained, the second most funded video game on Kickstarter that we’re (im)patiently waiting to release, my heart did a little double take when we were give the opportunity to interview Koji Igarashi. We met Iga and his translator Mana Ikeda with no more instructions than “in the lobby of the Grand Hyatt” – but a small gaggle of nerds keeping distance and whispering behind their hands, pointing to the man in the western hat, we knew we found the right folks. Mana and Iga were kind enough to answer our questions.
Thank you so much for taking the time to meet with us! Our first question is, how many takes did it take to shatter the wine glass in the Kickstarter video for Bloodstained? (Editor’s note: LOLOLOL)IGA: So actually it took me two takes, and when they were recording it they didn’t actually shatter it. There was another person that caught it when I threw it so we didn’t waste any wine glasses! (lol) It’s funny because we recorded at a winery location and we just used grape juice for cost efficiency. (Editor’s additional note: I would kickstart the making of Bloodstained kickstarter video, because I want to see that poor intern covered in grape juice catching Iga’s wine glasses. lol)Real question: It’s been seven years since you last worked on a Castlevania game. What has it been like getting back into making another gothic horror, a spiritual successor to Castlevania?IGA: Yeah, it’s been seven years, and getting back to it has been really refreshing. It was really surprising that so many people still wanted this kind of game – so it was very surprising but gave me a lot of confidence. Since I an pretty used to working with this genre of game, it’s easy for me – it’s something that I am very used to and I’ll do my best to create that kind of game again. We know that Bloodstained is a spiritual successor to Castlevania – what else is your inspiration (other than Castlevania) walking into Bloodstained?IGA: There isn’t a title or a game that stands out specifically that we have been inspired by, it’s basically kind of a melting pot of all the previous games that I’ve worked on – so combining all those games, mixing them, and modernizing the visual esthetics of the game is what is Bloodstained. We want players to feel very comfortable with the controls and how it feels just like a game they played seven years ago. What was the thought behind making the protagonist female, and especially the design on her esthetic? What were your goals there in the departure from the traditional strong male esthetic?IGA: There were many thoughts that were going through our mind trying to make this main character (Miriam); She is a very powerful, strong female lead. During this time (making the game) there was a trend of very strong power female characters, and we wanted to do that as well for this game. And the design of (Miriam) – in the game her body slowly crystalizes, and we wanted to be able to show that. In a lot of the games that I have worked on, the female characters don’t expose a lot of skin. The design is based on the gothic style – it doesn’t go towards gothic lolita, but we wanted to have a gothic feel with her design and show the crystal design on her body, so that’s how we designed her. And actually, when we went to design the character, the first plan was to create a male character – and in between processes, we decided to change that and go with a powerful female lead. What’s different from the previous games… From the very beginning, all the male characters that I designed haven’t been very “manly”, or they have their feminine side too. So that part hasn’t really changed much, because if you changed those characters to a female, it wouldn’t change all that much. For story line, if it’s a male character I could make up a reason (for a conflict) like “oh I hate you, I want to destroy you right now”. But a female lead, I wanted to come up with a more complex story for her, and as this is the first time I am creating a female lead, I wanted to make it right. That’s also the part that is challenging. What was your expectation going into a Kickstarter campaign? You went 11x over your goal- what has that allowed you and the team to expand in this project?IGA: Before we even started the Kickstarter campaign, I was kind of betting with friends, how far would this project go. I had said that we would set the goal at $500,000, but maybe, maybe it would go up to $800,000. (lol). Other people thought it might go higher, but I didn’t expect it to go that high up. I knew we’d reach our initial goal, but to go beyond, to 5.5M, it was just unexpected! As you know the initial goal was $500,000, and after receiving the 5.5M, thinking about the scope of the game, maybe $500,000 wasn’t enough! Even though we received the 5.5M in backer funds, we are still working in that minimum space – what we could do with that amount of money, because that amount of money doesn’t always go directly to development itself. So we are trying to figure out what we can do with that amount of money. And now that there is that much money involved, there is so much more responsibility involved in delivering the Kickstarter rewards and stretch goals. It puts on a lot more weight! What are some of the challenges in working more independently, vs. having the backing of Konami?IGA: So when we were working for Konami, within Konami, they teach the basic skill sets to develop a game. So if we were to outsource to a different development company, they would know for a fact that Konami has their back and that they know how to develop a game with the certain type of skill that they provide. When we’re working independently it’s hard to determine if they are even capable of developing this kind of game. So we’re going back and forth and testing, and being able to make sure that they are able to develop the game is something that is taking us back a little bit. That’s probably the most challenging developing as an independent company. What is on the horizon after Bloodstained?IGA: First and foremost, we are hoping that Bloodstained is successful! We want to make Bloodstained a franchise, we want to make a Bloodstained sequel. What was your experience working on Castlevania then working on Tokimeki Memorial (A game Hannah enjoyed very much lol), and what brought you back from that to Castlevania Symphony of the Night, another classic gothic horror adventure?IGA: Actually first starting on Castlevania, and before Tokimeki Memorial – I was working on games not available here in North America with a PC engine. I was porting a lot of shooting games for the PC engine. And then we had to make an original title, and we made Tokimeki Memorial. During that time it was trending – these kind of dating sims, and girls in video games were trending, so that’s why we made Tokimeki Memorial. But at the same time, it coincidently got very popular so within the company (Konami) I was able to express what I wanted to do. So originally, I really liked gothic horror and antiques – it was part of my hobby what I really liked doing. So once Tokimeki Memorial was popular, I was able to express my opinion and say I want to join the Castlevania team. I was there originally, but I really like gothic horror so that is why I asked if I could go do the next game there. The higher ups had asked if I could make Tokimeki Memorial 2, but I refused and asked to go to the Castlevania team. (Editor’s note: lol much to Hannah’s sadness) What else you do you want people to know as they get ready to play Bloodstained?IGA: Bloodstained is a game where old-school gamers are able to enjoy, and even new-school gamers can enjoy – because we have this old-school type of gameplay style, while we incorporate a more modern type of visual style and game systems. So we hope everyone can look forward to playing Bloodstained! Thank you again to Igarashi and Mana Ikeda for their time. It wasn’t intimidating at alllllllllllll to speak with someone who had a hand in making games that we’ve played for years and literally use to describe a whole genre of game style.
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