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NEWS: Bloodstained: Ritual of the Night Game Cancels Support for Linux, Mac




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meruru



Joined: 16 Jun 2009
Posts: 471
PostPosted: Fri Dec 28, 2018 10:02 am Reply with quote
They get way over funded, and then cancel features? It really is annoying how these kickstarter games tend to get way over funded then flounder. I suppose though the good news is that it doesn't seem to be in feature creep production hell like most of these end up.
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Spooky Blades



Joined: 23 Sep 2018
Posts: 66
PostPosted: Fri Dec 28, 2018 10:42 am Reply with quote
fudge this game.
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LightningCount



Joined: 04 Mar 2018
Posts: 229
PostPosted: Fri Dec 28, 2018 3:51 pm Reply with quote
I've been following this game very closely, and things are not as bad as many observers may think. The last demo released (back in summer) was solid. It needed a lot of polish/refinement, but it was solid and leaning toward the type of game promised. What has been done since then? Polish and refinements. That's been the major focus. Take a look at how even the models have been updated just in the last two months: https://bit.ly/2Vdq1O8

WayForward of Shantae and Contra 4 fame have been brought on board to help with bug-checking and some additional assets, too, which is also a plus. This game actually has the potential to be one of those gems of the past that took a lot of development (and re-development) time, but came out as something special in the end. It's not a sure thing by any means, but there is a lot of care going into it, especially after the feedback they got from the demo. The biggest problem with this entire development cycle has really been that the people involved were more experienced in smaller sprite-based games, but with the huge scope they wanted/promised, they couldn't do it within the budget they had, and so had to basically learn how to use Unreal Engine to create a game that was both visually comparable and yet utilized the perks of 2.5D. (That's still something that's being fine-tuned, as seen from the above image link.)

Is it upsetting that platforms were cancelled? Yes. It was upsetting back when the Wii U version got axed, to be honest. But all of these things are being done for the sake of progress. If the final product turns out great, then it'll all be worth it. That being said, if it's to launch with everything promised, I don't expect to see this game until summer at the earliest...but I get the feeling we're leaning toward the fall or winter of 2019, personally. Either way, this is still one to watch out for, I believe.
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omegafinal



Joined: 13 Jul 2005
Posts: 125
PostPosted: Fri Dec 28, 2018 4:28 pm Reply with quote
Yeah, the game as far as I can see is progressing quite well. It is a very tough decision for them to cancel the Mac and Linux versions, but if it helps them focus more on other platforms, then so be it. The last demo, at least how it ran on my computer, was pretty good. Hopefully they will return to the Mac and Linux versions down the line. (If I remember, one of the reasons for Mighty No.9's failure was the overreaching of platforms, therefore stretching out resources and...lackluster game.)

The Wii U cancellation is a special case, and a curiosity. You're talking about bringing a game made in Unreal Engine 4, which is not supported on said system, while the then Nintendo NX was more or less confirmed at the time. Gotta admit this though, Mac and Linux being cancelled is unexpected. (and yes, I have backed it with the option of physical Wii U copy, so I knew the sting of cancellation to a degree, since I have somewhat expected it given how the Wii U was doing at the time. But still wanted or at least see that curiosity.)
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Heishi



Joined: 06 Mar 2016
Posts: 1317
PostPosted: Fri Dec 28, 2018 10:54 pm Reply with quote
LightningCount wrote:
I've been following this game very closely, and things are not as bad as many observers may think. The last demo released (back in summer) was solid. It needed a lot of polish/refinement, but it was solid and leaning toward the type of game promised. What has been done since then? Polish and refinements. That's been the major focus. Take a look at how even the models have been updated just in the last two months: https://bit.ly/2Vdq1O8

WayForward of Shantae and Contra 4 fame have been brought on board to help with bug-checking and some additional assets, too, which is also a plus. This game actually has the potential to be one of those gems of the past that took a lot of development (and re-development) time, but came out as something special in the end. It's not a sure thing by any means, but there is a lot of care going into it, especially after the feedback they got from the demo. The biggest problem with this entire development cycle has really been that the people involved were more experienced in smaller sprite-based games, but with the huge scope they wanted/promised, they couldn't do it within the budget they had, and so had to basically learn how to use Unreal Engine to create a game that was both visually comparable and yet utilized the perks of 2.5D. (That's still something that's being fine-tuned, as seen from the above image link.)

Is it upsetting that platforms were cancelled? Yes. It was upsetting back when the Wii U version got axed, to be honest. But all of these things are being done for the sake of progress. If the final product turns out great, then it'll all be worth it. That being said, if it's to launch with everything promised, I don't expect to see this game until summer at the earliest...but I get the feeling we're leaning toward the fall or winter of 2019, personally. Either way, this is still one to watch out for, I believe.


Good lord, I hope its coming soon.
The wait is killing me.

How long has this game been made? I've lost track.
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