![]() Not to mention the fire oni and oni dullahammer that were used as miniboss-type enemies.Īdding in all the enemies from Curse of the Moon probably still wouldn't have gotten the game into C:SotN numbers (even with the additional recolour types), but it would have still been more variety, and it makes me wonder what was going on behind the scenes. However, also things like the chimera enemies, the skeletal naga (which at least one site lists as a "Mechanical Killer Barber"), and griffins. The big golem enemies come to mind, as do the White Dragon expys. However, the point is that there are actually a number of enemies in B:CotM that don't show up anywhere in B:RotN. That or they were working based on their own time with the main title. Now, grant you, as I've said before B:CotM was produced separately by Inti Creates, however, I do maintain that with all the enemies and locations that we see in both games, IGA's team must have provided them with a design document detailing elements that would be in B:RotN. I took another look at Curse of the Moon just recently. However, this actually brings up something. I'm not sure what the "flower girl" would be, but suspect the three enemies I can think of all do make an appearance. Overall, it just makes the game world seem smaller, and leaves me wondering if I were to compare maps, would Ritual of the Night really be IGA's largest castle? IGA and his team should have strived to surpass their old record, to have the widest variety of monsters, as befits the largest castle. There's not the same sense of always being something new to discover. More than that, though, I think the fewer enemy types makes for a less charming game. The impression here is that there was supposed to be a boss, and that boss was probably Focalor, but it was cut for unknown reasons. They could still have made up an extra boss, but it seems a bit more questionable when you consider that the Forbidden Underground Waterway, a location one might expect Focalor to appear, is the only area outside of Arantville not to have a boss, and also the only time that a shard needed for progression doesn't come from a boss outside a tutorial scene on the Minerva. However, it seems reasonable that with development already begun on Ritual of the Night when Curse of the Moon entered production, that their having the same enemies isn't coincidence, but a result of the Curse of the Moon team having a design document to work from for what should be the enemies. The two games were made by different teams, and Curse of the Moon isn't even considered canon. Taking this a step further, while almost all enemies and bosses from Curse of the Moon appear in Ritual of the Night, the boss Focalor is conspicuously absent. Should Bloodstained really be just barely beating out handheld titles while falling short of the origins of the formula that created it? I know that's a harsh thing to say, but it's a question I feel needs asked. ![]() Dawn of Sorrow and Order of Ecclesia were made for handheld systems, and are only a handful of enemy types off from Bloodstained at 118 and 121 enemy types, respectively. It may be IGA's biggest castle, but that just makes the fact that it's not as populated as his first stand out all the more. The one thing I always felt playing this game was that the enemies didn't seem as varied as what I remembered in Symphony of the Night, so I did a count.īloodstained: Ritual of the Night has 128 enemies, including bosses.Ĭastlevania: Symphony of the Night had 146. The real problem with them is that there's not enough of them. However, in this case I don't think I can do that. ![]() ![]() With the previous two of my "How they could be better" posts, I did a preamble detailing the issues with the things I felt needed changed, and then listed what improvements I would make. ![]()
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