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Octopus Prime

Mysterious Contraption
(He/Him)
Well, only a matter of time before this thread was made, and I like that thread title, so I wanted in on the ground floor!

Anyway, Ritual of the Night got its Colour/Revenge update for Switch recently, and while I haven't touched that yet (outside of giving Miriam a spiffy new hair-dye combination), I did take the opportunity to fire up the Randomizer again;

I got a suite of End Game Quality gear before fighting Zangetsu, so... I think this is going to be a pretty breezy run.
 
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Octopus Prime

Mysterious Contraption
(He/Him)
Four, if you count the Two Crowns DLC campaign!

But I speak of good ol' dependable Ritual of the Night, as its the one with the Randomizer
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
What characters do you have and what difficulty are you playing on?

For the first phase you need to move up or down on the platform to dodge the fire breath (telegraphed by the wind up) unless you use Alfred's fire shield to block that. The orbs that the other head shoots out will explode and damage you if you hit them at their maximum size. Gebel can destroy them before that happens and damage the head at the same time with his bats if you get right up in it's face. Miriam can destroy the orbs from a safe distance with her whip. The heads will telegraph when they are about to lunge forward for a bite so just back up. Alfred's freeze spell is good for this boss* especially if you combine it with Miriam's big axe. I think Zan's holy water like subweapon is an OK choice. Miriam's boomerang sickle or triple blade aren't bad either. No matter what sub weapon you use try to hit both heads at the same time - if you can.

Once you kill both the heads to end the first phase then immediately get up on the right floating platform. Attack the boss while it charges up then drop to the elevated platform to the right during the fire breath†. Be careful about jumping if you are cutting things close - especially with Miriam since she has a higher / longer jump.

*But it's good for lots of bosses.

† You also might need to duck - I can't exactly remember. If you duck with Miriam be sure you stand up before trying to jump so you don't accidentally slide instead.
 
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Tomm Guycot

(he/him)
Wait, did the Switch version just get another update?
The updates are all naturally delayed on Switch because of First Party submissions (and 505 is making the decision to get content out ASAP to everyone rather than holding it).

After its initial release, a bunch of bug were found in the Revenge/Chroma update, and we fixed those before submitting to Switch.

So the past update is now fixed AND available on Switch

EDIT: The next update is a doozy so get hype. I want to see birds people.
 

q 3

here to eat fish and erase the universe
(they/them)
I honestly and sincerely look forward to the day when we are finally sick of getting a new Bloodstained every year
 

Fyonn

did their best!
I ended up never weighing in on this game because I had a really bad time with it on the Switch. But when I got it on Steam a month or two ago, I was blown away. I still have some caveats about it (I would have preferred if it was less crafting focused and had more weapons laying around instead of materials), but I ended up getting every shard and monster entry. Then I started over and played the game with no shops, crafting, or shard grinding. It's doable but you really need to leverage guns and and the more eccentric weapons hidden throughout the castle. Doing the math over whether it's worth it to spend high-powered ammo during every boss fight is pretty fun. This might be the weirdest compliment to a game if you don't have the context of all the other Igavanias, but it's cool to see one where guns aren't awful.
 

sfried

Fluffy Prince
I ended up never weighing in on this game because I had a really bad time with it on the Switch. But when I got it on Steam a month or two ago, I was blown away. I still have some caveats about it (I would have preferred if it was less crafting focused and had more weapons laying around instead of materials), but I ended up getting every shard and monster entry. Then I started over and played the game with no shops, crafting, or shard grinding. It's doable but you really need to leverage guns and and the more eccentric weapons hidden throughout the castle. Doing the math over whether it's worth it to spend high-powered ammo during every boss fight is pretty fun. This might be the weirdest compliment to a game if you don't have the context of all the other Igavanias, but it's cool to see one where guns aren't awful.
The Switch version should be fixed now. Launch day was just terrible but even for those who have been soured should give it a second chance with all the fixes in place.
 

Tomm Guycot

(he/him)
The Switch version should be fixed now. Launch day was just terrible but even for those who have been soured should give it a second chance with all the fixes in place.
Yeah I want to stress, it's not *perfect* and Switch was never going to run at 60fps. But it's far far better. If this version released at launch people would not have been so up in arms.

Just remember to actually close the application every so often, to prevent the memory leak from ruining your experience.

(I also want to stress again it's been this way since January)
 

Kishi

Little Waves
(They/Them)
Staff member
Moderator
I beat RotN on stream. Then I beat Zangetsu mode. Then I beat Boss Revenge. I'm not going to mess with Randomizer at this time, but another day, perhaps.

Zangetsu mode is pretty good. I question the decision to require defeating all bosses before advancing to the final areas—whereas in similar modes in Castlevania games, making a bee-line for the end of the game or poking around and beefing up for safety is the player's choice to make. But I get the desire to ensure it's a decently substantial experience for everyone—and it's actually a good thing I poked around as much as I did, because the consecutive fights against [spoilers] and Bael are completely out of balance with everything up to that point.

Out of a nearly four-hour stream, I took two hours getting to those two and the rest of it throwing attempts at just them. Then I looked up some advice and found a method for beating [spoilers] centered on using Zangetsu's quarter-circle forward attack repeatedly. But I found you can't just mash out the input, or he'll just loop the start-up animation and never get around to the actual attack. That's...manageable, but I can't think of another game where a motion input attack works this way. Worse was that I just couldn't get the attack to come out consistently at all. And I play fighting games; I know my QCFs. After a long time, I discerned that the game just doesn't parse the motion at the speed I was moving the stick. It only works if you slow it way down.

Bael was just a matter of knowing that you only win the fight when you kill the head [spoilers] is currently riding. Other than the fact that [spoilers] is there, there's no indication that this is how it works; all the heads flash, display damage numbers, and make juicy, affirming noises regardless. And the name of the enemy is just "Bael," so I only ever thought to focus on Bael, not that other punk. There's never any need to know this when playing as Miriam, since she's a god by the end of the game and has access to as many healing items as you care to bring; but it's effectively required knowledge if you don't want your Level 25 Zangetsu to lose a battle of attrition. There is some pretty neat Zangetsu-only content if you get past all that, though.

Safe to say I feel more good vibes toward Boss Revenge. Since it's not obvious what it comprises before you jump in: You select one of four of the game's smaller, more humanoid bosses and fight through a sort of reverse boss rush consisting of Zangetsu, [spoilers], and finally Miriam. Each playable boss features a full set of moves varying in power, utility, and MP consumption, as well as a single move dedicated to recovering MP. And despite being small and humanoid, the way some of them play is totally alien from Miriam, Zangetsu, or what you'd expect from any player character. Bathin's walk speed is slow as to be useless, and he can't jump at all, forcing you to rely on Reflector Reflection Ray (and occasional backdash-canceling) as your basic means of movement. Gremory flies freely in all directions but has a great big hitbox and can't move very quickly, necessitating use of her Dimension Shift ability to dodge many attacks. I completely understand why these characters didn't get full runs of the castle (just accommodating Zangetsu was awkward enough at times), and it's still fulfilling just to get the hang of their unique limitations and abilities enough to survive this gauntlet of three opponents.

Next up is Curse of the Moon 2, which I will be playing for the first time. Looking forward to it.
 

Octopus Prime

Mysterious Contraption
(He/Him)
I... did not know that about Bael.

Even with the sheer breadth of abilities and healing available to End Game Miriam, that was a tough fight because I was always doing the opposite
 

Fyonn

did their best!
By the endgame I just mashed Teps Oceum, which more or less hits everything on screen anyway, so there's no way I would have noticed.
 

q 3

here to eat fish and erase the universe
(they/them)
After 100 years I've finally gotten around to playing Ritual. On Switch, natch, I was waiting for a stable version and I guess waited longer than necessary, though it seems like there's still some room for optimization.

The world sure has a lot more Castleroids today than it did five (?!) years ago, but somehow this recaptures the classic GBA/DS feeling a lot better than most. The physics feel very familiar and so does the feeling of it being crammed full of stuff with little concern for which overpowered stuff you find first. A man asked Miriam whether she was human and I wanted to be like, "You mean you couldn't tell beneath the creepy JoJo stone mask and gaudy pirate hat?" :)

Speaking of, the script is... deliberately camp, right? Like, "Die monster" camp? I sure hope so, otherwise I'd feel a tiny bit bad about giggling at gems like "Kill those murderers dead! (x4)"

I do miss the classic pixel art; the graphics are rather muddy and it can be hard to tell what's incidental and what's deadly. Plus too many enemies just look like variations on "evil blob." Also maybe unrelated but I honestly wasn't sure at first if the giant enemy cat was supposed to be a hostile. I did giggle at least.
 

Tomm Guycot

(he/him)
505 just made official the upcoming Bloodless release coming NEXT WEEK which includes updates to Randomizer.

I'll save you time of searching out the update -
The Randomizer algorithm should no longer make invalid seeds*
For previously invalid seeds, safeguards have been put into place to make them valid.

This should make Randomizer a valid way to mix up your replays, without frustration. I hope you enjoy it.

Or you can play as Bloodless. Based on her moves in Boss Revenge, she can now plumb the depths of the Castle herself. What surprises await? I don't know, ArtPlay provided this mode themselves as a thank you to the fans. Please check it out.

Also, Classic Mode is coming in hot so please look forward to that. I've never worked so hard on a game so I will crave validation. Or just curl up here in a corner to die afterward.

* as far as we know on given player experience and submitted bad seeds
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
"We should point out that Bloodless is an additional playable character. She does not replace the “???? playable character” that you see on the Roadmap."
 

Octopus Prime

Mysterious Contraption
(He/Him)
It's been a hot minute since I was told; what does Classic Mode entail again?

I remember one mode had me go "Oh boy oh boy oh boy" but I can't recall which
 
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