{"id":97284,"date":"2019-07-26T13:30:00","date_gmt":"2019-07-26T13:30:00","guid":{"rendered":"http:\/\/www.nintendolife.com\/news\/2019\/07\/bloodstaineds_developers_had_to_beat_their_own_bosses_without_taking_a_single_hit"},"modified":"2019-07-26T13:30:00","modified_gmt":"2019-07-26T13:30:00","slug":"bloodstaineds-developers-had-to-beat-their-own-bosses-without-taking-a-single-hit","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/07\/26\/bloodstaineds-developers-had-to-beat-their-own-bosses-without-taking-a-single-hit\/","title":{"rendered":"Bloodstained&#8217;s Developers Had To Beat Their Own Bosses Without Taking A Single Hit"},"content":{"rendered":"<div class=\"media_block\"><a href=\"http:\/\/images.nintendolife.com\/0ad79650109b4\/large.jpg\"><img decoding=\"async\" src=\"http:\/\/images.nintendolife.com\/0ad79650109b4\/small.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n<figure class=\"picture strip\"><a title=\"Bloodstained\" href=\"http:\/\/images.nintendolife.com\/0ad79650109b4\/bloodstained.original.jpg\"><img decoding=\"async\" src=\"http:\/\/images.nintendolife.com\/0ad79650109b4\/bloodstained.900x.jpg\" alt=\"Bloodstained\"><\/a><\/figure>\n<p><a href=\"http:\/\/www.nintendolife.com\/games\/nintendo-switch\/bloodstained_ritual_of_the_night\"><strong>Bloodstained: Ritual of the Night<\/strong><\/a> finally launched on Switch last month, and despite the technical issues and post-launch frustrations, there&#8217;s definitely a decent amount of fun to be had. Part of that fun comes from the game&#8217;s boss fights which, as it turns out, must have been quite the adventure for Bloodstained&#8217;s developers.<\/p>\n<p>In an interview with <a class=\"external\" href=\"https:\/\/www.gamasutra.com\/view\/news\/347126\/A_Bloodstained_QA_with_Koji_Iga_Igarashi.php\">Gamasutra<\/a>, the game&#8217;s creator Koji Igarashi has shared several details about the development process. Among those details is a particularly interesting note about how the game&#8217;s bosses were created, and specifically how designers would have to beat their own designs without taking a single hit. Why? To make sure all bosses are as fair as possible.<\/p>\n<blockquote>\n<p>&#8220;I wouldn&#8217;t call it a design guideline but <em>Bloodstained<\/em> does follow a strict rule that I always make the team [adhere] to. That is&#8230;the developer who creates the boss must beat their own boss without taking a hit and only using a dagger! (We almost didn&#8217;t make it&#8230;)&#8221;<\/p>\n<\/blockquote>\n<blockquote><\/blockquote>\n<blockquote>\n<p>&#8220;We make sure that it&#8217;s possible to beat a boss without taking a hit regardless of the difficulty and by doing so, we reduce the number of unfair enemy attacks. Removing the &#8216;unfairness&#8217; allows players to think about what they could have done to avoid a Game Over. It makes them want to challenge the boss again using a different method. It&#8217;s a golden rule we follow in our games. (Honestly, don\u2019t ask us to complete this challenge more than once though&#8230;)&#8221;<\/p>\n<\/blockquote>\n<p>We thought the boss fights were challenging enough already &#8211; now we don&#8217;t think we&#8217;ll ever look at them in quite the same way again. Incidentally, if you are struggling to beat the game&#8217;s bosses, you might want to check out our <a href=\"http:\/\/www.nintendolife.com\/news\/2019\/07\/guide_bloodstained_walkthrough_for_nintendo_switch\">full game walkthrough<\/a> for some helpful tips and guidance.<\/p>\n<p><em>Have you been playing Bloodstained: Ritual of the Night on Switch? How have you been getting on so far? Let us know in the comments.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bloodstained: Ritual of the Night finally launched on Switch last month, and despite the technical issues and post-launch frustrations, there&#8217;s definitely a decent amount of fun to be had. Part of that fun comes from the game&#8217;s boss fights which, as it turns out, must have been quite the adventure for Bloodstained&#8217;s developers. In an [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27],"tags":[],"class_list":["post-97284","post","type-post","status-publish","format-standard","hentry","category-nintendo-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/97284","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=97284"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/97284\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=97284"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=97284"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=97284"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}