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Jason Clement posted a article in NintendoInti Creates may have had a hand in the development of last year's critically lambasted Mighty No. 9, but the studio is firing on all cylinders this year with the the positive reception from Blaster Master Zero and the recently released Mighty Gunvolt Burst. That momentum kept going yesterday as they announced at Anime Expo 2017 that Shovel Knight and Shantae would be coming to Blaster Master Zero as DLC EX characters very soon; both of which fundamentally change up the game in pretty notable ways. Shovel Knight effectively acts as a melee character with a similar moveset to that of his own game, using his shovel as an attack and also being able to bounce off enemies with a downward thrust when he jumps. Similarly, Shantae also has pretty much the same classic moveset from her own games, which is attacking with her hair and magic as well as transforming into animals with special skills. Inti Creates is offering both characters for free when each debuts, but will then charge $1.99 for each when the free period ends. The period for when you can download them for free is as follows: EX Character: Shantae – 7/6/2017~7/19/2017 EX Character: Shovel Knight – 8/3/2017~8/16/2017 And as if that isn't enough for you, Inti Creates also teased that this isn't the end of new updates for Master Blaster Zero. More info on what's next for the game will be announced in the coming weeks and months. Could more DLC characters be in the works? Or will they add more game modes? We'll have to wait and see. Meanwhile, check out the trailer for Shovel Knight and Shantae in Master Blaster Zero below. Source: Inti Creates Are you excited for Shovel Knight and Shantae? Are you planning to play through the game as them?
barrel posted a article in Industry NewsI have always had a soft spot for 2D Castlevania games. Their stylized Gothic aesthetic, awesome soundtracks, to the simple satisfying flick of a whip or sword through many often fiendishly hard action-adventures games have always struck a gaming chord within myself. Too bad that series is virtually dead now by the hands of Konami, especially after what seemed like the final nail in the coffin to the series after "Lords of Shadow" ran thoroughly into the ground. Still, much like how Dracula usually finds another means of resurrection, Koji Igarashi found the means to create a spiritual successor to the iconic series through the use of Kickstarter under the name Bloodstained: Ritual of the Night, which more than managed to reach its funding goal. Despite however much I wanted another 2D Castlevania successor, I was quite skeptical of Bloodstained. Part of the reasoning for that is because of the shared developer Inti Creates, which have a negative stigma attached to them after the PR mess that is Mighty No. 9, but also because even Castlevania itself was not that consistent in quality prior to its demise. However, after a surprising appearance of the demo in the Xbox booth of E3 2016, I decided to stand in line and give it a chance. Even before playing it, I heard many people in line compare Bloodstained to Castlevania: Symphony of the Night. While that isn't entirely inaccurate as it retains familiar level-ups, changable equipment, and even a quick back-dash, the actual pacing feels more more in line with older titles like Castlevania: Rondo of Blood, and -- by extension -- its 2.5D remake, Dracula X Chronicles on PSP. To further that line of thought, the demo literally takes place on a ship that clearly pays homage to the ghost ship stage of Rondo of Blood with some not-so-subtle familiar flail-tossing knights as well. For as thinly-veiled as its inspiration is, it feels totally right at home to veteran Castlevania fans in aesthetic alone, despite the shift to 3D (or 2.5D). Bloodstained's demo has you playing as the heroine Miriam right away. Almost just as quickly, she is able to shift from her dukes (or, more accurately, her feet) to a sword she can brandish after obtaining it from the first treasure chest. From then on, you are given access to what feels like a proper Castlevan- I mean, Bloodstained level. This includes the interwoven level design that features several hidden secrets to entirely new touches like being able to ignite cannons with fire magic to open parts of the terrain. Everything from the controls to the design feels just about right for a spiritual successor to the iconic series. I mean this to the point where cutting up various jellyfish monsters, knights, zombies, weird chimera things, to even slowly moving across environments retains that simple, yet satisfying, classic Castlevania feel throughout. Sure, there are certainly new things, like how the bosses have setpiece moments within the environment, or how changing equipment changes how Miriam looks subtlety, but at the end of the day demo felt distinctly Castlevania in the best way possible. The most fresh aspect, aside from the colorful 3D presentation, is that the boss itself felt more involved and, dare I say it, more fair than most bosses from the series it is based off of. The attacks are choreographed fairly and the boss itself had no problem shifting about the battle field to change its tactics. After finishing the demo, I noticed two very distinct changes before and after playing: 1) My outlook towards Bloodstained shifted hugely from cautious skepticism to genuine anticipation. Not only does it more than maintain the spirit of Castlevania, it adds modern touches that transition seamlessly. 2) a cowboy hat-wearing Koji Igarashi was silently watching me play the demo, as if to reassure me that the final game is in safe hands. Well, maybe not. He was likely wondering why I was spamming jumping kicks so much (I secretly wanted to use a divekick). I would like to pretend, however, that all people looking forward Bloodstained can imagine Igarashi wearing a cowboy hat and his silent presence is proof alone that everything will be fine. Oh, and, the demo was quite fun, so that is another reason why I am looking forward to its supposed March 2017 release date.