Monado Blade
Member
The first writeup I found on IGA's talk at GDC is on Polygon. Excerpts:
So nothing new, no Kickstarter announcement.
Banish me for 100 years if old.
UPDATE
Gamasutra article: Father and S.O.N.: IGA talks Metroidvania (Thanks, deim0s!)
Polygon said:Igarashi also shared his guidelines for making good Metroidvania games. Developers must make it fun to control the player character and eliminate any potential points that would make it feel stressful; this must also be the same character from start to finish, although players should be able to unlock and equip new items to change up the available actions. Maps must also promote exploration, but not be completely free. There are limits, Igarashi said — if the player simply clears a game, maps that have been created with a single path don't promote revisiting. Revisiting areas can be a burden, unless players are determined to unlock every last item. Players that do revisit areas should be rewarded with new items.
Polygon said:In terms of balancing out enemies, Igarashi stressed the importance of boss fights. Developers should focus on balancing boss fights and making them the best they can be, since "the bosses are the stars of the game." Igarashi shared his rue of thumb for making bosses: The boss programmer should be able to defeat the enemy without taking a single hit. That's how you know the boss was developed correctly, and it clearly demonstrates signals for how to defeat it.
Polygon said:"I know I've been away from games in this genre for a while," he said. "But I hope things made sense. I want to believe one of the reasons why this speaking opportunity came up is because we're seeing less of these types of games and many fans are waiting for the next one. And now that I've gone independent, I can create things as I wish and not adhere to the company's wishes. If there is a desire, I believe I will be able to turn that into reality."
So nothing new, no Kickstarter announcement.
Banish me for 100 years if old.
UPDATE
Gamasutra article: Father and S.O.N.: IGA talks Metroidvania (Thanks, deim0s!)
Gamasutra said:His team was asked to make a game within the universe, but believed at the time they weren't "franchise owners" within the organization: "We figured we could do whatever we wanted, so long as we treated it as a separate series," he says.
Gamasutra said:The team was tasked with improving the game's controls and extending its lifespan, without meaningfully conflicting with the canonical brand. An early significant decision was to remove death by falling, a standard of the fairly grueling earlier Castlevania games. ("we hated, hated falling to your death") he says.