https://www.kickstar...t/posts/2132443
Please do not adjust your calendars—it isn't the end of the month. But we wanted to cap off our look at the creation of the Bloodstained soundtrack, and provide a glimpse of what's coming next, with a word from IGA.
"Hello, IGA here.
For the last update, we gave a behind the scenes look at the recording of the promised orchestra tracks. Just to get straight to the point, hearing the live sound was really powerful! Up to now I'd always thought, "Synth on its own sounds awesome!" but then I was astonished.
But... producing live music is really expensive, isn't it? We've put together some samples, so please try comparing the two yourself.
https://soundcloud.c...of-bloodstained
https://soundcloud.c...yage-of-promise
https://soundcloud.c...ears-of-fortune
I was moved by the professionalism and commitment of these musicians. This was especially true for the violinists, who played chords that they weren't even sure were possible to play at first. It's amazing! Now I understand why people like to do concerts.
We also just finished recording the English voiceovers. Although this was our first time working with this recording studio, we felt that—with the help of a lot of prior preparation—the recording sessions went very successfully. It was definitely a good idea to have the English voices recorded overseas.
I participated remotely from Japan. Communicating through Skype during the recording sessions, and staying up through the time zone difference, was really tough. It's rare for me to go to the office on the last train, but it's not something I would like to do that often. With the help of 505 Games, and by sending our communication manager over to the actual studio, we were able to achieve the direction we were going for and provide accurate nuances.
Just a while ago, the flu was spreading here in Tokyo, and there was a period when it was affecting our productivity. Fortunately, that has calmed down now, and we're back on track. We've been progressing little by little on the story cutscenes. Even though I wrote the story, sometimes I wonder to myself... "Why did I write that this way?" When I look at the finished cutscenes, then it makes sense. Well, that's what usually happens during development, so I can't help it, I guess.
In order to share our progress... don't you think it's time for an Alpha Backer demo?
As Roberto mentioned, we are planning to allow backers to experience a slice of the game, from the beginning to a certain point. At the same time, we would also like you to experience a quite cruel and ungodly boss. More details will come soon, it’s very exciting!
Well, that was a lot of information. We still have a lot of work to do so we will keep working hard. Thank you for always supporting us. - IGA"
If you're thinking about heading to Austin for SXSW, there's still time to see IGA's panel! The panel takes place on March 17 at 2 PM on the Discovery Stage at Exhibit Hall 2. If you're going to be there, the easiest way to see the panel is to pick up an SXSW Gaming Wristband.
Since we heard from the publisher twice in February's update, we thought you might want a double dose of ArtPlay this time! Here's an update from Mana on what she's been up to:
- "Hello everyone! I'd like to tell you that I've been working more closely with the production side - working with 505 Games on communication and ArtPlay on the art side. I'm hoping to improve the visual quality of the game by giving suggestions and making adjustments directly into the game.
- We're aware of the community's feedback and some of the concerns raised with the appearance of the game in certain areas. I too, share those feelings as a fan. Who could better implement the community's feedback other than the Communication Manager?"