When the news came to my ears that a brand new 2D Castlevania for an actual home console was on the way, my heart leapt – aside from a couple of ports and remakes of classic titles it’s been two years since the somewhat disappointing Order of Ecclesia on the DS, and a whopping thirteen years since the last release of a non-remake 2D ‘vania on a home console – Symphony of the Night. While the GBA and DS titles were generally amazing on the whole, I’ve long since hoped for a full-blown 2D title to grace this generation of home consoles, with HD graphics and brilliant 2D gameplay in a metroidvania style. Continue reading ‘Castlevania: Harmony of Despair (XBLA)’
Posts Tagged ‘Castlevania
Is it the end of 2D gaming?
Like many gamers of the current generation, I grew up playing games on the earlier consoles such as the Sega Mega Drive and the Super Nintendo. Those were the days that really got me hooked on gaming, and the vast majority of them were 2D, often platformers - such as Sonic, Mario, Megaman, Metroid, Castlevania, Strider or Gunstar Heroes. Although many of these games still have incarnations nowadays, things have changed.
Losing their 2D roots, most of these have converted to 3D formats – Sonic and Castlevania opting for third-person perspectives, Metroid’s Prime series turning it into a first-person perspective, and others doing a mix of different styles, with the occasional 3D-graphic platformer such as Megaman X7 or Super Mario Bros Wii. Even Street Fighter has stripped itself of it’s 2D past, opting for a 3D look. However, as I play the GBA version of Megaman & Bass on my DS, I mourn that the day of the 2D game has come to an end.

As the DSi loses its GBA functionality, and strips the console of the majority of its 2D gaming, the 2D genre consists mainly of nothing but the odd flash game or downloadable arcade title on the major consoles. With the focus turned toward polygons and realism, it seems the platformer genre itself is endangered, the FPS and third-person 3D titles taking the lead roles in gaming today. However, do people really not care about 2D gaming any more? Is the love for Sonic based solely on nostalgia and a few fans of the mediocre 3D titles?
I don’t really think so. However, seeing as FPS and third person titles do well, I believe that producers see the good sales and decide to continue churning out more of them – however, with no real focus, the platformer seems all but forgotten. Yet, those old Sonic games still sell when they are released for download, since people still enjoy them to this day. Megaman 9, which was a brand new title created with the old NES style released for download last year was accepted with open arms, the fans ever there to accept the 2D game, if only they are still created. True, I would have preferred to see a Megaman game in the vein of the SNES incarnations, but it still shows that people are still interested in the genre.

The game producers do know this, though – with countless Sonic collections being released on all consoles, Castlevania titles for download on Xbox Live, PSN and Wiiware, among a whole horde of other retro games, the fans have proven that they still love these games, yet they don’t seem to think creating new titles in the same vein is a good idea. Why? The first Sonic games continue to sell well to this day, while 3D titles such as Sonic the Hedgehog 2006 and Sonic Unleashed score pitifully in reviews, receiving marks that average around the 40% mark. However, suggest to people that 2D gaming should return and many are hostile, telling me that it’s not good enough for today’s gaming market. I don’t believe a word.

It really is a shame, since retreating back into my 2D days I realise that there is a large void in my gaming life that has been left unsatisfied for all too long – I mean sure, there’s been the odd DS Castlevania game, and the rare title such as Braid, but it really feels as though there’s not been a single title recently given the pure love and attention of the designers of games such as Metroid and ‘vania.
Even today, going back to such titles I can’t help but admire the quality – aside from the odd blocky part it’s obvious that the creators cared about their titles, the use of colour and imagination flourishing into something artistic – and even today I believe they look and play brilliantly, Sonic still feeling as responsive as ever – looking back at some of my PS1 titles, I hardly feel the same.

Fans of Castlevania will know all too well of Symphony of the Night, with its vast castle and numerous enemies, many rooms offering unique artwork – paintings, environments, huge demons, all drawn by skilled artists. As we turn to polygons I can only feel that manufacturers are sticking with the easier, less risky 3D genre – now, thats not to say that I don’t appreciate 3D games, the realism can be immersive, but I believe theres a place for everything. I mean, people didn’t stop painting pictures when the sculpture was invented, did they?
As today’s technology grows and improves all of the time, I can only dare to dream what kind of games could be produced with the right minds and skilled creators – I believe that a game like Castlevania: Symphony of the Night with clean, HD graphics and a castle many times bigger could really impress people – in the past, the limitations were not the skill of the creators, rather the limitations of the console itself. Now, the bar raised ever higher, just imagine what those people could do today, given the chance. No more pixellation, or blocky animations, just pure HD quality shine.

As much as I do dream to see the day when they create a new home console 2D platformer, I only feel like an old fool that dreams of days gone by, the new generation making its mark and taking things in its own direction. But I will continue to dream, and maybe, one day, I’ll see what I’m waiting for. Project Needlemouse (the new 2D Sonic game in the making) could be something to please me, but I’m expecting it will be a 3D game with 2D gameplay, rather than going back to pure 2D glory. Nevertheless, I can only hope that it will pave the way for creators to realise that the days of the 2D gamer have not yet come to an end.
-Leon
Castlevania Judgement (Wii)
I’ve been a fan of Castlevania since I first played Symphony of the Night on the PS1 – since then I’ve been a collector of Castlevania games and amassed a collection of more than ten ‘vania titles. Therefore, when I saw a copy of Castlevania: Judgment on the Wii, I couldn’t resist. Not unlike Final Fantasy: Dissidia which I have been playing recently, Castlevania: Judgment plucks various characters from the Castlevania series and pits them against each other for a fighting game to please the fans.
The story is fairly simple and negligible, basically a man called Aeon (with powers to influence time) creates a rift to bring all of the characters together, and tells them that if they pass his ‘trials’ they shall get what they desire – the trials consisting of battling it out with the rest of the game’s cast. There are characters from a wide mix of the series, such as fan-favourites Simon Belmont, Trevor Belmont, Alucard, Maria Renard, Death and Dracula, and some more obscure characters such as Cornell from the second Nintendo 64 Castlevania title, Carmilla from Circle of the Moon, and “Golem”, a monster sharing a name with some of the series’ previous enemies. Maria appears as her child form from Rondo of Blood, but strangely Eric Lecarde appears in child form also, as opposed to his adult form in Castlevania: Bloodlines.
Sadly some of my personal favourite characters have been left out of the mix – such as Soma Cruz from Aria of Sorrow, Leon Belmont from Lament of Innocence (the first Belmont in the timeline) – and Richter Belmont from Rondo of Blood/Symphony of the Night, but I assume this was chosen in order to mix up the cast a little; the Vampire Killer is already used by both Simon and Trevor so Leon/Richter’s move sets would no doubt have been too similar. Shame about Soma, though – he had a lot of potential.
The gameplay itself is reminiscent of Soul Calibur, albeit slightly more simple, and its also possible to run around the arena more freely. Characters have access to several basic combos, harder-hitting Charge attacks, and ultimate attacks called Super Finishers which require a full Skill Gauge to execute. It’s also possible to jump in order to evade and pull of aerial attacks. Characters can also guard, and perform a guard-breaking attack by attacking whilst in a defensive stance.
Some of the game’s finer details include the ability to interact with certain objects in the arena (such as throwing a barrel at an enemy), and the use of various sub-weapons that require hearts to use – which can be found in destructible candles and boxes around the arena, alongside items that heal you and others that grant you the ability to fire sub-weapons at a faster rate. There is also potential to master the game to a degree, with some more advanced techniques such as jump cancelling, so there’s some room for growth if you really get into it.
The game can be played with the Wii’s motion controls, using the Wiimote and Nunchuk’s motion sensors to attack and dodge by waving them respectively. Holding the B button on the Wiimote will allow you to perform Charge attacks by waving the remote, and Z and C on the Nunchuk are used for guarding and jumping. Pressing the D-Pad on the remote (when your Skill Gauge is full) will activate the character’s super attack, which will dash at the enemy, and – if it connects – will perform a cinematic move that will usually take about half of the enemy’s health bar. The game does a fairly good job at using the motion controls, but thankfully it also offers full support for both the GameCube and Virtual Console controllers, with various control layouts – so if you are like me and prefer to play in a more tradition way, the option is there. One small problem I did encounter, however, was in some it could be a little hard to see what you are doing when the enemy blocked the camera occasionally, but it wasn’t game breaking as such.
Characters have some of their traditional moves implemented into the game; Alucard’s “Summon Spirit”, mist (for evasion) and Sword Familiar are all used for various moves, whereas Maria uses the various powers of her animal friends to grant her several magical attacks. Some of the lesser known characters have been given more original move sets, however, such as Carmilla who takes a form with close range attacks and a grappling hook to pull opponents to her.
The game’s graphics aren’t bad for a Wii title, all of the characters with a new design made specifically for Judgment. Alucard looks a little younger than in Symphony of the Night, whereas Simon has been given a complete re-design loosely based on his appearance from the Castlevania Chronicles art, with shoulder length crimson hair, tattoos and some interesting armour. Some of the female characters, specifically Carmilla, have been given very ‘anime’ style appearances, with overly-large breasts to match. Dracula looks very much the same as ever, while Death has lost his robe and adopted a much more skeletal look. The characters have been voiced well, although the children (Maria and Eric) have typical anime-style voices which can be a little annoying after a while.
The arenas very much remind me of Soul Calibur, with a medieval tone – church-like areas with stained glass windows, castle courtyards, and dank stony passageways, but it does have elements which give it a more Castlevania feel – such as a giant zombie shark that leaps out of the water in the background of one arena, or spike traps and pendulum blades inside the castle that can hurt you if you accidentally make contact with them. Many of the stages include various hazards, such as poisonous water and molten lava that must be avoided, and it is possible to be beaten instantly if you are knocked off of the arena on some stages with a Ring-Out. Some classic ‘vania areas also return, such as Dracula’s throne room, the Clock Tower, and Crystal Caverns. The game also has a great soundtrack which compliments it well, using various Castlevania tracks such as the Vampire Killer theme, and recognisable tracks from other games including Symphony of the Night.
There are several modes to the game; Story mode is fairly simple, consisting of one-round matches that progress in a set way, with a small introduction paragraph to each character, and some short dialogue between the characters before a couple of the fights. There are also some special Monster Battles where you must fight a small group of traditional Castlevania style enemies such as zombies and armours, followed by a larger enemy such as the heavy-hitting Minotaur (copied from Curse of Darkness). These battles add an interesting mix to the progression and give the game a more ‘Castlevania’ feel. To begin with, only Simon and Alucard are available in Story mode, so you must beat their stories to unlock more characters stories to play. The game also offers a standard Arcade mode, which allows you to set the amount of rounds and face off against random opponents in a traditional fighter style. The third main mode is Castle, which offers a grid-like map which you must clear, by meeting the requirements of each panel to move around the castle’s rooms. Challenges include fighting regular opponents, collecting hearts around the arena whilst being attacked by enemies, fighting Monster Battles, or defeating opponents in specific ways (such as finishing them with a Super Finisher move). Dotted around the castle grid are save points which act as checkpoints to your progress – unlike the Arcade style modes, failure means Game Over so it’s worth saving when you get the opportunity. Castle mode isn’t perfect, but it gives the game more play value which is never a bad thing.
The game also offers traditional Survival and Training modes, and a Tutorial to play when you first start the game. It also supports Versus mode, both 1 and 2 player – with the inclusion of online play if you have an internet connection. Also, Gallery mode allows you to access various bits of character art, voice clips and music files which can be unlocked in the main game.
It is also possible to unlock various Accessories to equip to the characters – one item can be assigned to each body part of every character – to each arm, the torso, the face and the head – including items such as glasses and hats. This is purely aesthetic, and you cannot change characters’ main clothing, but it adds a degree of customisation.
Lastly, the game offers a ‘Connect to DS’ function, which allows you to connect to the DS with a copy of Castlevania: Order of Ecclesia in order to unlock two characters in Judgment, and a mode or two in Ecclesia. However, both games offer alternate methods to unlock the same content without using this feature, so you won’t miss out if you don’t own them both.
All in all, Castlevania: Judgment is a fairly laid-back game to play if you fancy something casual. The game’s engine probably doesn’t stand up to fighters such as Street Fighter or Soul Calibur, but is one of the better fighters on the Wii at the moment. The game’s plot is fairly simple and has no real relevance to Castlevania’s overall plotline, but it offers a range of characters from the series and plenty of references to the series’ castle elements, enemies and music. The motion controls work well, but Konami have made an excellent move in allowing alternate controller choices – meaning the game doesn’t in any way force you to use awkward motion controls that feel tacked-on for the sake of being ‘innovative’. If you are a Castlevania fan, the game would be a welcome addition to the collection, and the cast of characters should keep you entertained for a while, but you might want to try a rental before buying if you’re not a big fan of the series, since all the references would be lost on you – it’s clearly a game made to target the fans.
Castlevania: Lords of Shadow

Although I do play a wide range of games and try to keep an open minded view towards new concepts and titles, there will always be some games that have a special place in my heart – one of them being Castlevania. The straightforward tale of the epic struggle between the Belmont clan and the infamous Lord Dracula, that is so simple yet so spellbindingly fantastic. A tale that spans hundreds of years, Dracula always finds a way to return and the Belmonts are always there to take him down once more.
The series was originally a 2D platformer, chronicling the battle between Simon Belmont and Dracula, released in 1986 on the Famicom in Japan. Since then, the game was re-made a few times and some other basic platformer ‘vanias were released on the Sega, Super Nintendo, even Game Boy. Come the generation of the Playstation and Sega Saturn, Symphony of the Night, sequel to Chi No Rondo (Rondo of Blood) changed the face of Castlevania forever – adding large RPG aspects to the series such as levelling up, items and equipment. Since then, this has been incorporated into into the newer titles, mainly on the GBA and Nintendo DS – such as Circle of the Moon, Aria of Sorrow, Dawn of Sorrow and Portrait of Ruin.
Over the years, there have been a few 3D castlevanias – two on the Nintendo 64, and two on the Playstation 2. Sadly, I havent yet been able to get my hands on a copy of either of the N64 titles, but I have completed the two PS2 titles – Lament of Innocence and Curse of Darkness. Although these titles were acceptable games, they paled in comparison to the 2D titles, with a lot of bland environments and clunky combat – and as a 3D title felt poor compared to other 3D titles such as Devil May Cry and Onimusha.
At E3 this year, Konami unveiled their latest title – Castlevania: Lords of Shadow. Hearing that it would be a 3D title, I was unsure how to feel due to my past experiences with 3D vanias, but I have been surprised at the look of it so far. And even more surprisingly, Konami have got Hideo Kojima (director of Metal Gear Solid) having some input into the title, and its looking good.

Lords of Shadow currently has no known place in the Castlevania timeline, its year unclear – set in the “end of days”. The world has been overrun with the malevolent souls of the dead and dark creatures, the Earth’s Alliance with the Heavens threatened by a mysterious force known as the Lords of Shadow. A descendant of the Belmont clan, Gabriel, fights the dark forces as part of an alliance known as the Brotherhood of Light, protectors of the people. Brutally killed by one of these demons, Marie - Gabriel’s wife - has her soul trapped between the realms of life and death. Aware of some deadly threat, she guides Gabriel to his destiny to save the world from the darkness. Central to the plot are also two masks – relics known as the God and Devil masks – one of which can supposedly ressurect the dead. So far, the antagonist hasn’t been revealed, although I wouldnt be surprised (nor disappointed) if we see a certain pointy-toothed dark count making an appearance somewhere in the course of the plot.
Konami have announced that the title is to be a ‘reboot’ of the series, so unlike Lament of Innocence and Curse of Darkness, they have created an entirely new engine for the game. Appearing somewhat like God of War, its looking good – with what appears to be a good mix of combat, platforming and puzzles. Combat is looking fluid with the use of Gabriel’s “Combat Cross” which is some sort of retractable whip-like weapon which can be used for both short and long range attacks. Gabriel will also have access to other weapons such as knives and holy water, perhaps not unlike the “sub-weapons” of the older titles in the series. On the platforming side, Gabriel’s whip can also be used for various actions such as scaling walls and swinging across gaps, which is sounding like a good addition so far. Not much has been shown of puzzles so far, but I would assume these will likely use the whip in other ways also. Gabriel will be able to upgrade his weapons, although so far the extent of this feature is unknown, save for that one of the features will be able to turn his Combat Cross into a type of Stake that can assumedly be used for dispatching vampires.

The whip may apparently be controlled in some way using the right analogue stick, although it isn’t clear if that will be the case for most whip actions or only certain ones – or whether or not the combat will be controlled at all in this manner, yet I have heard that the Square and X buttons will be used to do short and ranged attacks respectively, which suggests that the mostpart of the combat would be performed using these buttons. Supposedly, Circle will be assigned to the secondary weapons, and the X button will be jump (These controls are actually identical in configuration to that of the older PS2 Castlevanias).
The enemies range in shape and size, so far we have seen enemies such as humanoid monsters a similar size to Gabriel, large werewolves, huge trolls and a giant Ice-Titan type enemy, which is rumored to have some platforming elements in the vein of Shadow of the Colossus. Gabriel is also shown pulling larger enemies with his whip, perhaps in a similar way to Kratos’ Blades of Chaos in God of War. From the little that has been seen of the combat, it’s looking very fluid, and the upgrades and sub-weapons should help keep it interesting.

The game also has some well known voice actors – such as Patrick Stewart and Jason Isaacs, although personally I think this wont necessarily add anything to the title – as long as the characters are casted suitably I would be happy – so far it’s sounding good, although I can’t help but picture Captain Picard when I hear the voice of Zobek. Apart from Gabriel and Marie, the rest of the cast remains a mystery as to their place and purpose in the storyline, although the names Claudia, The Sword Master and The Lady of the Forest have been revealed.
Castlevania: Lords of Shadow is announced to be released sometime in 2010, although nothing more specific has been said. So far, its looking impressive so hopefully it will break the mould and be the first 3D title to rock the series. Check out the trailer below.
-Leon
Yes i know day 4 is underway as i type but im here to recap day 3 and what it hand!
Castlevania: Lords Of shadows
A new castlevania game has been announced. This is going to be for the PS3 and xbox 360. Leon will fill you in on more information in a separate post but lets just take a minute and take in the graphical beauty!

The Milo Project.
I have put off hearing about this because I thought it wasn’t going to be special. But as i have seen more of project natal I(and will be doing a full post about the gadget in he next couple of days) i bit the bullet and looked into the creator of fable’s new project.
It looks too good to be true to me. Words cannot describe at the moment so here is a video. Im still quite speechless.
[youtube=http://www.youtube.com/watch?v=WD0jo8-Jud8]
Final Fantasy XIV
In an interview it was hinted it might go multi platform but nothing is confirmed as yet. The words “all options are being considered when it comes to platforms” have been used.
Alan Wake
After my new found love in psychological horror by playing FEAR2. Alan wake has caught my eye. A psychological thriller by the team who made the original max payne games. The demo was on at E3 on day 3 and to be honest it is set to b a great looking 3rd person game.Ever wandered what would happen if you were trapped in your own horror novel? Alan Wake will show you.
[youtube=http://www.youtube.com/watch?v=auw3_z9EyRg]
News from lucas arts
Something that caught my attention. As you may know that monkey island has been remade and is making its way to Xbox Live Arcade. Lucas Arts said if the game was a success they will consider remaking other classics such as Grim Fandango and Maniac Mansion. If day of the tentacle comes with that i will be happy!
Garv!
I have briefly touched on this subject in a previous post. Just to recap, when it comes to role playing games there are only a few that really get me hooked and i play through to the end. I love rpg games but in my opinion there are not many out there that keep me entertained for long enough to finish them.
The only games that have managed to keep me entertained to the point of playing till the bitter end are:
Crisis Core: Final fantasy VII: Although this is not a traditional battle system for an RPG and the combat itself is a bit randomised with the DMW (digital mind wave). The game Kept its appeal mainly for the great story of how sephiroth became evil, and the story of jenova. Also cut scenes were good and the learning curve wasn’t hard at all. All in all a great game and the only reason why my PSP is to this day still in my possession.
Kingdom Hearts I: There are two types of people in this world. The ones that play Kingdom hearts and love the fact Disney and final fantasy have made a eye burning lovechild who likes to throw keys around. And the people who gauge their eyes out at the very thought of the idea. For me I like this game how i like marmite Its good and perfectly playable but at the same time i still think why the hell am i really playing this. I didn’t survive kingdom hearts II. So what did appeal? I think it was the battle system again. I like the real time battles. Makes you think on your feet more. I also liked the inclusion of Cloud And Sephiroth. And i liked it because it was different to what i have played. It seemed fresh.
Golden Sun I: One of the first turn based RPG i got into and it still remains one of the best for a hand held IMO. Thing is i don’t own the thing i only borrowed it. What i loved? Use of Synergy?hell yeah! The awesome summons you can do? you bet, (gotta love ragnarock) But what i really loved was the dijnn system. Picking up small elemental creatures and combining them. It made the game have endless possibility’s (to an extent). Its a shame i never really got into Golden Sun II. Probably buy them both off eBay at some point.
Fable I and Fable II: Real time battle system strikes again. And from the start you pick up the controller you can automatically tell that this is a British game at its finest. The story was simple but very compelling, the good and evil system is a great way to customise and personalise your character, and the amount of weapons to use especially in Fable II. If your looking for a simple run of the mill real time RPG grab Fable II.
Castlevania Series: Only recently come to my attention. This game is on the border of adventure and RPG but i thought it was worth a mention. Aria of Sorrow is my all time favorite Vania at the moment as t lets you collect the souls of your enemies, therefore making the customisation of your character that much more in depth. The variety of weapons is great also and the game is not as liner as some RPGs i have listed which is awesome. And there are vampires. Yay!
Fallout 3: Having played oblivion and not liking it (flinches at the oblivion fan boys as they ready their weapons with +50 blunt damage) I was a bit sceptical when it came to fallout. But Oh my god it is a fantastic game. If i were to pick a favorite RPG i think fallout would just come above Fable. For a start again real time battle system. But as are probably well aware i am an avid First person shooter fan. And believe me FPS coupled with RPG may sound a little strange but Fallout 3 has got it to a tee and i love it.
So back to my original question. What makes a good RPG? (in my opinion) Having typed all that out i have come up with these elements:
Real time battle system: I like it because you think on your feet and you have to do it fast before you die. Also I’m one of these all guns blazing types.
Variety and customisation: I like my character to be unique to me and far from generic as possible
Reasonable Learning curve: Most RPGs have this these days. Ease the player into the game there for making the experience far more enjoyable.
As you can see im quite picky when it comes to RPGs. But once they are done right i cannot put them down.
Ever since my friends introduced me to it on xbox live arcade (about a week ago) i have grown a love for the castlvania series. Lord know why i didn’t come across these 2d delights earlier!
So playing symphony of the night on Xbox Live. Got a dirt cheap copy of Aria of sorrow off ebay which came today, also my mate pre ordered me order of Ecclesia which should turn up tomorrow seeing as it was out friday. So as you can seen my ds has had a revive with a new GBA game and soon enough a new DS game. ‘Vania by the barrel full.
So why is it so compelling? Well for a start it has vampires (who doesn’t like vampires :p) It also has some good level design and has a relatively good amount of freedom for you to explore the castle which the story takes place. And with an RPG level up system thrown it is set up to b a great game.
Its a shame that the 3d ones on the ps2 have been rubbish.






