Game Corner: Castlevania: Bloodlines / Castlevania: The New Generation (Xbox One)

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Released: May 2019
Originally Released: December 1993
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Mega Drive, Nintendo Switch, PC, and PlayStation 4

The Background:
For the longest time, Castlevania was a series synonymous with Nintendo’s home consoles; handheld or otherwise, Castlevania was generally played on a Nintendo-branded product, meaning those of us (like me) who were playing SEGA consoles missed out on the chance to slay Dracula like those Nintendorks. Castlevania: Bloodlines (also titled Castlevania: The New Generation) changed that…or, at least, it would have except for the fact that Castlevania: Bloodlines is still one of the rarest and most expensive videogames these days. Luckily, the title was not only included as part of the Mega Drive Mini but is also available on the Castlevania Anniversary Collection, being only one of two 16-bit titles available in that collection following Super Castlevania IV (ibid, 1991).

The Plot:
It’s 1917 and the dark countess Elizabeth Bartley seeks to resurrect her uncle, none other than the evil Count Dracula. To facilitate his resurrection, she sends her minions across Europe to cause chaos and bloodshed, only to be opposed by two young vampire hunters: John Morris and Eric Lecarde.

Gameplay:
Castlevania: Bloodlines is a 2D, sidescrolling action/platformer and the first game in the Castlevania Anniversary Collection to not include one of the legendary Belmont family. Instead, players can choose to control either John Morris or Eric Lecarde right off the bat, making it only the second game in the collection to include another playable character and the only one where this character can be selected from the main menu rather than switched to mid-game as in Castlevania III: Dracula’s Curse (ibid, 1989). Choose John Morris and you’ll be in for a traditional Castlevania experience; like his forefathers, Morris wields the Vampire Killer to fend off the forces of evil. Morris isn’t quite as adept with the whip as Simon in Super Castlevania IV, though; he can only attack diagonally and upwards when jumping and can’t let the whip hang loose to freely aim it or block incoming projectiles. Similar to Simon, Morris can use his whip to swing across gaps but the mechanic is noticeably more clumsy and tricky to pull off here as, rather than swinging from hooks or metal rings, Morris dangles from ceilings and, while you can alter the length and speed of his swing, it’s far easier to just drop to your death than clear the gap.

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Each character has their own screen-clearing attack.

Pick Eric Lecarde, though, and you’ll get a fresh, new Castlevania experience; Lecarde wields the Alucard Spear, giving him a greater attack range (if slightly reduced attack power). Lecarde can also attack in all eight directions, swinging his spear in a flourish to quickly attack enemies both in front and behind. Lecarde is also slightly faster and can leap higher thanks to his super jump, allowing him to reach platforms and levels Morris can’t, though I actually found him a bit clunkier and his attacks to be slower than Morris’s. Both characters have access to all the classic Castlevania sub-weapons (and even a few new ones), which are now used thanks to the acquisition of jewels rather than hearts. You have no idea how happy this makes me; like the hearts replenishing health in Castlevania: The Adventure (ibid, 1989), having jewels rather than hearts just makes so much more sense. Unlike Super Castlevania IV, there’s only one piece of meat available to replenish your health, but you can still upgrade each characters’ weapon by collecting orbs and even perform an “Item Crash” manoeuvre; this unleashes a more powerful super attack for each sub-weapon at the cost of a substantial number of jewels.

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Platforming is still a risky, tricky business…

Both characters are noticeably faster and more manoeuvrable than their predecessors but still fly backwards upon receiving damage, often to their doom. Thankfully, Castlevania: Bloodlines finally ditches the limit limit of the previous games and is light on the instant-death traps and spikes; often, when you jump or fall into water, your health will be slowly drained as you take damage (presumably to represent the character drowning) rather than immediately dying. That’s not to say that bottomless pits and instant-death spots aren’t present, or that you won’t find yourself just slipping or walking off a ledge when you meant to jump thanks to a slight (but glaring) delay in the game registering your button presses, or that you won’t be tasked with making some difficult jumps or awkwardly swinging across gaps while fending off projectiles or enemies. After two games focused more on rope climbing, the staircases are back! And, what’s more, it’s super easy to climb up and down them, and to stop and attack enemies while on them; there’s no sudden dropping to your doom here…unless you’re stupid enough to jump through the staircases. Like Super Castlevania IV, Castlevania: Bloodlines also uses the power of its 16-bit hardware to render some impressive graphical mechanics; you’ll jump up rotating platforms, traverse the Leaning Tower of Pisa as it sways alarmingly, and hop across floating platforms as the screen auto-rises and auto-scrolls.

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Auto-scrolling is far less punishing than in other Castlevania titles.

Yes, auto-scrolling is a thing in Castlevania: Bloodlines but, for the most part, its far less stressful or annoying than in previous Castlevania titles; not only are there are more opportunities to save yourself from death and far less enemies to contend with, you also don’t die from touching the top of the screen, which is always useful. Castlevania: Bloodlines operates using a simple six-stage formula; you progress across Europe via an automated map screen and, in each unique area, you’ll face different platforming requirements, obstacles, enemies, and, of course, a boss. Of all the Castlevania games I’ve played for this marathon, Bloodlines has the most variety in terms of its graphics, stages, and enemies; rather than simply ploughing your way towards, or through, a gothic castle, you’re exploring a munitions factory or exploring the ruins of Atlantis. Some of these locations have been hinted at before, or served as inspiration for the aesthetic and atmosphere of the Collection’s other games, but nowhere have they been more fully-realised than in Castlevania: Bloodlines. That’s not to say that the game is flawless though (but then again, few games are). Sometimes, the game takes its new mechanics and features a bit too far, asking you to jump across platforms while upside down or your vision is distorted by mirrors. While this wouldn’t be too bad, the developers also threw in erratic Medusa Heads and constantly-respawning skeletal demons to make these sections more frustrating. It doesn’t help that I found myself just as likely to simply walk off a platform to my death or pointlessly hop in place rather than make a successful jump, or that you’re seemingly destined to jump right into the path of an enemy or projectile if they’re onscreen but, thankfully, these sections are few and far between and, for the most part, Castlevania: Bloodlines is a crisp and visually impressive experience.

Graphics and Sound:
Super Castlevania IV set a high standard for the series, dragging it out of the 8-bit era and into the glory of full-colour, arcade-style 16-bit graphics and Castlevania: Bloodlines only builds upon that foundation. Sprites aren’t as big as in Super Castlevania IV but they’re no less detailed for it; both Morris and Lecarde stand out from the game’s many and varied detailed backgrounds, popping out at you thanks to their unique colour palette and sprite art, and enemies are easily spotted and fantastically animated thanks to the game’s 16-bit engine. Simply put: there is a lot going on in this game’s stages. Not only do they slant or flip upside down, they’re also filled with some fantastic blood and gore as corpses and hanged victims litter the background of a lot of the stages.

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Platforms crumble beneath your feet and spiral around you with detail and depth.

You’re also required to pull off some tricky jumps from rotating platforms, gears, and moving platforms and stages are filled with variety and teeming with life and danger alike. Konami borrowed a trick from another of their fantastic titles, the criminally under-rated Rocket Knight Adventures (ibid, 1993), for the water reflection effects seen in stage two, where (as in Rocket Knight Adventures) you’ll use the reflections in the rising and falling water to jump safely across the ruins of Atlantis. You’re also tasked with attacking the crumbling, ancient pillars to create new platforms and jump from others as they collapse beneath your feet and jumping from platform to platform up the swaying Leaning Tower of Pisa, which is a cakewalk compared to having to negotiate the small, annoying, rotating platforms in stage five. Given its more modern setting, you’ll also have to content with conveyor belts, pistons, massive gears, and razor-sharp circular saws in stage four, all of which only add to the game’s more steampunk-inspired aesthetic.

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The game mixes the traditional Castlevania gothic with a steampunk aesthetic.

The danger in the stages is compounded further by the way Bloodlines incorporates enemies into each stage; Minotaurs break parts of the marble pillars off and attack you with them in stage three, Fish Men leap from the depths below, Medusa Heads swarm around you as you hop from wooden platforms while the water level lowers, skeletons throw bones at you from behind a chain-link fence in stage four (they also jump over the fence and pop out of barrels without warning) and form (and re-form) from a bloodied water fountain in stage five, where skeletal monkeys wing at you from vines, tossing explosives at you and trying to cut you in half. The game returns to its gothic roots by the time you storm Castle Proserpina, the game’s final stage, which sheds the more steampunk-driven aesthetic for a traditional, stone castle familiar with anyone who has ever played a Castlevania before. All of these graphical and gameplay elements, while impressive, do lead to some noticeable slow-down in many areas of the game, however, which can (literally) drag down the otherwise thrilling experience Castlevania: Bloodlines has to offer. This is accentuated further by the game’s impressive and atmospheric soundtrack; the 16-bit games really did put all their power and benefits to the best use possible, allow this game to not only look fantastic but, thanks to Michiru Yamane’s fittingly gloomy soundtrack, sound amazing as well.

Enemies and Bosses:
Castlevania: Bloodlines offers one of the more diverse and varied bestiaries in the Castlevania Anniversary Collection; unlike many of the other titles, which simply recycled the same enemies with some minor tweaks or alterations, I felt like Bloodlines actually put some effort into really giving even the most basic enemies some life and vigour. Sure, all the usual suspects are here (skeletons, bats, ravens, the Pillar of Bones, etc) but even some of these have been spruced up to offer more of a threat. Skeletons wield swords, shields, and whips and there’s a variant that swings a massive axe and another massively annoying one that swings at you from vines. You’ll also encounter Harpies (who attack unevenly from the sky with spears), Mummies (who both float their bandages at you and try to whip you with them), man-eating plants, plants that screw up your controls (which is always annoying), mace-wielding barbarians who leap right in your face, and charging Minotaurs.

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You’ll have to get past some monstrous sub-bosses to progress.

In keeping with the game’s more steampunk-inspired aesthetic, you’ll also face a wide variety of knights; there’s knights that sprint at you, ones that brandish swords (as well as that old favourite, the Axe Knight), ones that fire arrows at you in an arc, and even ones with giant mallets, gatling guns(!), and on wheels! The level of detail in each enemy is impressive and even the most small and seemingly-insignificant enemy can be a threat thanks to their placement, attack patterns, and the limitations of Morris’s whip. Castlevania: Bloodlines also stands out by its use of sub-bosses; you’ll face the likes of Hellbound (a bloodied, half-skeletal beast that haunts the ruins of Dracula’s Castle), two large, armour-plated heavies (one with an axe, one with a mace), sentient faces brought to life by some kind of poltergeist and even a Castlevania custom, Frankenstein’s Monster. Some of these are, honestly, a bit more creative and visually interesting than the stage’s actual bosses, such as the giant suit of armour that barely poses much of a threat at the end of the first stage.

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Some bosses are better than others but they’re all visually impressive.

Things pick up considerably once you reach stage two’s Golem, however; in this fight, you have to first whittle away chunks of the creature’s mid-section before you can attack its vulnerable head and actually do some real damage, all while dodging falling rocks from the ceiling. Stage three’s Gargoyle can also be a bit of a pain without the right sub-weapon (…unless you use Lecarde) as it buzzes around your head, trying to whip at you with its rock-like tail, all while the top of the tower you’re on (and the background) excitingly rotates. The mess of gears and cogs that acts as stage four’s boss is probably the wildest and most ill-fitting of all the Castlevania bosses I’ve fought so far; don’t get me wrong, I love a good bit of steampunk but this…thing…was not only kind of boring to fight (despite its multiple forms and attacks) but also needlessly frustrating. The Princess of Moss from stage five is marginally better but ridiculously easy even after she transforms into a giant…moth…?

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You’ll have to defeat all the previous bosses again before you can face Death.

Once you get to Castle Proserpina, the shit really hits the fan as you have to face a gauntlet of sub-bosses and bosses, each with different forms and attacks at their disposal. First, you’ll battle the Grim Reaper once again; this time, Death surrounds himself with tarot cards and, as you attack, you’ll either spawn a whole mess of health-restoring food, get attacked by a fireball, or be warped to one of the game’s previous bosses. Luckily, these guys are much weaker the second time around but, once you’ve defeated them again, you’ll have to face Death himself once again. Fortunately, Death isn’t anywhere near as formidable or daunting as in previous titles; he glides around above you throwing sickles at you, tries to rush you with his scythe, and sits in the corner throwing his scythe like a razor-sharp frisbee but all of these attacks are easily dodged or avoided and he’ll go down pretty easily (especially if you have the axe). After that, you’ll battle Medusa; this isn’t like the floating, snake-haired head from previous titles, though. This Medusa is a horrific, snake-like creature that blasts at you with two different types of fireball, tries to whack you with its tail, and then awkwardly crawls towards you to try and throttle you. Each attack is predictable and relatively slow, meaning you can deal massive damage even while the Medusa is attacking, to say nothing of when she shuffles towards you like a slug. Once she’s dealt with, you’ll have to fight Elizabeth Bartley herself; ol’ Liz likes to teleport from one side of the screen to the other and throw a fireball at your head and, if you don’t damage her enough times (the number of hits is determined by the different elemental orbs she summons, though these can’t hurt you), she’ll unleash a powerful attack upon you. This shouldn’t happen, though, as it’s ridiculously easy to duck under her one projectile and hit her no matter which side she choose to spawn on, meaning she will fall without much bother at all.

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Dracula’s final form is intimidating but his attacks are predictable and easy to dodge.

Finally, you’ll face Dracula himself who, despite your efforts, once again awakens from his coffin. Initially, Dracula attacks very similar to Super Castlevania IV, teleporting in through a column of light and tossing fireballs at you with a sweep of his cape. However, his teleport cannot damage you and, while you only have a small window to hit his head, it’s pretty easy to land a hit and still dispose of his projectiles without taking a hit. After you’ve drained his health, Dracula transforms into a floating, cloaked sorcerer form and darts around the screen above your head in an inconsistent pattern. Being as he’s often just out of reach, this can be tricky with Morris as jumping to hit Dracula may cause you to make contact with him and take damage, so it’s best to keep a safe distance and use the axe. Dracula blasts two fireballs at both sides of the screen in this form (these travel down the screen and across the floor and can be tricky to avoid thanks to the game’s janky jumping physics) and drops columns of energy into the arena that can deal massive damage if you’re not standing in a safe area. Still, this form isn’t especially difficult and I found it more than doable to destroy him before he could unleash this more devastating attack. Once bested, Dracula transforms into his largest and more horrific form yet: a massive, Devil-like creature with a fanged stomach, huge devil horns, wings, and claws. As intimidating as it looks, though, this final form isn’t much of a threat; it lumbers around in a clear and identifiable pattern, first throwing sickles at you in a spray, then trying to roast you with fireballs that are easily ducked (in the far corner) or jumped over, and, finally, spewing bones at you. These can be tricky to avoid if you’re caught on the wrong side but there’s a clear gap between them you can dart into and, even with Morris’s difficulty in attacking upwards and diagonally, it isn’t long before Dracula is done in once more. What makes Dracula so difficult this time around is the fact that you have to face all three forms in a gauntlet, with no healing in between and only the health, ammo, and weapons you have on you.

Power-Ups and Bonuses:
All is standard in Castlevania titles, you can upgrade the Vampire Killer and the Alucard Spear to increase their reach and damage output. When you fully upgrade the Vampire Killer, it takes on a glowing, plasma-like appearance that looks more like energy or lightning than the usual fire, while the Alucard Spear glows with an ethereal magical power. Sadly, though, you’ll lose an upgrade when you take damage, meaning that you may be left with you bog-standard weapon by the time you reach the stage boss. As always, this means relying on the game’s items to help turn the tide when things get rough; you can grab 1-Ups on the rare occasions that they appear, briefly become invincible, and wipe out all onscreen enemies and grab one of the three sub-weapons: the axe (which travels in a high arc and is perfect for aerial enemies and bosses whose weak points are out of reach), the Holy Water (which travels along the ground in a fiery path), and the boomerang (here an actual boomerang rather than clearly being a cross, this time being razor sharp and travelling high and low to return to you, which is perfect for dealing additional damage). Additionally, as noted, you can perform an “Item Crash” with each of these weapons and each character has a specific “Ultimate Item” they can pick up: Morris has the Water Dragon (which fills the screen with a powerful, homing orb) and Lecarde has the Thunderbolt Spear, which unleashes a torrent of thunderbolts and lightning.

Additional Features:
Castlevania: Bloodlines features thee difficulty levels (Easy, Normal, and Expert) and the ending you get depends on which character you use and which difficulty setting you pick. Finishing the game on Easy takes you straight to the credits, while Normal only gives you a brief glimpse of your character’s ending and challenges you to try the game on Expert in order to earn a more complete ending. The game also employs a password system to allow you to return to the stage where you left of, jump to different stages with different characters, or start the game with extra lives. Castlevania: Bloodlines has two Achievements tied to it; you get one for beating the game as Morris and another for beating it as Lecarde. With the features available in the Castlevania Anniversary Collection you can also save your progress at any time, apply different display filters and effects, and play with one of three different frames around the game screen as with the other titles available in the collection.

The Summary:
Castlevania: Bloodlines is easily one of the top three titles available in the Castlevania Anniversary Collection; you should purchase this collection for this game alone and see the others as a bonus as it really is a tight and well-crafted videogame. Despite some issues with slipping off platforms and mastering Morris’s awkward whip-swing mechanic, the controls are smooth and generally responsive; Morris and Lecarde both move at a far faster pace than their predecessors and, between the two of them, offer as much versatility as seen in Super Castlevania IV. Bolstered by its incredibly detailed graphics and atmospheric soundtrack, Castlevania: Bloodlines is probably the darkest and most foreboding title collection thanks to the inclusion of blood and gore. This really lends to the game’s atmosphere and the franchise’s tendency towards macabre horror that it is so often stunted by the localisation and restriction these early Castlevania titles had to endure. The steampunk aesthetic is married with the series’ trademark gothic styling which, while it does include in some weird and ill-fitting enemy designs, results in some amazingly detailed sprites and environments and makes Castlevania: Bloodlines a solid successor to Super Castlevania IV.

My Rating:

Rating: 5 out of 5.

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What did you think of Castlevania: Bloodlines? How do you think it compares to Super Castlevania IV? Were you lucky enough to own an original copy of this game back in the day or did you pay out through the nose to get a copy of it only to find it much more affordable in this collection? Whatever your thoughts on this title, and other Castlevania videogames, leave a comment below and check out my other Castlevania reviews.

Game Corner: Castlevania II: Belmont’s Revenge (Xbox One)

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Released: May 2019
Originally Released: July 1991
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Game Boy, Game Boy Color, Nintendo 3DS, Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, and PlayStation 4

The Background:
So far, since I started working my way through the Castlevania Anniversary Collection, I’ve realised two things: first, Castlevania II: Simon’s Quest (ibid, 1987) was easily the worst of the Castlevania titles released on the Nintendo Entertainment System (NES) and, second, Castlevania: The Adventure (ibid, 1989) was a disappointingly frustrating debut for the series on the Game Boy. Yet, despite this, Konami returned to everyone’s favourite monochrome handheld in 1991, just a few months before the release of the fantastic Super Castlevania IV (ibid, 1991). By this time, the Game Boy had finally made the jump to colour and developers were actually able to put its limited capabilities to good use, even as its lifecycle began to wind down, but does Castlevania II: Belmont’s Revenge manage to outperform it’s handheld predecessor or is it more of the same, exasperating gameplay?

The Plot:
Fifteen years after defeating Count Dracula in Castlevania: The Adventure, Christopher Belmont, of the renowned Belmont family of vampire hunters, is forced to take up his legendary whip, the Vampire Killer, and confront Dracula once again after the Count’s evil spirit corrupts both Christopher’s son, Soleil, and erects four castles to consolidate his power once more.

Gameplay:
Castlevania II: Belmont’s Revenge is a 2D, sidescrolling action/platformer in which players once again take control of Trevor and Simon’s ancestor, Christopher Belmont. Luckily, age has actually improved Christopher’s performance rather than slowing him down as, while he still limps along in the trademark Belmont shuffle, his jumping mechanics are vastly improved over those seen in Castlevania: The Adventure. Now, when you jump, you no longer plummet like a stone or feel as though you’re constantly fighting against gravity in a losing battle; he still jumps backwards (often to his death) when hit and platforming can still be a tricky business, but it’s far better than in the last game, finally bringing the controls back on par with…the first Castlevania (ibid, 1986).

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Battle with the whip or the returning sub-weapons!

Christopher once again battles with his whip, the Vampire Killer, which can again be upgraded to be both longer and to shoot fireballs as in the last game. Unfortunately, he can still only attack in the direction he is facing, meaning you’ll have to jump or use ledges to dispose of airborne enemies…or make use of the game’s sub-weapons. Yep, conspicuous by their absence in their last game, sub-weapons return here and, while we only get two of them, they’re the two I’ve used the most in the series thus far (the Holy Water and the axe). As always, you can whip candles to collect hearts, which once again act as the ammo for your sub-weapon due to the debut of meat into the Game Boy series; however, in my playthrough, I never actually found a single piece of health-restoring meat and had to settle for cheesing save states and having my health bar refilled after besting each of the game’s bosses. Like in the last game, you can also grab coins to increase your score and 1Ups to earn extra lives, and this game also features the debut of the traditional door transitions from one area to another, again bringing it more in-line with its NES counterparts. Castlevania II: Belmont’s Revenge is a notable return to form for the Castlevania series in that, of the two Game Boy titles, it is the one that most closely replicates its NES counterparts. Yet, like its predecessor, the game is still short on stages; you’ll visit four castles (Cloud, Rock, Crystal, and Plant), each of which can be selected in any order from the main menu. While it doesn’t really matter which order you take on the castles, each has different enemies and gameplay mechanics to overcome. Take on the Plant and Crystal castles, for example, and you’ll be tasked with travelled from the right-side of the screen to the left, which goes against almost every instinct in my body. I found Rock Castle to be the best one to start with as it has the easiest boss, enemies, and level layout, while Cloud Castle was one of the hardest takes to the inclusion of the Night Stalker enemy. Regardless, once you’ve cleared the four castles, a fifth, Dracula’s Castle, rises up and presents the game’s toughest challenge.

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Belmont’s Revenge is all about the ropes.

Like its predecessor, Castlevania II: Belmont’s Revenge is an extremely vertically-orientated videogame; Christopher clambers up and down ropes, rather than taking staircases, to reach higher and lower areas of each castle. Luckily, as he’s often once again faced with walls of spikes looking to impale him, he can now quickly slip down a rope to quickly clear these obstacles, but he’ll also be tasked with jumping from one rope to another, which can be a tricky task. The biggest hindrance to this is that Christopher won’t jump from his rope if he doesn’t have a clear path so you’ll have to make sure to manoeuvre Christopher beyond the edge of the stage or risk taking damage. As part of this, Christopher can now use spider webs to clear gaps; spiders will descend and ascend down a web line and you’ll have to use your weapons to kill them, leaving yourself a series of lines to jump to. As with all Castlevania games, the enemies respawn, so, if you mess up, you can just respawn the spiders by walking a little off-screen so you can try again. The breaking and collapsing platforms of Castlevania: The Adventure also make a return; you’ll again have to contend with Big Eye’s exploding and destroying bridges though, for the most part, you’ll simply drop to a marshy layer below. While this does slow your forward momentum, it’s still preferable to dropping to your immediate death. Rather than hopping from one collapsing platform to another, as in the last game, Christopher is now faced with blocks of crystal; when he lands on them, the block starts to crack; wait too long to make your move and the block will shatter, dropping Christopher to his death, meaning it’s best to plan ahead a bit and hop to safety as soon as possible. Thankfully, the auto-scrolling sections and abundance of instant-death spikes of Castlevania: The Adventure have been ditched; you’re still asked to make some difficult jumps, will have to contend with spiked platforms, and you’ll have to frantically slide away from some spiked walls but it’s nothing like in the last game.

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Each castle features its own traps and hazards.

Instead, you’ll now be faced with massive weighted spikes that must have their central column destroyed in order for you to pass by safely; a similar mechanic was present in Castlevania: The Adventure but its far more prevalent here and you’ll have to risk taking some damage to use the weight’s height to reach a rope before the weight drops too low. Plant Castle also uses a blackout feature at one point; whenever you destroy a candlestick in this section, the entire background and foreground will go pitch-black, meaning it’s usually best to avoid destroying the candlesticks unless you’re confident of where you’re walking and/or jumping. Cloud Castle tweaks the rope-based mechanics of the title by having gears turn the ropes up and down in intervals; since touching the gears is liable to drain your health quite quickly, it’s best to jump from rope to rope as quickly as possible. You’ll also jump to ropes weighed down by spiked balls; as you jump to these, the weights will shift and you’ll also be at risk of taking damage from spikes or the gears unless you jump to safety. All of these gameplay mechanics and obstacles are ramped up to eleven by the time you reach Dracula’s Castle, fitting as this is the game’s most difficult level by far. However, despite some tricky platforming and the presence of some truly annoying enemies, Castlevania II: Belmont’s Revenge is far less merciless than its predecessor. Since Christopher no longer drops like a stone every single time he tries to clear even the smallest gap, it’s far easier to navigate through the game’s handful of castles which, while still limited compared to other Castlevania titles, are also much bigger than in the last game.

Graphics and Sound:
Castlevania II: Belmont’s Revenge is still a Game Boy title so you can’t expect too much here but, unlike the last game, this title actually features a decent level of detail in each of its environments. Crystal Castle features a Greco-Roman aesthetic in the background and an abundance of semi-transparent crystal platforms and blocks, Rock Castle is dotted with cracks and holes for rats to leap out at you and resembles a cave-like dungeon, Plant Castle seems coated in moss and/or slime and features a quagmire-like swamp beneath its destructible bridges, and Cloud Castle (fittingly) has mountains in the background and is full of gears and pulleys. Dracula’s Castle begins with a fairly elaborate gated courtyard filled with statues, progresses to a rock-like dungeon, and culminates with a stained-glass throne room lined with chandeliers, portraits, and large paned windows. It’s all very elaborate and nicely detailed, giving each area is own unique look and feel, yet not being so detailed that you can’t see the sprites.

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Belmont’s Revenge has some varied and nicely detailed environments.

Speaking of which, both Christopher and his enemies look pretty much the same as in the last game; classic, blocky little 8-bit sprites are the order of the day but, thanks to the game better balancing its limited colour palette and backgrounds, it’s much easier to see where Christopher is at any time…except when you’re forced to travel right to left, which always confuses my line of sight. Similar to Castlevania: The Adventure, the Castlevania Anniversary Collection only offers a black-and-white, monochrome, or colour filter rather than the more detailed gradients offered by the original Game Boy Color version but, despite this, the game is noticeably faster and suffers from less (if any) sprite flickering. Unlike its predecessor, Castlevania II: Belmont’s Revenge also features a few limited cutscenes; after clearing the four castles, Dracula’s abode dramatically rises on the map screen and, each time you visit a castle or an area of Dracula’s Castle, you’ll be treated to an animation of Christopher heading there. Additionally, after defeating later bosses, you’ll actually get some dialogue boxes pop up that give some context to the game’s events, which was a nice (and surprising) touch. Similarly, the game features a fairly decent and catchy soundtrack; not only does each castle have its own theme, when you progress far enough into the castle the music will switch to a more ominous tune to help keep things interesting as you play.

Enemies and Bosses:
Every enemy from Castlevania: The Adventure makes a return in this sequel, meaning you’ll still be going up against giant eyeballs, sloppy Mud Men, annoying crows, and pizza-spitting globby monsters. The Under Mole boss from the last game is recycled as the regular rat enemies, which leap out at you from holes just like that boss did, and the last game’s worst enemy, the Night Stalker, returns more frustrating than ever as it is nigh-impossible to dodge his flying sickles without taking damage. There are some new enemies on offer here as well, though; there’s a giant bat that, when destroyed, results in two smaller, regular bats buzzing around you until you take them out as well; skeletons make their Game Boy debut, here clambering up and down and jumping to and from ropes erratically whilst throwing bones at you, and you’ll also have to contend with jellyfish-like enemies who soak up damage like a sponge and drain your hearts when touched. Perhaps the most interesting new enemy is the Cave Snail; these are dormant until you make the lights go out in Planet Castle, when they’ll unfurl and plod towards you. They’re not the most difficult, exciting, or sexy enemy but it’s an interesting gameplay mechanic, if nothing else. Aside from the Night Stalker, you may also have difficulty whenever you face off with the dagger-throwing Lizard Men but, once you learn their pattern, it’s pretty easy to safely avoid them as they hop around chucking daggers at you.

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Belmont’s Revenge has some massive bosses.

Bosses in Castlevania II: Belmont’s Revenge are a step up from the last game in terms of their size, variety, and threat; while the armoured Iron Doll, statue-like Twin Trident, and teleporting wizard Dark Side aren’t too much of a challenge, you’ll also face the two-headed Angel Mummy, which is a skeletal creature that has fused to a wall, takes up the entire right-side of the screen, and launches both boomerang-like energy waves and fireballs at you, making it perhaps the most difficult of the regular bosses. The Bone Dragon can be a bit of a bastard as well; this is where the auto-scrolling comes back with a vengeance and you’ll be forced to lumber ahead so that you can avoid the dragon’s bony body, spiked tail, and land a few hits to its big ugly head.

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Those spheres make this battle with Dracula one of the toughest so far.

Once you reach Dracula’s Castle, you’ll have to battle Christopher’s son, Soleil, who has been possessed by Dracula’s corrupting influence. The toughest boss of the game so far, Soleil not only throws daggers across the screen that can rain down on you, he attacks with his own whip and can absorb a great deal of punishment. Luckily, his pattern is quite easy to predict so you can pre-emptively toss Holy Water at him to damage him when he’s standing still and get a few hits in with your whip at the same time. After freeing Soleil, Christopher goes on to battle Count Dracula once more in an area strikingly similar to the one they fought in in Castlevania: The Adventure (another nice call-back). While Dracula only has the one form this time around, he’s far tougher than before as, this time, he surrounds and protects himself with a series of spheres, blasting them out in a spiral pattern as he teleports around the spiked-lined arena. As always, you can only damage his head and, due to the nature of his teleportation animation and the aforementioned spheres, you have a very limited window to land a hit and get to safety. As a result, the axe is a must-have item for this boss as it allows you to get into a safe position and still hit Dracula without risking the jump to a higher platform but, even then, this was one of the hardest of the 8-bit Dracula boss battles for me.

Power-Ups and Bonuses:
Everything for the last game makes a return here, meaning the Christopher can still throw fireballs out of his whip once it’s fully powered up. These do feel slightly nerfed than in Castlevania: The Adventure, though, as they’re slower and can’t be thrown successively (this, however, does seem to have improved the game’s sprite flickering and performance). You also get the axe and the Holy Water as sub-weapons, which is a welcome return, and, while you could complain about the lack of other Castlevania sub-weapons, they’re not needed thanks to the versatility of Christopher’s whip.

Additional Features:
Like pretty much every Castlevania videogame, Castlevania II: Belmont’s Revenge features a “Hard Mode” that, as the name suggests, offers a greater challenge. Unlike its predecessors, though, the only way to play the game’s Hard Mode is by inputting a password as beating the game simply leaves you in the “The End” graphic. Passwords can also be used to jump to the game’s various stages and bosses and grant extra lives, but don’t offer any other benefits; there’s no way to play as Soleil, for example, which is a bit of a shame. Furthermore, the Castlevania Anniversary Collection bestows upon you an Achievement after you clear the game, allows you to make liberal use of the save state feature, and apply different frames and display options to customise the game’s appearance to your liking.

The Summary:
Castlevania II: Belmont’s Revenge is a dramatic step up from its predecessor; featuring far more detailed and varied environments, the return of classic Castlevania tropes like the doors to new areas and sub-weapons, and proving that the Game Boy is more than capable of producing a worthy counterpart to its NES cousins. Honestly, this is the Castlevania Game Boy title we should have gotten in the first place as, rather than being a frustrating, subpar experience, Castlevania II: Belmont’s Revenge is actually relatively decent to play simply due to the fact that you don’t plummet to your death every time you jump. With far larger and layered stages, more visually striking and challenging boss battles, and a difficulty curve that is based on your level of skill and ability rather than simply (literally) weighing you down with slowdown, sprite flickering, and sloppy physics, it’s still far from surpassing its NES equivalents but Castlevania II: Belmont’s Revenge is a decent enough Castlevania title, especially for a Game Boy game.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think about Castlevania II: Belmont’s Revenge? Do you agree that it showed that Castlevania: The Adventure was capable of so much more or do you still rank it low on the totem pole of Castlevania titles? What was your favourite Game Boy title? Whatever your thoughts about Castlevania II: Belmont’s Revenge, or Castlevania, in general, drop a comment below and check out my other Castlevania reviews.

Game Corner: Castlevania: The Adventure (Xbox One)

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Released: May 2019
Originally Released: October 1989
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Game Boy, Game Boy Color, Nintendo 3DS, Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, and PlayStation 4

The Background:
Understandably, it seemed like Nintendo had a rule of sorts back in the day: If a title was successful on the Nintendo Entertainment System (NES) then it was getting a port, or some kind of sister release, on the Game Boy…and Castlevania (Konami, 1986) was no different. Back then, of course, Nintendo’s Game Boy was quite the popular bit of kit; even after SEGA released their technically superior Game Gear in 1990, the Game Boy was still the go-to handheld gaming device. However, Castlevania: The Adventure (not The Castlevania Adventure, as the title seems to suggest) was an early Game Boy title and, as such, is largely subpar even compared to the NES Castlevania but is it still capable of telling a halfway decent Castlevania story or does it crash and burn in all its monochrome glory?

The Plot:
A century before Simon Belmont’s adventures in Castlevania, his ancestor, Christopher Belmont, took up the legendary whip, the Vampire Killer, and went on his own journey to confront the dreaded Count Dracula.

Gameplay:
Castlevania: The Adventure, despite its title, is a 2D, sidescrolling action/platformer in which players take control of Christopher Belmont. However, just like Trevor and Simon in the series’ NES titles, Christopher is a clunky, heavy lump of meat; he trudges forwards as if walking through soggy mud, has very slow reaction times, jumps backwards upon taking damage, and has some of the most awkward jumping mechanics I’ve ever seen, to say nothing of in the Castlevania series. When you press the jump button, Christopher does a pitiful little hop; holding it allows him to jump higher and, when combined with a direction, theoretically allows him to clear gaps…but he has a hell of a hard time doing this. Generally, when you try and clear a gap, Christopher prefers to drop like a stone to his death, meaning you can burn through your limited lives quite easily just trying to jump across a small gap. Like his counterparts, Christopher wields the Vampire Killer, a whip that you can upgrade to first make it longer and then, revolutionarily, spit out a fireball. Each time Christopher takes damage, he loses a portion of health and his whip downgrades one level, meaning you may struggle with later enemies and bosses if you take too much damage.

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Christopher’s whip can be upgraded to shoot fireballs!

Due to the limited power of the Game Boy, Christopher cannot pick up sub-weapons in this game, meaning that you’re heavily reliant upon the whip’s fireball mechanic. This also means that, for the first time in the series, picking up a heart actually replenishes your health! Whipping candles also allows you to pick up coins for extra points (being granted an extra life upon every 10,000 points) and, on the rare occasion, a 1Up that gives you an extra life. And you’ll definitely need to grab these when you see them as Castlevania: The Adventure is one tough cookie, probably the most difficult of the 8-bit Castlevania’s so far. This is primarily due to three prominent gameplay mechanics: the first is the game’s use of breakable and falling platforms. In one particular area, you can destroy Big Eye’s, which explode upon being attacked and take out a section of a bridge. In many other areas, Christopher must jump from one platform to another but, upon landing, the platforms will almost immediately drop, meaning you have to have pitch-perfect timing to even attempt a clumsy jump to the next platform. The second is the game’s use of looping sections; at times, you’ll be faced with the choice of taking a higher or lower path, usually using a rope. Castlevania: The Adventure loves to have you climbing up and down ropes, for some reason, rather than climbing stairs, making for the most vertically-orientated Castlevania title thus far. Sometimes, though, you’ll simply loop around again and again because you’re supposed to take the other route; this isn’t so bad but it’s compounded by the game’s timer, which continually counts down at the top of the screen, and, of course, the fact that the game’s enemies respawn when you leave an area.

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You’ll be outrunning a lot of instant-death spikes!

The third and most annoying element is the game’s use of auto-scrolling sections. The game only has four stages so, to make the third stage more difficult and annoying (and, no doubt, to pad the game out by sapping you of all your lives), the stage sees Christopher being inexorably chased by a wall of spikes. You have to climb up ropes and make tricky jumps across gaps (and on to falling platforms) to escape the rising spikes and then rush to the left past enemies and jumping from rope to rope as the spikes chase you from the right. It’s a tense, frustrating section of the game that pretty much lasts for the entirety of the third stage; the fourth and final stage might be lined with instant death spikes but at least they don’t force you to plod along as fast as Christopher’s heavy ass can take him (which is not very fast at all). Unlike every other 8-bit Castlevania title, Castlevania: The Adventure is a cruel, mercilessly cheap little platformer; no matter how good your skills are, the game’s plodding pace and insistence on having Christopher drop like a stone every time you press the jump button means that you are, more often than not, going to die at least once per stage when playing this game. Perhaps this is the reason why the game doesn’t have many enemies (well, that and the Game Boy’s lack of processing power…) and is quite generous with its health and 1Ups because the moment you try and hop across a gap, you’re probably going to plummet to your doom regardless of your skill level.

Graphics and Sound:
As a Game Boy title (and a very early Game Boy title at that), Castlevania: The Adventure is, understandably, quite bland. Each of the game’s four stages is unique in its presentation, which is honestly surprising as it would have been so much easier for the developers to have the entire game take place inside Dracula’s Castle. Instead, you’ll journey through a gloomy graveyard, a haunted forest, and different areas of the Count’s spike-filled castle, which helps keep the game visually interesting stage by stage.

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Castlevania: The Adventure looks quite good…in colour…

As for the game’s sprites, Castlevania: The Adventure actually does a pretty decent job of replicating the aesthetics of its 8-bit counterpart; unfortunately, the Castlevania Anniversary Collection only offers the original, black-and-white version of the title, which is a shame as the Game Boy Color version is much easier on the eyes. Even with the Collection’s colour filter, Christopher struggles to stand out from his surroundings and enemies and the game suffers from slowdown and blurriness, which leads to some noticeable sprite flickering, all of which only makes the difficult platforming even more frustrating. Surprisingly, the game has quite a decent little soundtrack; each area has its own catchy themes (with the first stage’s “Battle of the Holy” being a standout track), which, again, is surprising as I would have understood if the developers had just used one or two tracks throughout the game.

Enemies and Bosses:
Castlevania: The Adventure manages to separate itself from its 8-bit counterparts by featuring a few different enemies; sure, you’ll still have to contend with bats and variations of the crows and fireball-spitting bone pillars, but, rather than being faced with waves of skeletons, zombies, and axe-throwing knights, you’re faced with some unique foes. Christopher battles giant eyes that explode on contact, the shuffling Creeper, variations of the mud men (who don’t split into pieces and are more like the old zombie enemies), annoying little worms that can curl into balls to attack you, and perhaps the game’s most annoying enemy, the Night Stalker. Like the axe knights, the Night Stalker tosses a projectile at you (in this case a sickle) either up high or down low; what makes this guy so annoying, though, is that the sickle will circle around and you’ll have to either awkwardly try and jump over it or desperately try to duck under it in time, meaning the fireball whip is highly recommended against these guys.

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The game’s bosses aren’t much of a threat, even when they appear as regular enemies.

As the game only features four stages, you’ll only have to battle four bosses, none of which are particularly difficult. The game throws a wrench in the works by having Gobanz, the armour-clad boss of the first stage who can repel your fireballs (they won’t hurt you though) and wields a retractable spear, pop up as a regular enemy in the final stage but, as long as you attack his head from a distance, he’s not much of a threat. The game even cheaps out a bit by having the Under Mole simply be a gauntlet against a near-endless wave of the creatures but it’s pretty simple to stay completely safe from danger and destroy them as their pattern is pitifully predictable.

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Though he has two forms, Dracula is a bit of a pushover here.

The game’s most difficult bosses are easily the Death Bat and the two-stage finale against Dracula. After you destroy Dracula’s human form, he’ll transform into a giant bat and send three smaller bats out to damage you; this battle also takes place over a pit of spikes but, for the most part, its pretty simple to camp out on a platform for both bosses and deal some decent damage before dodging or switching your position, meaning their actual threat is minimal, at best.

Power-Ups and Bonuses:
Whip at candlesticks and you may produce an orb; collect one to make the Vampire Killer longer and another to have it shoot fireballs. You can also grab a Cross to receive a generous invincibility but that’s about it for power-ups. Collect coins for points; you’ll get an extra life for every 10,000 points and, the more enemies you destroy, coins you collect, and faster you beat a stage, the more points you’ll receive as a bonus. Otherwise, that’s pretty much all there is.

Additional Features:
As is a tradition in the Castlevania series, once you defeat Dracula and sit through the game’s credits, you’ll be deposited back into the first stage only, this time, you’ll be playing in “Hard Mode”. Every time you beat the game, you replay it again and again, with the enemy’s dishing out greater and greater damage each time for an added challenge. Unfortunately, there is no password system for this title, though you are given an infinite number of continues if (well, when) you run out of lives. As with all titles in the Castlevania Anniversary Collection, you can earn an Achievement for clearing the game, use save states to cheese the game’s difficulty save your progress, and apply different frames and display options (but, sadly, there’s no colour option).

The Summary:
Castlevania: The Adventure does a decent enough job of recreating the look and feel of the first Castlevania while doing just enough (literally the bare minimum) to stand out as its own title. However, most of the features that make this game unique are the most frustrating parts of the game; omitting the sub-weapons makes the game so much tougher as you really need the fireball whip but you’ll lose it the moment you take damage and the game’s janky controls and insistence on making jumping as difficult as possible means it’s very difficult to jump and whip and clear a gap while collecting an item that much harder. With only four stages, a handful of bland enemies, and four of the franchise’s easiest boss encounters, Castlevania: The Adventure clearly struggles to get the most out of the Game Boy. As an early release, though, it was clearly hampered by the fact that other developers hadn’t yet found ways to working around the handheld’s limited capabilities and, as we have seen, the Game Boy is perfectly capable of producing decent 2D sidescrolling titles so it stands to reason that Castlevania: The Adventure could have been so much more than a slow, clunky title with a penchant for having you plummet to your death at every press of the jump button.

My Rating:

Rating: 1 out of 5.

Terrible

Did you ever play Castlevania: The Adventure on the Game Boy? Do you give the game a pass (or, at least, some slack) because it was a Game Boy title or did you think Nintendo’s handheld was capable of producing a much better Castlevania title? What was your favourite Game Boy game back in the day? Whatever you think about the game, or Castlevania, in general, leave a comment below and check out my other Castlevania reviews.

Game Corner: Super Castlevania IV (Xbox One)

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Released: May 2019
Originally Released: October 1991
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Nintendo 3DS, Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, PlayStation 4, and Super Nintendo Entertainment System (SNES)

The Background:
So, thanks to the Castlevania Anniversary Collection, I recently found out that Super Castlevania IV is actually a remake of Castlevania (Konami, 1986), though the US version of the game positions itself as a sequel to Castlevania II: Simon’s Quest (ibid, 1987). Either way, though, Super Castlevania IV (a grandiose title I adore as it implies there was a “regular” Castlevania IV), is widely regarded as one of the best (if not the best) entries in the entire Castlevania series thanks to its tight controls, gameplay mechanics, soundtrack, and, of course, sporting some of the most impressive 16-bit graphics ever seen. Despite the fact that I grew up playing the Mega Drive, I’ve probably played Super Castlevania IV the most out of all the classic Castlevania games thanks to emulators and the SNES Classic Edition. Of all the games available on the SNES Classic, this is one of the only ones I actually took the time to play and beat so I was excited to jump back into it as part of the Castlevania Anniversary Collection.

The Plot:
When the immortal vampire Count Dracula threatens the land, Simon Belmont, of the legendary Belmont family of vampire hunters, takes up the feared whip of his ancestors, the Vampire Killer, and journeys into Dracula’s castle to end this threat.

Gameplay:
Super Castlevania IV is a 2D, sidescrolling action/platformer that once again casts players in the role of Simon Belmont. Unlike every Castlevania I’ve played as part of this marathon, though, Simon actually controls well in this game. And not just “well”; his control is superb and unparalleled to his predecessors thanks to the 16-bit power of the SNES. For the first time, you can properly control Simon as he jumps and he doesn’t feel like he has weighted lead in his boots. As always, he attacks with the Vampire Killer, a whip that can be upgraded to a chained variant within the first few minutes of play. However, unlike in all previous Castlevania games, players can now attack in eight different directions! This means Simon can attack airborne enemies much easier thanks to his upwards and diagonal attacks and while also making short work of those beneath him. Additionally, by holding down the attack button, the whip goes limp, acting as a shield of sorts and can be manipulated by the player to damage enemies.

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The whip is at its most versatile in Super Castlevania IV.

Simon can also use the whip to swing across gaps and, of course, to destroy candles to acquire the traditional Castlevania sub-weapons, hearts (the ammo for his sub-weapons), and bags of gold for extra points. In a nice change of pace, he can also acquire a small health boost from chicken drumsticks also found in these same candles (as well as being able to find the odd pot roast by smashing breakable walls). While you can break through some walls to find hidden areas, or will often find power-ups and bonuses hidden away in the game’s stages, the branching path system of Castlevania III: Dracula’s Curse (ibid, 1989) is gone, replaced by a far more linear progression system, but the game’s various stages are so large and varied that I wasn’t even bothered. The game also does away with the frustrating auto-scrolling sections of Castlevania III and replaces them with far simpler (though no less exhilarating) sprints across crumbling platforms and walkways.

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Mode 7 allows backgrounds and sprites to dynamically rotate and expand.

The majority of Super Castlevania IV is spent fighting your way towards Dracula’s Castle rather than journeying through it as in the original Castlevania. This takes Simon through some stunning and varied environments, each of which is populated by the usual traps, ghouls, and ghosts of the Castlevania series but also bolstered by some impressive graphical elements. You’ll go through gate doors in chain fences to explore the background of a stage, swing across gaps, leap across swinging chandeliers, and contend with a rotating background thanks to the SNES’s “Mode 7” capabilities. This graphics mode was further employed not only to rotate certain parts of levels in dynamic fashion, but also bolsters some of the boss battles; Simon will encounter the biggest, most complex bosses of the series so far in this game and they’re made all the more impressive by the way they expand or contract thanks to the added power of the SNES. As always, a lot of Simon’s quest will involve him travelling through gothic environments; luckily, platforming has never been better. Simon still flies backwards upon being attacked, which can still send him careening down bottomless pits or into deadly spikes, but the flexibility of Simon’s attack range makes it far easier to strike enemies while making tricky jumps. Additionally, it’s much easier to ascend and descend staircases in this game than in Castlevania III; there was no accidental plummeting to my death when trying to do something as simple as going down stairs in this game and, even better, Simon can even “moonwalk” and is far less open to attacks when on stairs thanks to the flexibility of his whip.

Graphics and Sound:
Unsurprisingly, Super Castlevania IV was the best the series had ever looked at that point. Crisp, highly detailed sprites and environments are the order of the day as the game takes full advantage of the SNES’s vastly improved graphics power and colour palette. Backgrounds are alive with animation and additional elements, enemies pop out from behind background obstacles, and Simon and his gothic surroundings are finally fully realised in fantastic detail.

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The game can handle multiple enemies and/or effects with only minimal slow down.

Thanks to the added power of the SNES and the Mode 7 graphics, the game can handle multiple enemies and projectiles on screen at once; though there is, admittedly, some slow down in some areas with more graphical effects than others (the rotating corridor springs to mind), it’s nowhere near as bad as in the 8-bit titles and there’s never any sprite flickering here. As for music, Super Castlevania IV has some of the most memorable tunes in the series. Even better, by the time you reach Dracula’s Castle, the game will bust out 16-bit renditions of classic 8-bit tracks like “Vampire Killer” and “Bloody Tears”. The added power of the SNES really bolsters the creepy, gothic atmosphere of the game, allowing for weather and sound effects to punctuate the catchy, energetic soundtrack.

Enemies and Bosses:
Being as it was intended as a remake of Castlevania, all of the classic and traditional Castlevania enemies make their 16-bit debut in Super Castlevania IV. Simon primarily contends with skeletons; some will just walk back and forth, some pop out from the background, some throw bones at him, some leap at him and attack with whips, the red variants can reform after being destroyed, and the gold variants are tougher to destroy. He’ll also be swarmed by bats, Medusa Heads, knights who attack with lances or throw axes at either Simon’s head or crotch, and mud men who break into progressively smaller variants the more you attack them. There are some new enemies to content with here, however; the amusingly named “Mr. Hed” (which is a bloodied, disembodied horse’s head that attacks like a Medusa Head), ghosts, floating, severed hands, possessed caskets and dinner tables, and swarms of vipers that spontaneously spawn at Simon’s feet at the most inappropriate times. You’ll also contend with frogs and bothersome little gremlins, who jump around erratically, annoying little hedgehog-like creatures that roll into spiked balls, dogs that rush at you at high speed, and even enemies that emerge from the walls and scenery to grab or injure you.

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Some bosses are tougher than others, though at least Death has a more forgiving attack pattern.

Super Castlevania IV’s bosses that range from ridiculously easy (like the skeletal horseman from the first stage and the giant bat made entirely of gold coins from the ninth stage), the visually impressive (the massive golem Koranot, which grows so large it fills the entire screen), and the down-right frustrating (I’m looking at you, Slogra!) You’ll also notice that a lot of the bosses from past Castlevania games return here, rendered in all their 16-bit glory: we’ve got twin-headed, fire-breathing dragons, Frankenstein’s Monster, the Medusa Queen and, of course, the Grim Reaper. Unlike in the 8-bit titles, though, while Death is one of the more troublesome bosses, it is much easier to attack and dodge his scythes and he has a clear attack pattern this time around, making it a challenging encounter but not one I wanted to rage-quit over. Before you can even face Dracula, you’ll have to endure a gauntlet of three bosses: Solgra (who is a massive pain in the ass until you learn to dodge, duck, and jump out of his wide-reaching attacks and hit box), Gaibon (a gargoyle-like creature who, despite having a second, faster form, is a joke compared to Solgra), and the aforementioned Grim Reaper. While you might think that this will leave you at a disadvantage for the final boss, there is a well-known hidden staircase just before this battle where you can refill your health and hearts to give you a fighting chance.

Watch out for Dracula’s lightning attack and fry his ass!

As always, Dracula’s weak spot is his head; this time, however, he initially teleports across this throne room in beams of light and attacks with a spread of fireballs. With the boomerang, you can increase your chances of hitting his weak spot and concentrate on using Simon’s limp whip to block these projectiles; once you’ve done enough damage, Dracula spawns two flaming skulls that follow Simon around. You can destroy them relatively easily but still have to be wary of their splash damage; luckily, though, unlike other Dracula fights, you’ll be able to pick up a little bit of health during this battle, increasing your chances. You’ll also need to use the limp-whip technique to shield yourself from a smaller fireball that blasts projectiles in a circular motion and, after you’ve damaged Dracula enough, he’ll assume a more demonic visage and try to fry you alive with four columns of lightning. Standing between them, you can attack his head and, when his health is depleted, the morning sun will break through the castle windows and destroy the Count.

Power-Ups and Bonuses:
All the standard Castlevania power-ups and pick-ups are available here; you can upgrade Simon’s whip three times, acquire the ability to throw two or three sub-weapons in quick succession, destroy all enemies on screen with the Rosary, and briefly turn invincible. All the same sub-weapons return in Super Castlevania IV in exactly the same way you’d expect; this time around, I favoured the axe and the boomerang and had little use for anything else. Honestly, I’m a little disappointed that Konami didn’t take the opportunity to bring in some new sub-weapons or Simon’s fire whip but I guess they were more concerned with tightening up Simon’s controls and gameplay and taking advantage of the SNES’s increased graphical power than changing their tried-and-true combat mechanics.

Additional Features:
As with previous Castlevania titles, Super Castlevania IV employs a password system to allow you to return to a saved game after a game over; additionally, once you finish the game, you’ll automatically return to the first stage with your score, lives, hearts, and last-used sub-weapon intact to take on the game’s “Hard Mode”. You can also earn an Achievement on the Xbox One Castlevania Anniversary Collection for finishing the game and apply the same frames and display options as the other games in the collection. In a way, it’s disappointing that Super Castlevania IV doesn’t offer more in terms of replayability (there are no additional characters or even helpful codes to input beyond the level passwords), but I would still rather come back to this title again and again than any of the previous 8-bit games (with, perhaps, the exception of Castlevania III).

The Summary:
With its tight controls and impressive 16-bit graphics, Super Castlevania IV finally allows the series to live up to the ambition it was striving for in Castlevania III and the game more than earns the its reputation as an absolute classic of the 16-bit era. I enjoy the first and third Castlevania’s but it was obvious that Konami had ambitions for their franchise that Nintendo’s 8-bit consoles just couldn’t realise; thankfully, the SNES changed that and we finally got a Castlevania game that looked, sounded, and (crucially) controlled the way they always intended. Every bit of praise you’ve heard for Super Castlevania IV is deserved; graphically, it’s on another level. It builds atmosphere brilliantly thanks to its gothic, moody environments, music, and aesthetic and the game’s difficulty builds just as naturally. All the familiar tropes and mechanics that made the Castlevania series work prior to this game are present, meaning you still have to watch out for sudden tumbles to your doom and the game requires only your very best platforming skills, making for a rewarding and thoroughly enjoyable romp through the haunted hallways of Dracula’s infamous castle.

My Rating:

Rating: 5 out of 5.

Fantastic

What did you think of Super Castlevania IV? Where do you rate it in the Castlevania series? What were your favourite games on the SNES? Whatever your thoughts on Castlevania, drop a comment below and check out my other Castlevania reviews.

Game Corner: Castlevania III: Dracula’s Curse (Xbox One)

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Released: May 2019
Originally Released: December 1989
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Family Computer Disk System (Famicom), Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, and PlayStation 4

The Background:
After dramatically altering the straight-forward action/platforming of the original Castlevania (Konami, 1986) with the awkward and frustrating Castlevania II: Simon’s Quest (ibid, 1987), Konami went back to the drawing board for the third outing and, thankfully, opted to return to the formula that worked so well in the original game. What resulted was one the more well-regarded titles in the series; Castlevania III made up for a lot of the failings of the second game by not only ditching the role-playing elements of Castlevania II but also featuring the unique ability to ally with one of three other additional characters, each with their own strengths and weaknesses, and being able to switch to them on the fly, and also offering branching paths for the player to take. I was primarily aware of Castlevania III’s due to Castlevania: Symphony of the Night (Konami Computer Entertainment Tokyo, 1997), which continued the story of Alucard and directly referred to the events of the third game, and its influence on Bloodstained: Curse of the Moon (Inti Creates, 2018), which was, basically, a spiritual successor to Castlevania III. After being unimpressed with Castlevania II, however, I was happy to just return to the tried-and-true gameplay of the original Castlevania.

The Plot:
A prequel to the original Castlevania, Castlevania III sees Simon Belmont’s ancestor, Trevor, arming himself with the legendary Vampire Killer whip and battling the dark forces of Count Dracula. On the way, he teams up with one of three new characters, each with their own motivations for confronting Dracula and, together, they journey to end Dracula’s curse.

Gameplay:
Ditching the role-playing elements of the second game, Castlevania III is, once again, a 2D sidescrolling action/platformer; this time, however, players assume the role of Trevor Belmont, Simon’s ancestor. This doesn’t really alter the core gameplay that greatly, though; it seems clunkiness runs in the Belmont family tree as Trevor is just as stocky, weighty, and cumbersome as his successor, and also attacks enemies with the same whip and sub-weapons as Simon. What is new, however, is that the game offers the player the chance to take different paths at various times; the path you choose leads you to encounter not only different enemies and obstacles, but also an encounter with one of three additional playable characters. Trevor can team up with the sorceress Sypha Belnades, the acrobatic Grant DaNasty, or the dhampir Alucard and, at the press of a button, the player can (sl-ow-ly) switch over to controlling this character. While none of them can use sub-weapons, they each have their own abilities that, like the Vampire Killer, can be upgraded to deal more damage.

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Trevor’s allies each have their own strengths and weaknesses.

Unlike in Bloodstained: Curse of the Moon, you can only team Trevor up with one of these characters and they all share the same health bar and heart counter. They each have their own strengths and weaknesses, as well: Sypha attacks with a magic wand and can, eventually, unleash magical attacks upon her enemies but isn’t much for jumping; Grant can cling to walls and ceilings but is limited to stabbing at enemies from close range; and Alucard tosses fireballs and can transform into a bat to avoid enemies and obstacles entirely but this drains your hearts considerably. Yes, the hearts are back once again; luckily, there’s no need to waste them buying weapons and upgrades this time. Instead, you once again use hearts as your ammo and replenish your character’s health by breaking walls and finding pot roasts. As in the original game, the player is also fighting against a time limit, though I found this to be quite generous and never actually experienced a time over. Castlevania III offers far more instances of auto-scrolling than its predecessors; more than once, you’re tasked with out-racing a rising or falling screen, all while respawning enemies wait to swarm you at a moment’s notice. Jump too soon and you’ll die, either from plummeting to your death or touching the equally deadly top of the screen, but you’re not always safe on platforms either as Castlevania III loves to have blocks crumble beneath you or flip around to stab you with deadly spikes.

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Castlevania III places greater emphasis on tricky platforming.

Such areas are often accompanied by broken staircases and fireball-spewing pillars; rather than taking the time to destroy these, its far better to watch their patterns and time your jumps to avoid them entirely. This is made all the more troublesome by the fact that it seems far more difficult to climb up and down stairs in this game; previously, I experienced no real issues with this mechanic but, in Castlevania III, I constantly found myself slipping down a bottomless pit rather than going down stairs as I intended. It doesn’t help that going down stairs seems a lot more troublesome than going up, and Castlevania III is far more vertically layered than its predecessors. There’s a couple of other obstacles to contend with here as well, most notably the rotating gears in the clock tower and the swinging pendulums that you must jump to (while avoiding erratic bats) to reach the final staircase to Dracula’s throne room. The path you choose will determine which enemies and obstacles you’ll come up against, lending the game a much greater degree of replayability than its predecessors as you can experiment with different paths and different characters on each playthrough.

Graphics and Sound:
Castlevania III is a far more ambitious title than its predecessors; there are a variety of environments here, and even Dracula’s castle has received an upgrade in its details, obstacles, and colour palette. This makes the game far more detailed and ambitious than previous Castlevania titles, which can make it difficult to spot your character’s sprite against some of the more meticulous backgrounds, especially as some areas of the game start you on the right-hand side of the screen, rather than the traditional left.

8-bit Castlevania has never looked better.

Thankfully, the game seems a lot more stable than its predecessor but is still, clearly, pushing the limits of its 8-bit hardware. There is far less slow down and sprite flickering than in Castlevania II but it is still present, mainly because the enemies constantly respawn in most areas and, when these areas are filled with other obstacles or moving elements, the game can struggle a bit with rendering everything but it’s nowhere near as noticeably or obtrusive as in Castlevania II. Castlevania III features easily the most ambitious soundtrack of the series so far; composer Hidenori Maezawa helped to create a custom VRC6 coprocessor to provide the game with five extra sound channels, effectively doubling the sound channels available in the Famicon version. While this had to be downgraded slightly for the NES version, Castlevania III still features some of the most memorable tracks and versions of Castlevania’s iconic themes, resulting in one of the most impressive 8-bit soundtracks of the time.

Enemies and Bosses:
Like Simon, Trevor will battle a slew of gothic and supernatural enemies and bosses, many of which featured prominently in the first game; he’ll come up against skeletons (who throw bones, wield swords, or reassemble themselves), the always-annoying bats, crows, and Medusa Heads, and giant spiders (who spit out smaller spiders this time, rather than webs…) Trevor also battles against swarms of zombies, fishmen (who hide underwater and attack with fireballs), and axe-throwing knights but he’ll also encounter some decidedly tougher enemies; flying, shield-wielding gargoyles, hunchback-like goblins who bounce around the screen, and mud men, for example.

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Castlevania III‘s bosses more than make up for Castlevania II‘s.

While Castlevania II largely abandoned boss battles, Castlevania III brings them back in full force…but makes the equally disappointing mistake of repeating many of these battles. You’ll battle the Cyclops and Mummy more than once (which is a shame as these are relatively simple or annoying fights, respectively) and battle new versions of the Queen Medusa, Giant Bat, and Frankenstein Monster. However, you’ll also battle against the Skull Knight and the two Water Dragons; while this first battle is easy enough, the latter is made all the more difficult by the fact that it’s pretty easy for your character to take a hit and be sent careening to the deadly water below.

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You’ll have to defeat Grant and Alucard to recruit them.

To recruit Grant and Alucard, you’ll first have to defeat them in battle. Similarly, you’ll also have to fight against a doppelgänger of your character; even if you switch characters during this fight, the double switches accordingly, meaning you can’t just tank Sypha with Trevor’s superior attacks. I found this to be one of the more difficult boss battles in the game, easily up there with Death’s first form and the gauntlet against two Mummies, a Cyclops, and the demonic Leviathan. After being a pitiful shell of his former self in Castlevania II, the Grim Reaper returns with a vengeance here; not only do you have to battle him and his maniacal scythes in a startlingly accurate repeat of the fight in Castlevania, you’ll also have to fight Death’s second form. Luckily, however this is simply a giant floating skull that spits scythes at you and isn’t too difficult…providing you survived Death’s first form with enough health!

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Dracula now has three forms to contend with!

Similarly, Dracula is now a far more formidable foe; this time, you’ll face the Count in a three-stage boss battle. In the first, he surrounds the player with pillars of fire, spawning a third right underneath you; in the second, Dracula’s becomes a floating mass of blood-spitting heads; for his final form, Dracula becomes a gigantic, demonic background element who zaps at you with laser bolts and manipulates the ground. As in the first game, Dracula’s only weak point is his head, meaning it’s best to have the axe for this boss fight; the most difficult thing about Dracula’s first form is making sure you have enough room to manoeuvre between the pillars of fire to avoid the third pillar. The second form isn’t too bad but it’s best to run underneath it so you don’t get cornered. The final form is pretty simple but, like the Water Dragons, is made more annoying and difficult by the presence of bottomless pits. Despite this, though, it’s pretty easy to dodge the Count’s attacks and lob axes at his head until he’s finished.

Power-Ups and Bonuses:
Each character can upgrade their attacks to deal more damage, as is the Castlevania tradition; it’s worth noting that, if you’ve upgraded the Vampire Killer and switch to your partner character, the upgrade won’t carry over and you’ll have to grab the upgrades for your partner as well. This is very much encouraged; I partnered with Sypha for my first playthrough and never upgraded her attacks, meaning she just uselessly smacked skeletons with her stupid little wand. When I switched to Alucard, I upgraded his fireball and it became a very handy spread of fireballs, so it’s best to upgrade each of your characters. All the sub-weapons from the first Castlevania return as well; this time, I found the axe the most useful as there seems to be more flying enemies, or enemies placed above you, or more uses for this compared to the Holy Water.

Additional Features:
Like its predecessor, Castlevania III features a password system, which allows players to continue their game after a game over. Inputting certain player names and passwords will also grant you extra lives, allow you to skip to certain levels with different partners, or jump to the game’s “Hard Mode”. Yep, like the first game, once you clear Castlevania III and view one of the game’s four different endings (each of which is pretty positive, in comparison to Castlevania II’s endings) and the game’s credits, you’ll be plonked right back into the first stage in Hard Mode. As you’d expect, enemies deal more damage to you in this mode and, while some are missing, you’ll encounter tougher enemies a lot sooner. The Xbox One Castlevania Anniversary Collection has four Achievements available for this game, one for finishing the game with each of the game’s partners and one for finishing it with just Trevor, and the same features available for the other games in the collection (save states, frames, and display options).

The Summary:
After Castlevania II turned the franchise on its head with its annoying day/night system, barren castles, and reliance on obscure clues and role-playing elements, Castlevania III is a fantastic, and much welcome, return to form. Unlike the sequel, this prequel takes everything that worked in the first game and improves upon it; there are branching paths, more playable characters, more options available to you, and vastly improved environments. It’s clear that Castlevania III is pushing the NES to its limits and is an extremely ambitious title for an 8-bit system; Konami would go on to improve upon many of these elements in later, graphically-superior games in the series, but it all started here. The bosses are better, the environments are more interesting and varied, the characters add some much-needed variety and, despite the same janky controls that plagued these earlier Castlevania titles, this is clearly the best of the 8-bit Castlevania games and, thanks to the different paths and character options available, offers far more replayability than its predecessors.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think about Castlevania III: Dracula’s Curse back in the day? Did you play it on the NES back in the day? Which of the four characters did you prefer? Whatever you think about the game, or Castlevania, in general, leave a comment below and check out my other Castlevania reviews.

Game Corner: Castlevania II: Simon’s Quest (Xbox One)

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Released: May 2019
Originally Released: August 1987
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Family Computer Disk System (Famicom), Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, and PlayStation 4

The Background:
If Castlevania (Konami, 1986) has a reputation for being one of the more difficult games of the days of classic 8-bit home consoles then Castlevania II: Simon’s Quest has an even more infamous reputation for being, perhaps, the most frustrating and confusing title in the entire series. Famously lambasted by the Angry Video Game Nerd for its obscure hints, non-linear gameplay, and frustrating gameplay mechanics, Castlevania II stands as the black sheep of the franchise. Castlevania II follows a trend in NES series of the late-eighties in that, rather than improve and define the gameplay mechanics and structure of the first game, it takes a dramatic right turn; in this case, into a more non-linear, adventure-style role-playing game (RPG). We saw a similar thing happen with Super Mario Bros. 2 (Nintendo EAD, 1988) and Zelda II: The Adventure of Link (ibid, 1987), which both featured deviations from the gameplay styles of their predecessors. Rather than being a relatively straight-forward action/platformer, Castlevania II places far more emphasis on grinding for experience points (EXP), levelling up, purchasing items, talking to non-playable characters (NPCs), and using key items in obscure ways. Because of this, and the game’s dodgy reputation, I can’t say that I was too excited to delve into this game; to make it easier, I’ll admit to using a guide so I would know where I was going and what I was doing, which was enough to make this a more annoying experience than playing the first game.

The Plot:
Seven years after defeating Count Dracula in the original Castlevania, Simon Belmont finds himself suffering from a fatal curse placed upon him by the evil Count. To break the curse, he must “prossess” Dracula’s five body parts in order to resurrect, and defeat, the Count once more.

Gameplay:
Castlevania II is a sidescrolling action/adventure platformer; players once again control the legendary vampire hunter Simon Belmont, who controls largely the same. Once again, Simon is a slow, plodding character with little control when leaping from platform to platform, and suffering from the same annoying trend of throwing himself backwards into bottomless pits or deadly bodies of water when hit with attacks.

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Simon again attacks with his whip or a number of sub-weapons.

Simon primarily attacks enemies with his trademark whip, the Vampire Killer, and can throw a variety of sub-weapons at his enemies. As before, the whip can be upgraded to deal greater damage but, in a twist, this must be done by purchasing the upgrades from NPCs. Similarly, the sub-weapons are acquired either by defeating one of the game’s handful of bosses or buying them from NPCs, placing a greater emphasis on the collecting of hearts. As Simon defeats enemies, they will drop hearts; these can then be used to buy new weapons and upgrades, as well as being your ammo for using sub-weapons. As items and upgrades come at a high price, you will be finding yourself farming for hearts a lot throughout the course of the game. This is helpful, in one way, as Simon now gains EXP for dispatching enemies; with enough EXP, he will level up, further increasing his health bar. However, working against him is the fact that, at regular intervals, the game will suddenly succumb to the curse of night. When night-time falls, the enemies deal greater damage, take more hits to defeat, increase in number, and even swarm the game’s usually safe towns. The towns also close up at night; the normally-vague and fearful NPCs hide indoors, the church (which is the only place Simon can refill his health) and other buildings shut their doors, and Simon is forced to sit and wait for the sun to rise and dispel the curse. This night-time mechanic has, rightfully, drawn the ire of many commentators over the years and rightfully so; it’s an annoying, frustratingly awkward mechanic that takes way too long to load up, lasts for far too long, and generally results in you either standing around like a moron waiting for the night to end or battling tougher enemies to gain more hearts.

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The game’s “clues” leave a lot to be desired…

Compounding the matter is the fact that the game’s translation leaves a lot to be desired; NPCs dish out incredible vague and obtuse “clues” that really don’t help your progress through the game. You’re given items with little explanation as to their purpose and are required to use them in some really weird ways; without a guide, I really don’t see how anyone would be able to figure out that you need to kneel down by a body of water or in front of an impassable wall with a certain gem in order to access new areas. All this might be bearable if the game made up for it with some interesting levels and dungeons but it really doesn’t; the bulk of Castlevania II’s enemies are found in the overworld and all of the castles look and feel the same. You’ll jump across the same spiked pits, attack the same enemies, and acquire Dracula’s accursed body parts in the same way (throwing a wooden stake at a glowing orb, of course). Hell, the final castle doesn’t even have any enemies; it’s just a minor inconvenience of a maze leading to an anti-climatic battle with the Count himself. Depending on how long you take to beat the game, you’ll be treated to a variety of endings; sometimes, Simon prevails but succumbs to his wounds, others he will triumph unabated. This is probably where Castlevania II’s replayability comes into play as you’re encouraged to get the best ending but, considering how annoying it is to slog through this bland adventure, I can’t say that I’m too interested in trying to beat it any faster or better (or play it ever again, for that matter).

Graphics and Sound:
Castlevania II doesn’t really improve upon its predecessor much; it looks, feels, and sounds pretty much exactly the same, with the same limited sprite animations and colour palette.

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There’s a lot of level variety but some annoying graphical bugs.

If anything, Castlevania II is a graphical step down as there are often so many enemies and sprites on the screen at the same time that you’ll notice some sever sprite flickering and super annoying slow-down. As if Simon wasn’t slow enough, he’ll now jitter through the air and, often, it feels like you’re walking through wet mud; it can massively affect your trajectory when trying to clear deadly pits or spikes and mean the difference between a decent health bar and struggling to progress. At the same time, the game does feature a soundtrack to rival its predecessor; “Bloody Tears” has since become a recurring theme in the franchise and I like that the music changes when the game shifts from day to night but, as good as the music and sound effects are, they’re not enough to really increase the appeal of this game.

Enemies and Bosses:
Once again, Simon will battle against a slew of gothic and supernatural enemies; he’ll mostly encounter skeletons and spear-wielding knights in the castles and areas he visits but will also battle mummies, bats, floating eyeballs, and Medusa Heads as you progress. Boss encounters are few and far between and a pitiful inclusion compared to the battles you endure in Castlevania; there are only three boss battles in this game, two of which can be bypassed completely (though you’ll miss out on two of the game’s stronger sub-weapons), and all three are pretty pathetic compared to the first game. This is best exemplified in the battle against the Grim Reaper, which was an annoying test of my endurance and skill in Castlevania.

Bosses are few and far between, with even the dreaded Count being pitifully easy.

Here, Death is slow, predictable, and easily dispatched after a few hits. Similarly, Dracula is renowned for his ludicrous ease in this game; granted, this battle is potentially harder if you didn’t acquire the Golden Knife sub-weapon but even without it, you can land a ridiculous number of his as Dracula spawns into the arena and defeat him before he can even launch a single attack. It’s a dismal end to a dismal title and as though the developers knew that gamers would struggle with the game’s level-up system, day/night cycle, and more obscure elements so over compensated by significantly reducing the number and difficulty of the game’s bosses.

Power-Ups and Bonuses:
As before, Simon can upgrade the Vampire Killer as he progresses to new towns and visits new areas. Certain NPCs will sell you an upgrade that turns the whip into a chain and its eventual strongest form, the Flame Whip. However, to acquire these upgrades, you’ll need to not only locate these NPCs (usually they’re hidden behind blocks or walls that must be destroyed with Holy Water) but also have enough hearts to purchase the upgrade. Similarly, the first game’s sub-weapons return but must be purchased with hearts, which are also necessary to use these items. However, perhaps because of his pivotal the Holy Water is for checking for illusionary blocks, the Holy Water is free to use so you can spam it as much as you like. There’s some new power-ups here as well, though, like the powerful Sacred Flame or the Laurels, which make Simon invincible for a short time, and cloves of Garlic (which, when used in the right place at the right time, spawn an NPC who will provide Simon with free upgrades).

Additional Features:
Castlevania II features a password save system, which was probably very useful back in the day when most gamers were renting the game or, lacking a guide, were unable to finish the game in one sitting. Unlike the first game, though, there is no “Hard Mode” awaiting you; the game is hard enough as it is and you’ll need to be really good at it in order to beat it fast enough to get the game’s best ending. If you’re playing the version featured in the Xbox One Castlevania Anniversary Collection, as I did, you can earn an Achievement for completing the game and make liberal use of the save state feature to chart your progress and come back to where you left off whenever you want. There are also a number of frames and display options, though they don’t really do much to improve the appeal of this game.

The Summary:
No matter how you look at it, Castlevania II is a poor follow-up to Castlevania. I was expecting a lot worse but I can’t deny that the game is far less fun that the original; it’s a slog to get through, even with a guide, and just a far more boring experience. Perhaps if the game made better use of its castles and included challenging bosses it would have more appeal. The day/night cycle is annoying but I like the added challenge it provided; the problem was that, most of the time, I just stood around like an idiot waiting for the sun to rise so I could heal up and continue. Any game that means you have to stand stationary for minutes on end is a bad game for me, and Castlevania II asks way too much from players; I get that a lot of RPGs and games back then were vague and non-linear, but this game takes the piss with its terrible “hints” and massively obscure item usage. I can’t see myself returning to this title again any time soon.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you play Castlevania II: Simon’s Quest back in the day? Do you agree with the reputation is has for being one of Castlevania’s weakest titles or do you feel it’s an under-rated gem? Which of the titles in the series do you consider to be the best, worst, hardest, or easiest? Whatever you think, drop a comment below and check out my other Castlevania reviews.

Game Corner: Castlevania (Xbox One)

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Released: May 2019
Originally Released: September 1986
Developer: Konami Digital Entertainment/Konami Industry Co. Ltd
Original Developer: Konami
Also Available For: Amiga, Arcade, C64, Family Computer Disk System (Famicom), Game Boy Advance, Mobile, MS-DOS, Nintendo 3DS, Nintendo Entertainment System (NES), Nintendo Switch, Nintendo Wii, Nintendo Wii U, PC, and PlayStation 4

The Background:
Castlevania (known as “Akumajō Dracula”) is notorious for its reputation as not just inspiring an entire sub-genre of videogame (the “Metroidvania” genre) but also its punishing difficulty. Back when Castlevania was first released for the NES, videogames (especially those on Nintendo’s ground-breaking platform) were built to last. As many gamers simply rented titles, and videogames were still heavily influenced by the pay-to-pay formula of the arcades, it wasn’t conducive for home console titles to be easy to complete and few titles exemplify that mentality more than Castlevania and its sequels. Given that I grew up mostly playing SEGA consoles, my experience with Castlevania has been understandably limited; I tried to change that with Castlevania (Konami Computer Entertainment Kobe, 1999) on the Nintendo 64…but that was shit. Bloodstained: Curse of the Moon (Inti Creates, 2018) was such a fun experience that I jumped at the chance to play through one of Castlevania’s most celebrated titles, Castlevania: Symphony of the Night (Konami Computer Entertainment Tokyo, 1997) which, in turn, led me to playing through its spiritual successor, Bloodstained: Ritual of the Night (ArtPlay, 2019). Though I have also finished Super Castlevania IV (Konami, 1991) on the Super Nintendo Entertainment System Classic Edition, I leapt at the opportunity to buy the Castlevania Anniversary Collection for Xbox One and play through these classic titles and see if I can conquer their notorious difficulty.

The Plot:
With the immortal vampire Count Dracula threatening the entire land, Simon Belmont, the latest in a lineage of legendary vampire hunters, takes up the feared whip of his ancestors, the Vampire Killer, and journeys into Dracula’s castle to end this threat.

Gameplay:
Castlevania is a sidescrolling action/platformer in which players control the vampire killer Simon Belmont. Being an 8-bit title released in the early days of the NES, Simon is a bit of a slog to control; he’s stocky, heavy, and very awkward. Simon does okay when walking in a straight line but isn’t so great at jumping or changing direction on the fly, which can make for some tricky jumps.

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Attack with Simon’s whip or sub-weapons.

Simon attacks Dracula’s minions with his whip, the Vampire Killer; Simon can attack standing up, while ducking, and while jumping but can only attack in the direction he’s facing, which can make hitting flying and more active enemies very difficult. Luckily, Simon can also acquire a number of different sub-weapons, which can make it easier to attack the more awkward enemies or to attack from a distance. Speaking of which, while you’ll collect a whole bunch of hearts during the game, these won’t refill your health. I’ve never understood why the developers decided to have the hearts essentially be the ammo for your sub-weapon rather than health as it goes against every piece of videogame logic I know. Instead, you’ll have to break open walls and blocks to find food, which will replenish your health. Simon also starts the game with three lives and can earn more through earning enough points; once all your lives are spent, though, you do get unlimited continues so it’s not a complete loss.

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Watch out for the knock-back; it’s a real bitch!

As you journey through Dracula’s castle, you’ll battle not only a whole slew of gothic-inspired enemies but also the clock; each of the game’s eighteen stages carries a time limit. If you don’t manage to reach and defeat the boss before the timer counts down, you’ll lose a life. You’ll also have to deal with the game’s finicky controls and devastating knock-back, which can easily send you careening down a bottomless pit, into water, or simply to the previous screen. Either way, it’s usually instant death for Simon. You’ll also have to climb a number of stairs during the game and, while Simon can defend himself on the stairs, he can also walk right through them and fall down them, which means certain death. As a result, it’s not really advisable to barge in all guns blazing; enemies all have a specific pattern that you must learn, and exploit, to defeat them. Many times, it might be easier to simply dodge the enemies with a well-timed jump, duck, or simply walking past them as they swoop by; whatever it takes to reach the boss with as much health and ammo as possible.

Graphics and Sound:
Being that it’s an 8-bit title on the NES, Castlevania obviously looks rather pixelated and dated by today’s standards. There aren’t many frames of animation used in the game and, yet, there’s a surprising level of detail. Though limited by the NES’s colour palette, sprites still manage to pop out from the surprisingly-detailed backgrounds; rendered in a reddy/browny hue, Simon always sticks out compared to his surroundings and enemies, making it easy to see where he is. Some enemies can blend in a bit, as they’re mostly black or red against black or red backgrounds, but they’re easily recognisable once they start their attack patterns.

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Castlevania‘s backgrounds are surprisingly detailed.

Considering the majority of the game takes place in a castle, the game’s environments are quite varied; Simon journeys through standard brick-and-mortar gothic architecture, across the outskirts of the castle’s rooftops, and through the grimy dungeons and flooded tunnels of the castle. Each levels is punctuated by some of the most iconic videogame themes ever realised; Castlevania introduced gamers the world over to such catchy tunes as “Vampire Killer” and “Nothing To Lose”, which would become staples of the series. There’s also some unobtrusive in-game sound effects, too; Simon’s whip makes a satisfying “Whoosh!” as you swing it, you always know when you’ve picked up items, and there’s even an indication of when you’ve landed a successful hit on a enemy or boss.

Enemies and Bosses:
Dracula’s castle is chock full of all manner of gothic and supernatural enemies, many of which have since become cliché, especially in NES titles. You’ll encounter zombies, ravens, skeletons, and mermen and most of these bog-standard enemies are simple enough to get by or take out but the game soon starts placing them in awkward locations, having them throw projectiles at you, and also has them respawn when you go off-screen. Things really begin to ramp up once you encounter the Medusa Heads; these float around the screen in a predictable arc but seem never-ending, and are at their most deadly whenever Simon is climbing stairs. Personally, I had the most trouble with the hunchbacks, who randomly just hop all over the place and are a pain in the ass. Axe-throwing knights and fireball-spitting dragons also add to the game’s challenge, particularly in one notorious corridor that has three knights and a near-endless slew of Medusa Heads.

The Grim Reaper is a pain in the ass and actually tougher than the dreaded Count Dracula!

The gothic influences continue with the game’s bosses; you’ll battle a giant bat, the Medusa Queen, two Mummies, Frankenstein’s Monster (with the hunchback-like Igor), and the Grim Reaper himself. While most of these aren’t too much of a challenge with the right sub-weapon (generally the Holy Water), the Grim Reaper was probably the most frustrating experience of the game thanks to his sporadic attack pattern and constant spawning of scythes. Eventually, though, you’ll do battle with Dracula himself in a two stage final battle. Dracula initially attacks by teleporting around his tomb and firing a spread of projectiles at you and, while Simon can destroy these with his weapons, Dracula can only be damaged by hitting his head and he has a nasty tendency to warp right into your path. After defeating Dracula’s first form, he’ll transform into a demonic, gargoyle-like bestial form. While he deals heavy damage in this form, he’s actually a lot easier to whittle down, especially if you have the Holy Cross Boomerang sub-weapon; once again, Dracula can only be damaged by hitting his head, so it’s best to run underneath him as he leaps at you, toss the Boomerang and also attack with your whip to damage Dracula and dispel his fireballs. Overall, the difficulty spike in the bosses is noticeable once your reach Frankenstein’s Monster but inescapable when you battle the Grim Reaper; how players managed to trump that asshole with no save states is beyond me.

Power-Ups and Bonuses:
As mentioned, you can upgrade the Vampire Killer to increase the damage it deals but you can also pick up items to increase how many of your sub-weapons you can throw. These are pretty much essential to defeating the game’s tougher bosses, especially Dracula, as it allows you to spam the more effective sub-weapons rather than relying on the whip. There are a number of different sub-weapons available in the game, each with their pros and cons: the axe travels in an arc, for example, allowing you to better hit flying enemies and the knife allows you to attack from a safe distance. The stopwatch can briefly freeze all onscreen enemies, but this isn’t really that helpful when you’re surrounded by enemies or battling certain bosses, and the Rosary will eliminate all onscreen enemies. Perhaps the most useful weapons are the Holy Water, which stuns enemies and deals successive damage, and the Boomerang, which flies back to Simon and thus deals twice the damage.

Additional Features:
Once you complete the game and sit through the laughably-bad credits, you’ll automatically return to stage one with all of your upgrades, score, and remaining lives. However, you’re now playing in Hard Mode! Hard Mode places different enemies in different places and ramps up the difficulty significantly as enemies move faster and do more damage. If you’re playing the version featured in the Xbox One Castlevania Anniversary Collection, as I did, you can earn an Achievement for completing the game and can even cheese it using save states; this may be frowned upon by some but there’s nothing stopping me (or you) not using this feature if you wish. There are also a number of frames and display options, though they can’t do much to improve upon the original’s pixelated goodness.

The Summary:
In the end, Castlevania more than lives up to its reputation; even using save states, the game is a tough experience as you can only hold one sub-weapon at a time and having the wrong one at the wrong time can make bosses and certain sections near impossible and the time limit means that you can’t dawdle too much waiting for an opening. Yet, the game is fun; the challenge comes from learning enemy attack patterns, attacking every block and candlestick holder looking for health, upgrades, and hearts, and a bit of trial and error in getting past some of the game’s tougher sections. With the exception of the Grim Reaper boss battle, which I found a tedious and frustrating experience, and a few annoying times where the game crashed on me, I enjoyed myself from the beginning to the end and am glad that I finally got the chance to play Castlevania.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you play Castlevania back in the day? Which of the titles in the series do you consider to be the best, worst, hardest, or easiest? What did you think to the Castlevania Anniversary Collection? Do you agree with the tactic of manipulating save states to win at games? Whatever you think, drop a comment below and check out my other Castlevania reviews.

Game Corner: Ghostbusters: The Video Game: Remastered (Xbox One)

GameCorner
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Released: 4 October 2019 (Hey! That’s my birthday!)
Originally Released: 16 June 2009
Developer: Saber Interactive
Original Developer: Terminal Reality / Red Fly Studio
Also Available For: Nintendo DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, and Xbox 360

The Background:
Ghostbusters, as a franchise, has always had a bit of a chaotic history; the original Ghostbusters (Reitman, 1984) went through numerous rewrites and changes of concept to get the project off the ground, the under-rated sequel, Ghostbusters II (ibid, 1989), failed to match the critical or financial success of its predecessor and has been largely (unfairly) written off by cast, crew, and fans, and the difficulties stars and writers Dan Aykroyd and Harold Ramis had in getting a long-awaited third film into development eventually led to an all-female reboot in 2016, whose scathing reception finally led to an official continuation being green lit for release at some point next year. Personally, I blame a lot of this on star Bill Murray; Aykroyd and Ramis fought to produce a true third film for years, turning in all kinds of different scripts and concepts, only for Murray to balk at every suggestion and hold production back. Somewhere in that void, though, Atari announced that they were working on a new Ghostbusters videogame, one that would revisit a lot of the undeveloped ideas for the unproduced Ghostbusters III and even, after some back and forth with Murray (obviously), managed to reunite the four main characters of the movies for what is largely considered to be the third Ghostbusters movie…but in videogame form! I first played Ghostbusters: The Video Game on the PlayStation 3 and remembered enjoying it for its fidelity to the original movies; having the four main cast members back, featuring the same locations, music, and aesthetics, all gave the game a sheen of quality largely missing from other similar videogame tie-ins. Yet, for whatever reason, I got rid of the game shortly after completing it and always regretted that decision so, when the remastered version was announced for Xbox One, I jumped at the chance to revisit the game and try to figure out what it was that kept me from keeping the game in my library the first go around.

The Plot:
Some time after the events of Ghostbusters II, the Ghostbusters are universally lauded and have an official contract with New York City to conduct their business. However, when a supernatural energy pulse emanates from the Gozer exhibit at the Museum of Natural History, ghosts begin to increase in frequency and, alongside a new recruit, the titular Ghostbusters find themselves facing off Ivo Shandor, who seeks to merge the Ghostworld with the real world.

Gameplay:
Ghostbusters: The Video Game: Remastered is a third-person shooter, of sorts, in which the player takes control of an unnamed new Ghostbusters (generally referred to simply as “Rookie” or some variation). The Rookie is given the…honour?…of lugging around the Ghostbusters’ new experimental tech, doing all the team’s heavy lifting, and generally being sent in to investigate disturbances first to reduce the risks faced by the team. As you might expect, given the nature of the franchise, your primary goal is to use the Ghostbusters’ patented Proton Pack to fire a stream of nuclear-charged protonic energy at various ghosts, whittling their health down until they are ready to be trapped in a small mechanical box. When ensnaring a ghost, you have to keep an eye on the steadily rising bar on your Proton Pack; if you simply hold down the R trigger with reckless abandon, your Proton Pack will overheat and you’ll be left vulnerable while you wait for it to recharge. Therefore, it’s advisable to press the R button to vent the pack and keep your Proton Stream going strong; basically, it’s like a reload function in a shooter. Once the ghost is worn down and in your Proton Stream, you can slam it to weaken it further or force it into a trap but you need to be careful that you don’t cross your stream with those of the other Ghostbusters as you’ll get blown on your ass. Once you successfully trap the ghost, you’ll earn in-game currency that is used to buy new upgrades for your Proton Pack to make catching and trapping ghosts slightly easier. I say “slightly” because the main issue with trapping ghosts is that the game doesn’t have an auto-lock on or any kind of lock-on feature, basically meaning your Proton Stream goes flying all over the place and can be extremely difficult to aim and keep trained on a ghost, especially as the fly around the game’s locations.

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You’ll have to dip in and out of both views to scan everything.

When you’re not trapping ghosts, you’re tasked with exploring your surroundings, many of which are extremely faithful recreations from the first Ghostbusters movie. You can do this in third-person mode, where you’re able to sprint and blast at a whole host of destructible items, or switch to a first-person mode, equipping both the Psychokinetic Energy Meter (P.K.E. Meter) and the Ecto Goggles in the process. In this mode, you’ll scan your environment; when the P.K.E. Meter turns red, a ghost is nearby and you can hold the R trigger to scan it and learn its weaknesses to aid you. When the meter turns blue, it means you’re close to one of the game’s many Cursed Artefacts, which can be collected to add bonus items to the Ghostbusters’ firehouse and earn you a couple of Achievements. This mode is very similar to the forced first-person perspective of Resident Evil: Revelations (Capcom, 2012) or the detective vision from the Batman: Arkham series (Various, 2009 to present) in that, since it’s your only real indication of where you need to go thanks to the game lacking a traditional map, you’ll be spending a great deal of your time either in scan mode or flipping in and out of it to scan every ghost you encounter. Personally, I feel the developers could have incorporated the P.K.E. Meter function into the game’s heads-up display, placing it in the bottom left corner and having it light up whenever something of interest was near so that you spend more of your time in third-person mode but, once you’ve scanned everything you need to scan and know where you need to go, you’ll probably not be switching to this mode in future playthroughs.

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Keep an eye on your health gauge and be sure to revive your team mates!

The Rookie is portrayed as fairly clumsy in the game’s charming cutscenes but, in-game, he’s generally quite competent; his health is measured on the side of the Proton Pack and, whenever you start to take too much damage, the screen will flash and turn red, so it’s best to use the B button to awkwardly hop out of harm’s way or find some cover until your health replenishes. If you or any of your Ghostbuster allies take too much damage, you’ll need to be revived or revive them yourself, respectively; if you’re all incapacitated, the mission is failed and you’ll have to reload your last checkpoint. There are a couple of drawbacks to this: one quite crucial one is the your character can sometimes be incapacitated in just one or two hits, leaving you at the mercy of your computer-controlled allies, and another is that there is never an onscreen indicator of when the game is auto-saving so, when you die, you could be sent all the way back to the start of the mission or you could be sent back to right outside the last door you entered. It’s also doubly frustrating that the game has such long loading screens; considering this version is supposed to be optimised for the Xbox One, I don’t expect to be sitting there for a minute or two while the game struggles to load up my last checkpoint. When you’re not busting ghosts, exploring your environment, or scanning your surroundings, you’re tasked with solving a few rudimentary puzzles. Generally, these are as simple as crossing a room and activating a switch but, often, some kind of obstruction will require the use of your Proton Pack and other attachments to clear the way, such as moving an electrified wire out of water, clearing slime or vines, activating a winch, or yanking open doors with your slime tether.

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Obtuse puzzles break up the game’s action.

The game can be a bit obtuse with telling you exactly what you need to do, though; there’s a part in the sewer where you need to clear out the black slime so you can proceed further and there’s literally nothing to tell you to use your slime tether on the weights next to the gate. Later, when on Shandor’s Island, I was faced with a locked door; Egon Spengler (Ramis) helpfully said something like “Do what I do!” but all he was doing was standing still. I am not ashamed to admit that it took me a good couple of minutes to spot the seemingly-obvious stairs that led down to the hedge maze, and the solution to this puzzle, below. The main appeal of Ghostbusters: The Video Game: Remastered is that it is chock full of attention to detail, little Easter Eggs, and call-backs to all the best and most beloved moments of the first movie. For me, though, this is a double-edged sword as, while the game clearly acknowledges and takes place after the second movie, everything about the game is geared towards it being more of a Ghostbusters 1.5 or a “real” Ghostbusters II as the characters are all modelled after their appearances in the first movie (despite looking different in the second), the music is all ripped straight from the first movie’s fantastic soundtrack, and very little of the game revolves around any of the fallout of the second movie beyond the inclusion of slime. It almost feels like the developers should have simply had the opening mission of the game be a flashback to the events of the first movie and then just presented the rest of the game as taking place between the two films or in place of the second as, while the game’s narrative just about line up, it’s clearly more geared towards paying homage to the first, more popular movie.

Graphics and Sound:
Ghostbusters: The Video Game: Remastered is a bit of a mixed bag: on the one hand, the game’s locations, ghosts, bosses, and in-game models look amazing but, on the other, the game’s pre-rendered cutscenes (and even those that use the in-game models) leave a lot to be desired. In its first mission, the game takes the team back to the Sedgewick Hotel from the first movie, which is recreated in stunning detail. Here, you’ll explore these familiar surroundings and then engage in an extremely faithful recreation of the Ghostbusters’ first encounter with Slimer before heading out into Times Square, making your way up a building, and battling the reborn Stay Puft Marshmallow Man. Another mission takes you make to the New York Public Library to settle up with the Librarian Ghost from the first film and, between missions, you’ll get to freely wander around the Ghostbusters’ firehouse. All of these familiar locations are recreated in meticulous detail, ripped straight from the first movie, and really make it feel as though you are playing a true Ghostbusters videogame.

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The game’s locations become suitably horrific and grandiose.

The game then expands upon its locations considerably, transporting the team to the Lovecraftian Ghostworld, where spirits and spectres roam freely, a nightmarish version of Central Park, dilapidated cemeteries, a suitably Gothic and haunted island, and even a hellish version of the ghost dimension. While many of these locations are quite linear (you can explore but, more often than not, you’ll just run into a dead end), they are full of little details, lighting effects, and Easter Eggs to find and things to do. Almost everything is destructible, for one thing, and you can interact with certain elements (water fountains, the exhibits in the museum, and others), though, at the same time, environments can feel a little bland and restrictive. The in-game models are pretty much spot-on, though, especially for the ghosts and the Ghostbusters themselves. Despite the faithful recreation of the returning actors, though, the models can end up looking a little bit like action figures; they’re a bit stiff, their eyes tend to get washed out or swallowed up by their faces, and the cutscenes are often a little out of synch.

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There’s a stark contrast between the pre-rendered cutscenes and the in-game ones.

There’s also a marked difference in quality between the pre-rendered cutscenes and the in-game cutscenes, which is to be expected but, again, I expect more from a remastered version of a videogame. The game’s soundtrack, though, is fantastic; every track is a familiar tune (or heavily based upon tracks) from the first movie (again, no love for the sequel in this regard), which only adds to the immersive experience. The four main actors return to voice their characters and it is amazing to hear them all bantering and bouncing off of one another in true Ghostbusters fashion. It’s just a shame, then, that the game includes this weird glitch where the in-game audio and spoken dialogue will cut out when you wander too far from the group; this kind of makes sense as you’ve moved out of earshot but it can also happen if you stand still and simply rotate the camera and, most embarrassingly of all, often happens mid-way through an in-game cutscene. I also couldn’t help but notice that Bill Murray’s reading of some of his lines felt far less natural as he over- or under-emphasised certain words and generally came across as a complete inept moron, even more so than his character, Peter Venkman, is generally portrayed.

Enemies and Bosses:
Given that you’re placed in the shoes of a rookie Ghostbuster, you’ll be spending the majority of your time tracking down and busting ghosts of all shapes and sizes. Your first mission is to recapture Slimer but, from there, you’ll also hunt down all kinds of other spooks, all of them rendered in the same semi-translucent style presented in the movies. Sometimes, you’ll also have to contend with possessed items, such as candlesticks, coffins, and tombstones, which will spring to life and scurry after you and are immune to your traditional Proton Stream.

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Ghosts and other enemies come in many different forms.

These minions can’t be trapped and must be dealt with using the other attachments you get to your Proton Pack, meaning they’re far more annoying as enemies as they’ll swarm around you, throwing projectiles your way, and generally keep respawning until you seal off the portal that birthed them. Some ghosts also have the ability to possess nearby non-playable characters or even your fellow Ghostbusters, meaning you’ll have to hose them down with your Mood Slime before you can capture the offending ghosts. Others bring massive statues and suits of armour to life or transform the environment to suit their needs but one thing most of them have in common is that you’ll need to switch to different attachments to whittle them down and they are slippery devils that force you to run around in circles getting pummelled by projectiles and attacks, constantly reviving your teammates or being.

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Mr. Stay Puft is a joke compared to some of the enemies you’ll have to contend with!

Easily one of the worst enemies in the entire game are the kamikaze cherubs you encounter late into the graveyard mission; these little bastards not only shoot at you with flaming arrows, they also fly at you head-first and explode, dealing massive damage. If that wasn’t enough, you also have to contend with a never-ending slew of possessed gravestones, Ray Stantz being all but useless as a partner character, and the fact that the only way to clear this area is to slam or slime tether the cherubs into a gate. This kind of frustration really brings Ghostbusters: The Video Game: Remastered down; it’s just so inconsistent as one minute you’ll be having a whale of a time busting ghosts and, the next, you’ll be beaten to a pulp in seconds over and over and forced to sit through those long-ass loading screens. This inconsistency is translated into the game’s boss battles as well; after making short work of Slimer and a ghostly fisherman, you’ll do battle with the Stay Puft Marshmallow Man and, honestly, the little Marshmallow Minions he spawns throughout the preceding mission are more of a threat than he is! You simply hang from a tether, clear away his minions, and then zap him in the face enough times to turn him into marshmallow mush once more.

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Azetlor is easily the game’s toughest boss!

The next mission sees you settling the score with the Librarian Ghost, who surrounds herself with a shield to drag the fight out a bit but is nothing compared to Azetlor! This demonic entity is comprised of books and is initially protected by its mask, which you must shoot your Mood Slime at for what feels like an eternity. Once the mask is finally removed, you’ll probably fail the mission almost immediately as Azetlor makes mincemeat out of you and your team mates. Apparently, you’re supposed to dodge into the portals scattered throughout the arena to avoid Azetlor’s attacks and ignore reviving the other Ghostbusters but this never worked for me as, when you enter a portal, you exit it with the controls slightly janky so if you press up on the analogue stick you just jump back through the portal again! Seriously, the boss battle was the most annoying and challenging boss in the entire game, including the game’s final bosses!

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The game’s other bosses can be a drag but aren’t exactly challenging.

Later, you’ll have to chase the Spider Witch around her lair; after dealing enough damage to her, she disappears and you have to desperately follow your P.K.E. Meter to find her before she replenishes too much of her health, making this battle more of a chore than anything. You’ll also encounter a giant Sloar chained up in a dungeon-like sewer, which you must bait into attacking you so you can damage the glowing weak spot on its head. When you reach the finale of the game, you’ll battle against Ivo Shandor himself in a two-stage boss battle. In the first, he has possessed the New York City Mayor and is protecting himself with a green energy shield. You’ll be constantly reviving your team mates as they are either pummelled into submission by the skulls that home in on them (and you) or instantly incapacitated by Shandor’s whirlwinds but, if you blast away at Shandor’s shield with your Mason Collider, he’ll activate four nearby pillars to regenerate his health. Blast each of these in turn and the battle will end, making the most difficult part about this boss simply having enough Ghostbusters alive to see the mission through.

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Shandor’s final form looks more impressive than it actually is.

Shandor then assumes a far more demonic form, that of the “Architect”, an enormous Satanic being that forcibly drags you all back to the Ghostworld in a final encounter that is laughably easy compared to some of the bosses and enemies you’ve battled up until that point. Seriously, I had to revive my team mates the least in this battle and never once had to be revived; you simply keep your distance, blasting at Shandor with Boson Darts and, when he moves to the centre of the arena to regenerate, blow up the pillars. Wash, rinse, repeat, and he’s done in no time at all.

Power-Ups and Bonuses:
As you progress through the story, you’ll be gifted with additions to your base Proton Pack; you start out with the basic Proton Stream, which can whittle away a ghost’s health, ensnare them, and slam them to help trap them, but soon gain access to additional components. The first are the Boson Darts, highly concentrated bursts of protonic energy that are great for clearing out large swarms of enemies and dealing heavy damage, though you can only use them a couple of times before your Proton Pack overheats. Next, you get equipped with the Dark Matter Generator, which allows you to blast at enemies with a shotgun-like Shock Blast or freeze ghosts in place with the Stasis Stream, both of which can be handy for crowd control and giving you time to regenerate health. After this, you’ll get access to the Slime Blower, a smaller, heavily modified version of the ones seen in Ghostbusters II. This allows you to clear caustic black slime from the environment, reduces certain enemies to mush, and allows you to attach slime tethers to objects and ghosts. Unfortunately, the lack of a lock-on feature makes using the slime tether in this latter fashion more frustrating than helpful and it is, by far, the feature I used the least. Finally, you upgrade to the Composite Particle System, which allows you to use the Mason Collider for a rapid-fire function similar to a machine gun. You can also use the Overload Pulse to have your shots home in on a specific target, both of which can be useful for rapidly wearing down ghosts for the capture. While you never get to drive the Ecto-1b (that honour is, awkwardly, generally left to Winston Zeddemore (Ernie Hudson), my second favourite Ghostbuster after Ray), it does feature a few times in the story mode and is, at one point, equipped with the Super Slammer Trap that allows you to instantly trap ghosts once they’re lured over to the car. Otherwise, you’ll be using your own trap to grab the ghoulies and earn cash to spend on upgrading each of the features of your Proton Pack to reduce overheating, speed up the trapping process, and other improvements that marginally improve the experience.

Additional Features:
As you progress, you’ll unlock each story chapter to replay on one of the game’s three different difficulty settings. This is crucial to revisiting areas and finding any Artefacts you missed, scanning and recording every ghost in the game, and earning all of the game’s Achievements. While you can replay from each mission’s checkpoints, the upgrades you’ve purchased don’t carry over and you can’t take features like the Slime Blower back to the first mission, for example, somewhat limiting the game’s replayability. You’ll also unlock the game’s cutscenes to view in the game’s “Extras” menu but that’s pretty much it; you don’t unlock any additional characters or costumes, there’s no post-game content, and even the multiplayer aspect from the original version has been excised from this remaster! Apparently, all of these features (and more) were apparently planned for the game and a multiplayer component was supposed to be released shortly after the remaster’s launch but, as of this writing, it’s not happened.

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The Summary:
Soon into playing Ghostbusters: The Video Game: Remastered, I suspected what it was that kept me from keeping the game in my PlayStation 3 library back in the day. While it looks and sounds fantastic and really feels like an authentic Ghostbusters experience, the game is just so damn inconsistent; it looks great and can be really fun to play, running smoothly and featuring some great vocal work from everyone involved who isn’t Bill Murray but then wham! Suddenly you’re faced with an obtuse puzzle, lost in maze-like corridors, or battling enemies and bosses than can one-shot you and your team with cheap, difficult to avoid attacks. Honestly, it really stinks that the developers couldn’t at least release the game with couch co-op; the game begs for it, seeing as you’re running around with the other Ghostbusters the entire time, so a split screen multiplayer would have only increased the game’s appeal. Plus, not adding anything new to the game for this remaster is a real disappointment; the only thing that’s been changed is that the graphics have a bit more polish and that’s it. We could have gotten new skins or costumes, maybe even some extra Achievements or gameplay modes but, instead, we’re left with a slightly better looking version of the base game that really doesn’t deserve being bought at full price. It’s great to see all the guys back together and to experience a version of what Aykroyd and the late, great Ramis had planned for Ghostbusters III but, as a complete package, Ghostbusters: The Video Game: Remastered fails far more than it succeeds and is recommended only really for hardcore Ghostbusters fans.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of Ghostbusters: The Video Game: Remastered? Did you play the original version; if so, which console did you play it for and how do you think this remaster holds up compared to the original? Which Ghostbuster is your favourite? Which Ghostbusters videogame do you have fond, or bad, memories of? Do you think I am being too harsh on Bill Murray? Are you looking forward to the new Ghostbusters movie? Whatever you think about Ghostbusters, drop a comment below.

Game Corner: Duke Nukem Forever (Xbox 360)

GameCorner
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Released: 10 June 2011
Developer: 3D Realms
Also Available For: PC, PlayStation 3, Xbox One (Backwards Compatible)

The Background:
Man, I was a big, big fan of Duke Nukem 3D (ibid, 1996) back in the day; I spent hours playing deathmatches on PC at a friend’s house and, so great was my love for the alien-blasting, ultra-macho first-person shooter (FPS) that I even bought the Nintendo 64 version in order to continue the carnage at home. Given that I didn’t really have a decent PC back then, I never really experienced Doom (id Software, 1993) and I got ribbed to hell and back for owning Quake 64 (ibid/Midway Games, 1998), Duke Nukem 3D basically was my exposure to the FPS genre…at least until GoldenEye 007 (Rare, 1997) dominated the majority of my social life. So suffice it to say that I was eagerly awaiting the next instalment of the Duke’s ass-kicking series; yet, as we all know, Duke Nukem Forever had a…tumultuous history, to say the least.

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Duke Nukem Forever had a long and troubled development period.

Originally announced in 1997 and targeting a release between then and 1998, the game was constantly delayed and reworked as the staff and developers came and went, jumped from game engine to game engine, and constantly found themselves lagging behind more recent FPS games and shooters like Doom 3 (id Software, 2004), Halo: Combat Evolved (Bungie, 2001), and Gears of War (Epic Games, 2006). Rather than simply going back to Duke Nukem 3D, staying the course, and releasing an FPS title that harkened back to that classic style of gameplay, the developers scrambled to compete with modern shooters, cramming Duke Nukem Forever with a multitude of unnecessary additional gameplay mechanics and, ironically, rushing the game out to a release some fourteen years after its first announcement. Upon release, Duke Nukem Forever was pretty much universally lambasted; I originally, very briefly, played the demo version for PlayStation 3 and wasn’t exactly impressed and soon forgot about it once Duke Nukem 3D: Megaton Edition (3D Realms, 2015) was released. Recently, however, I picked the game up (dirt cheap, obviously) and decided to rush through it to nab some easy Achievements and I would be remiss if I didn’t share my thoughts on the game as a whole.

The Plot:
Twelve years after the events of Duke Nukem 3D, Duke Nukem has become a worldwide icon and celebrity and, against the wishes of the President of the United States, returns to action when the rebuilt Cycloid Emperor leads an alien invasion upon the Earth in an attempt to extract a modicum of revenge against the Duke.

Gameplay:
Ostensibly, Duke Nukem Forever is a first-person shooter that once again casts the player in the massive boots of Duke Nukem, a heavily-muscular, one-liner-spewing archetypal 1980s/1990s action hero modelled after the likes of Arnold Schwarzenegger, Bruce Campbell, and Bruce Willis. Duke is a throwback to a far less politically correct time in the world, and in gaming, when games regularly featured an abundance of violence, tits, abusive and coarse language, and toilet humour…and, as a kid back ten, I loved it! Duke was the best parts of all your favourite action heroes rolled into one: charismatic, sharp-witted, and an all-action hero. Not for everyone, of course, and he probably doesn’t fly in today’s social and political climate, but I’ll always have a soft spot for this big, roided-up bastard. Duke Nukem Forever starts off relatively promising as Duke recreates the ending of Duke Nukem 3D, allowing players to once again equip the Devastator (a rapid-firing rocket launcher) and blast the Cycloid Emperor to smithereens in a football stadium. The moment this is revealed to simply be a game within a game, Duke Nukem Forever begins its slow decline into mediocrity; the aliens are back, as is Duke’s trademark wit but, unfortunately, he didn’t exactly bring along his A-game for this instalment.

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Blood and gore is plentiful thanks to Duke’s ability to execute his alien foes.

Initially, Duke is forced to make use of his fists but he soon acquires a firearm and this is one of the game’s first disappointments; unlike in the previous game, Duke can only hold two weapons at a time so, when you come across another weapon, you’re forced to drop one if you want to switch to it. With a press of the B button, you can execute a melee attack to save ammunition and you can also acquire trip mines and pipe bombs to blow aliens to pieces but it’s honestly quite boring to only be holding two weapons at any one time. Luckily, when you come up against tougher enemies or bosses, the game usually leaves a fitting weapon and an infinitely-replenishing ammo crate nearby so you usually always have the right weapon for the right situation but it’s still a bit of a needless handicap. Thankfully, you can use your weapons to blow limbs off of the alien scum you’ll come up against and there’s plenty of blood and gore splattering all over the game’s otherwise bland environments. Additionally, you’ll often find enemies collapsing to their knees and leaving themselves a prime target for Duke to “execute” them with a stiff uppercut, which is a nice little touch.

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Interact with your environment to boost your maximum health.

Unlike in the last game, Duke’s health is represented by an “Ego” bar; the bar drains as Duke takes damage but will automatically refill when Duke escapes from incoming fire, as is the style in many shooters these days. You can duck or hide behind cover scattered throughout the environment but most of these are highly destructible so you won’t be hiding behind pillars for too long before you’re forced to come out all guns blazing. Executing aliens will instantly fill your Ego bar and you can extend its length by interacting with certain parts of the environment and defeating bosses. These intractable elements are a fun distraction fitting of Duke Nukem; you can drink beer, eat chocolate bars, admire your reflection, play arcade and pub games, take a piss, and interact with strippers. All of these, and more, will reward you with an Ego boost so you can take more damage but, even with an extended Ego bar, you’ll still find Duke far more fragile than in previous games; get caught in a crossfire or run head-first into the game’s more formidable enemies and you’ll find your health drained in seconds, forcing you to sit through a good two minutes of load screens as the game struggles to reload your last checkpoint.

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Duke Nukem Forever‘s environments can be varied but are split up by long load times.

These loading times really drag the game down; the game’s missions see you exploring a variety of locations and environments, ranging from alien nests clearing inspired by the Alien (Various, 1979 to present) franchise to stretches of desert and alien-infested cities. These maps are broken up into sections and, when you clear one, the game fades out to a loading screen to load up the next map; then, when you die, you have to sit through another round of loading screens, which makes dying far more frustrating than it needs to be as it takes forever (pun intended) to jump back into the action and try different tactics.

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Duke spends too long being shrunk down or needlessly jumping to small platforms.

You’ll also find yourself shrunken down to a tiny form, as in Duke Nukem 3D but, while the platforming sections were brief and cursory in that game, the shrunken sections extended in Duke Nukem Forever. Entire sections of missions will see you reduced to the size of a mouse, which is a exasperating experience and, if you’re really lucky, you’ll find yourself faced with the prospect of being tiny and jumping across platforms above an electrified floor that will kill you in seconds. This is not my idea of fun; it’s more like torture as these sections drag on and on with seemingly no end. At various times, you’ll also hop into a monster truck or a radio-controlled car and take part in some of the most janky driving sections I’ve ever experienced. Duke barrels ahead at full-speed, using rocket-powered jumps to clear gaps and flattening enemies beneath the massive tyres of his truck…that is until you happen to collide with the environment. It doesn’t take much to get Duke stuck against buildings and other obstacles, forcing you to try and back up and go around the obstruction in a wide arc, and just clipping walls and objects can send Duke spinning end over end, either ejecting you from the vehicle or forcing you to flip it around to carry on.

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The auto-firing sections can be a lot of fun.

Luckily, the auto-firing sections are a lot more fun; quite often, you can jump behind a gun turret and blast away at enemies, bosses, and enemy ships. You can’t hold the trigger down for too long, though, as the turret with overheat but it’s still quite enjoyable to gun down waves of enemies and blow them to pieces by targeting explosive barrels. Duke can also grab and throw a multitude of objects at his enemies (including barrels (normal and explosive), rats, turds, weights, and priceless vases); all of these, and others can help stem the tide against your enemies and you’re often encouraged to make use of the environment to keep your enemies at bay.

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Puzzles and mazes dog you at every turn.

Also helpful is the fact that Duke spends very little time underwater this time around; the final mission of the game is where you’ll find yourself submerged for large periods of time, forced to find air bubbles to replenish your oxygen supply before you drown and struggling to blast the aliens that join you in the dark depths. Unfortunately, though, Duke Nukem Forever not only lacks a map (even a basic wireframe map would have been helpful!), it also has a large number of puzzles scattered throughout its locations. In Duke Nukem 3D, the most you really had to contend with was flipping certain switches or finding coloured keys to progress further but, here, you’ll be jamming large fans with tool boxes, driving forklifts, ripping open doors, and desperately trying to navigate the maze-like environments without a map or a clear indication where you’re supposed to go or what you’re meant to do.

Graphics and Sound:
Considering its troublesome development history, Duke Nukem Forever doesn’t actually look that bad; weapons and enemies are rendered in big, bombastic glory and environments are generally quite detailed and large in scope (even though the maps are split into separately-loading sections). The game also runs relatively well; it can stutter at times, generally when large numbers of enemies are on screen or the game is preparing to load into the next section, but it was smooth sailing, for the most part.

The game’s graphics hold up quite well…when they’re not trying to render human characters.

Where the game fails, however, is in the rendering of its human characters, who all look like lifeless plastic toys. I guess this is actually quite fitting as the game (and the Duke Nukem franchise) is literally akin to a boy smashing his best toys into one another and it’s not unexpected considering the time the game was created and the troubles the developers went through just to produce the title. Duke Nukem Forever doesn’t feature any cutscenes or cinematics; all of the story (such as it is) is told using the in-game engine while the game loads up the next wave of enemies, boss battle, or section to play through. The game is also punctuated by a fitting heavy metal, hard rocking soundtrack that remixes many of the classic tunes from Duke Nukem 3D and adds to the fast-paced, hard hitting action of the game’s inconsistent high points.

Enemies and Bosses:
Duke Nukem Forever brings pretty much every enemy from Duke Nukem 3D back in all their disgusting glory and gives them a nice gloss of paint, updating their designs for a more modern audience, Duke will battle the likes of teleporting, jetpack-wearing alien scum, shotgun-toting Pigcops, and missile-firing Enforcers, each of which takes the time to reload their weapons, can toss pipe bombs at Duke’s head when he’s out of firing range, and include a melee attack for close quarters combat. Duke will also come up against alien eggs, which spew face-hugging Pregnators, and other smaller enemies that are best crushed under Duke’s mighty boot. Easily the game’s most annoying enemy, though, are the Octabrains; these floating, octopus-like aliens hover around your head sucking up items and spitting them back at you and can blast Duke when an energy shot that will kill him in one or two hits. To make matters worse, these bastards also suck up your missiles and pipe bombs, meaning its best to detonate a pipe bomb right as the aliens swallow them and pepper them with the Ripper.

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Duke Nukem Forever‘s bosses are large and require some heavy artillery to put down.

Duke will also come up against some familiar bosses during his adventure; the rocket-spewing Battlelord goes on a rampage on top of the Hoover Dam, the Octaking slowly destroys the small platform you’re standing on as it tries to fry your brains, and the Enforcer poses a significant threat when Duke is shrunk to a small size. Each of the game’s bosses are gigantic, with different phases and attack patterns, and a high point of the game’s action; as bosses are only damaged by explosives and turrets, you’ll generally have to employ different strategies to taking them down while also having to fend off swarms of regular enemies at the same time.

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The Alien Queen is easily the game’s most annoying boss.

Easily the game’s most annoying boss battle is against the three-tittied Alien Queen; this bitch shields herself with her huge arms, forcing you to toss pipe bombs at bouncy pads to get her to lower her guard so you can blast her with rockets. This alone is an annoying aspect of this boss battle but it’s made even more maddening as the Queen not only blasts you on your ass, slams into you with its claws, and spits Pregnators onto the field, she also protects itself with Octobrains for her final stage, which can reduce your health to nothing in seconds. Additionally, if you take too long to initiate the quick-time events needed to humiliate and finish off this boss (and others), she’ll regenerate a portion of her health and the battle will continue on until you get it right.

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The Cycloid Emperor looks more threatening than it actually is.

The game’s big bad is, of course, the Cycloid Emperor; in the recreation of the finale of Duke Nukem 3D, all you really have to do is strafe circles around the Emperor, blasting away at it with rockets until it goes down and, while this strategy continues to work wonders in the game’s final battle, it’s made far more tiresome by the presence of regular enemies on the field. You’ll need to kill these to grab the RPG, Enforcer Gun, Devastator, and pipe bombs in order to damage the Emperor but, compared to some of the game’s previous bosses, this gigantic monstrosity looks far more threatening than it actually is.

Power-Ups and Bonuses:
Duke has access to a small, but effective, variety of familiar weaponry in Duke Nukem Forever; he can use his fists to pound enemies into bloody mush, grab a simple pistol, or load up with a shotgun. As the shotgun takes time to reload, you might want to grab the Ripper to cut through enemies with a spray of bullets, though you’ll run the clip out quite quickly, or the Railgun to blow enemies away in one targeted hit. You can also grab the RPG, Enforcer Gun, and Devastator to fire rockets at enemies; these are best saved for bosses, as they’re the only weapons besides turrets that’ll do any damage, but you’ll find aiming and directing these weapons troublesome, at best.

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All of Duke’s signature weapons make a welcome return.

You can also grab a Shrink Ray and a Freeze Ray to reduce enemies in size or encase them in ice, respectively, leaving them wide open for an execution, and even acquire alien lasers from down Assault Troopers to mix things up a bit. Duke can also acquire a few helpful items to tip the balance in his favour; he can see in the dark with his trademark night vision sunglasses, distract enemies with a hologram of himself, swallow some steroid pills to go on a super-powered melee rampage, and drink beer to increase his resistance to injury. Unfortunately, however, you can’t use a jetpack this time around (at least, not in the single player story), and Duke Nukem Forever also, inexplicably, mixes up its FPS gameplay with a variety of different playstyles. The first, and most frustrating, is the abundance of platforming sections in the game; Duke could jump and fly around levels in Duke Nukem 3D but Duke Nukem Forever takes the piss with the platforming sometimes, asking players to awkwardly jump to small platforms or pipes and navigate narrow platforms with the game’s janky, slippery controls.

Additional Features:
Honestly, there’s not a lot on offer in the base game of Duke Nukem Forever; you can play the game on four different difficulty modes for an increased challenge and revisit each chapter to find any Ego boosts or secrets you missed in order to earn every Achievement in the game but, beyond that, there’s not much reason to go back to the game. Once you complete it (on “Let’s Rock” at the very least), you’ll gain access to some additional options that let you turn on helpful cheats like invincibility and infinite ammo; however, you won’t earn any Achievements with these activated, which renders them largely pointless.

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Sadly, the game’s controls make these mini games more of a chore than anything else.

At one point in the game, you visit a strip club and are tasked with tracking down some popcorn, a vibrator, and a condom for a stripper; this little side quest also gives you the option of playing a few mini games, including a pinball machine, air hockey, whack-a-mole, mini basketball, and pool. While you’ll get an Ego boost for winning at each of these and there are even some Achievements tied to some of them, the game’s controls don’t really make playing these mini games fun or interesting in any way. Just potting all the balls on the pool table took me about half an hour as there’s no way to judge the power, direction, or spin of your shot and, while I was able to win at air hockey, the janky, floaty, slippery controls mean winning seven to nothing and earning that coveted Achievement is more likely to see you tearing your damn hair out than anything else.

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Duke Nukem Forever includes multiplayer and even some DLC.

There is a multiplayer component included with the game but my Xbox Live subscription has lapsed so I never explored the options available here. Considering how poorly the game was received, and sold, there is also some downloadable content (DLC) on offer for the game that adds extra modes, Avatar costumes, additional multiplayer maps and modes, and a whole new mission to the single-player campaign. Unfortunately, this DLC costs more than I played for the base game and that, in addition to how dreadful my experience with Duke Nukem Forever was, means I won’t be shelling out to play this DLC any time soon.

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The Summary:
There’s a word to describe Duke Nukem Forever and that word is: disappointment. Honestly, though, it’s nowhere near as bad as reviews and word of mouth had me believe; the basic aspects that made Duke Nukem 3D are still there and, when the game is focused on mowing down alien scumbags and indulging in is crude, crass sense of humour, it really excels and you get the faint glimmer that the game could have lived up to the hype of its predecessor.

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This image sums up how it feels to hold Duke Nukem Forever

Unfortunately, it’s just too bogged down with unnecessarily long and difficult platforming and driving sections, annoying puzzles, and frustratingly long loading times. Limiting Duke’s arsenal also hurts the game as you’re constantly having to drop weapons and switch to different ones; enemies are way too tough at times as well, soaking up entire clips and blasting your health to shreds as you frantically try to reload or find tenuous cover, and the levels are largely bland, uninspired, or too cliché to really stand out. It’s a shame because there is clearly a lot of potential in Duke Nukem Forever’s concept and, had it released in more like the early-to-mid-2000s and been more like Doom 3 than this hodgepodge of disconnected ideas, it might have actually been really good rather than just disappointingly mediocre.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think about Duke Nukem Forever? Do you think it fails to lives up to its hype or did you find it to be an inoffensive distraction? What do you think of Duke Nukem as a character, especially in our current political and social climate? Do you think he’s a relic from the past or is there room for his brand of humour and action in today’s world? Would you like to see a new Duke Nukem game or do you think it’s best to pull the plug on this once-fruitful FPS franchise? What is your favourite FPS game? Whatever you think, drop a comment below.

Game Corner: Resident Evil (2002; Xbox One)

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Released: 2015
Originally Released: March 2002
Developer: Capcom
Original Developer: Capcom Production Studio 4
Also Available For: GameCube, Nintendo Switch, Nintendo Wii, PC, PlayStation 3, PlayStation 4, and Xbox 360

The Background:
I mean…you’ve heard of Resident Evil (Capcom, 1996), right? It was one of the seminal titles for Sony’s burgeoning PlayStation and, through its atmospheric horror and stringent emphasis on conserving resources, practically invented (if not massively popularised) the “survival-horror” subgenre. Yet, for everything the game does right, it can’t be denied that the original Resident Evil has seen better days; graphics that were once groundbreaking and innovative have since become embarrassingly blocky and clunky, to say nothing of the dodgy, B-/porn-movie level voice acting peppered through the original release. Thus, in 2002, Capcom developed a complete remake of their iconic horror title as part of a deal to release new Resident Evil titles exclusively on the GameCube. This remake overhauled the graphics and voice acting considerably but also added a whole bunch of new areas to explore and enemies to encounter. Yet, despite improving on its predecessor (and many of its sequels) in almost every way, being one of the most atmospheric and terrifying entries in the series, and being critically praised upon its release, the Resident Evil remake sold comparatively poorly and was one of the many reasons why Capcom would go on to adopt a more action-orientated approach to their popular franchise. I never owned a PlayStation back in the day, though I do recall playing the original Resident Evil here and there, so my first real exposure to the franchise was the amazing port of Resident Evil 2 (Capcom, 1998) for the Nintendo 64. After opting for a GameCube over the PlayStation 2, I went out of my way to pick up the Resident Evil remake and loved it but, at the time, couldn’t really give it the focus and attention such an immersive game required. However, sometime before I reviewed pretty much every single Resident Evil title for the Xbox One, I was gifted the Resident Evil: Origins Collection (ibid, 2016) and put a lot of time into this under-rated remake. I recently returned to the game to sweep up some missing Achievements and decided to make up for not posting a review of it then.

The Plot:
When a series of mysterious and violent deaths occur in the Arklay Mountains outside of Raccoon City, the Special Tactics and Rescue Service (S.T.A.R.S.) Bravo team are dispatched to investigate. However, when all contact with Bravo team is lost, Alpha team heads in to find them, only to be attacked by mutated dogs and driven into a sinister mansion where they are soon separated and attacked by hoards of flesh-eating zombies!

Gameplay:
Resident Evil is a traditional survival-horror videogame that sees players choosing between two playable characters: Jill Valentine and Chris Redfield. While both ostensibly play the same, they do have specific strengths and weaknesses (Jill can carry more items but Chris can take more damage, for example; Jill can also open certain doors and drawers with her lock pick while Chris always carries a lighter to solve certain puzzles) and encounter different characters and use different weapons over the course of the game.

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Your controls and perspective are limited for increased tension.

Like all mainline Resident Evil titles at the time, Resident Evil employs a restrictive control scheme; however, the “tank controls” of the original game have, thankfully, been tweaked so that characters can freely explore their fully-rendered surroundings with far more freedom of movement. Your perspective is still limited by a series of dynamic and atmospheric camera angles, meaning that you won’t see any two areas from the same viewpoint; this is great for building tension and enabling the game’s jump scares but somewhat intrusive when, in the heat of desperately trying to escape from an enemy, the camera perspective suddenly switches on you and your controls become effectively reversed, meaning that it’s always best to plan ahead for a possible escape route.

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Inventory management is key to your survival.

This foresight is most emphasised in the game’s stringent inventory system; as was the standard for Resident Evil titles at the time, characters can only carry a certain number of items before their inventory is maxed out and learning how best to manage your inventory is the key to your survival. Many items (herbs, mostly) can be combined together to take up less inventory space while others must be examined to find another item (usually an elaborate key of some kind). If your inventory is full, you can deposit your items into one of the many fourth-dimensional Item Boxes scattered throughout the game’s many locations to be retrieved at a later date. To help you navigate the game’s maze-like areas, you can also find a series of maps that helpfully display locked doors, whether areas have any items you need, and where typewriters and Item Boxes are located. You can also pick-up defensive items (daggers, tasers, and flash grenades) that will either instantly kill or severely incapacitate any zombie that tries to take a bite out of you and also use your fuel canteen and lighter to ignite corpses and stop them returning as Crimson Heads. Story is a huge part of Resident Evil; as you progress, cutscenes will reveal more of the mysteries behind the mansion and Umbrella but you’ll also pick up files and documents as you play that further flesh out the story, the history of the mansion, the specifics of Umbrella’s bizarre experiments, and even provide hints towards the game’s puzzles.

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Combat is often a case of fight or flight.

Combat in the remake is smoother than in the original but still far chunkier and restrictive compared to the Capcom’s more action-orientated titles, primarily because tackling foes head on is generally discouraged even if you do have ample supplies of ammo. Zombies (and the other Bio-Organic Weapons (BOWs) created by the malevolent Umbrella Corporation) absorb your bullets like a sponge and, even if they do go down for the count, will return after a certain amount of in-game time has elapsed faster and stronger than ever. Even if this doesn’t happen, they are largely replaced by the deadly Hunters later in the game that will require more than your standard pistol ammo to put down so conserving your resources is paramount to your ability to survive. When attacked, your character’s health and current status is displayed through an EKG-like display. When it turns yellow or red, falling into “Caution” or “Danger” status, or a blue-purple for the “Poisoned” status, your odds of survival will decrease dramatically; your character will begin to limp and hobble around, severely reducing your mobility, and it is highly advised that you make use of the herbs and first-aid sprays to replenish your health and return your status to “Fine”. In keeping with the style of the series at the time, your progress can only be saved by using an Ink Ribbon at one of the many typewriters you’ll find across the game’s locations; if you die, you’ll have to re-load your last save point and try again but be warned because your final score takes into consideration how many saves you make across a playthrough so, if you want the best results, it’s encouraged that you limit your saves.

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You may need help escaping the game’s many death traps.

Some enemies deal more damage than others, some are even capable of killing you in one swipe of their claws, and the game’s many environments are also filled with instant-death traps that require you to solve puzzles in a certain way or make certain choices so that you can be saved by one of the game’s supporting characters. These characters will also provide you with better weapons and helpful items; one, Rebecca Chambers, even becomes playable at a key moment to help Chris synthesis concoctions that normally only Jill can produce. Rebecca, and Barry Burton, also help out by solving puzzles and defeating certain bosses for you if you make the right decisions, which can be extremely useful for conserving your resources and aiding a speedrun. Resident Evil is chock full of puzzles, traps, and elaborate areas to explore; the bulk of your game time is spent exploring the disturbing Spencer Mansion, whose doors are locked behind themed keys and rooms are filled with ornate statues and lavish decorations, but you’ll also explore a neighbouring graveyard, an underwater passageway, an Aqua Ring, and, of course, a high-tech laboratory filled with Umbrella’s bizarre experiments. In each area, you’ll have to solve puzzles either by interacting with them or bringing items with you; these may be a key, or a battery to power a lift, or intricate medallions to access hidden walkways, meaning that no item you find will ever be completely useless.

Graphics and Sound:
Even now, some twenty years after it was originally released for the GameCube, the Resident Evil remake holds up fantastically well; while the original became dated very quickly, the remake still looks gorgeous and up to the standards of even Capcom’s recent efforts. Environments are fully-rendered and bathed in a variety of lighting; most areas are swamped in shadow or lit only by the suitably dramatic lightning from outside the mansion, while others are fully lit so you can bask in the ornate decorations and Gothic aesthetic of your surroundings.

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Resident Evil‘s various Gothic and twisted locations are all rendered beautifully.

As you explore further, you’ll venture out into the wind- and rain-swept areas outside of the mansion, explore a creepy, dilapidated cabin and a disgusting semi-flooded passageway beneath it, and even a dank tomb reminiscent of something out of a Bram Stoker novel. These elaborate locations are offset by the more clinical, high-tech areas created by Umbrella; the Aqua Ring and laboratory have been wrecked by the corporation’s experiments, juxtaposing Umbrella’s fiendish modern technology with the lavish, almost supernatural qualities of the mansion and its surroundings.

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The cutscenes propel the game’s elaborate narrative forward.

Unlike the original, which spliced cringe-worthy live-action sequences in with its equally cringey dialogue, the remake opts for fully-rendered computer-generated cutscenes to tell its story (which, thankfully, is just as over-the-top as ever). The script has been entirely overhauled, meaning that the game makes far more sense and the narrative is played far more seriously this time around, which only adds to the feeling of dread inspired as you skulk around the dark, tight, winding corridors of the mansion. Music is sparse and used (or omitted) to create tension or inform the player that they are in a safe (or dangerous) area; subdued and melancholy, you’re far more likely to hear the rustling of footsteps, the chattering shrieks of some unseen creature, or the soft moans of a zombie waiting just off-screen than anything else. When the jump-scares happen, they are often punctuated by the sudden introduction of a heart-pounding tune that keeps you constantly on edge even when revisiting areas you know have been cleared of enemies.

Enemies and Bosses:
The main obstacle you’ll encounter in your desperate fight to survive will be the many zombies that populate your surroundings; the most common enemy, zombies will slowly shuffle towards you, moaning and groaning, and will try to take a bite out of you at any opportunity. A few well-placed shots will put them down but, to destroy them for good, it’s best to whip out the shotgun and tilt your aim towards their heads, blow them to pieces with the grenade launcher, or hope that your pistol gets a lucky headshot. You’ll also encounter one of the most annoying reoccurring enemies in the entire franchise, the zombified dogs known as Cerberus. These little bastards are fast and agile, leaping at you, pinning you down, and chomping at your arm and are always a bastard to get a good shot at. Ravenous crows can also be found in certain areas but these will generally just sit there, cawing ominously, and won’t attack you unless provoked. To mix things up a bit in the remake and add even more tension to your gameplay, the developers introduced a mechanic whereby any zombie that hasn’t had its head blown off or burned to a charred corpse will return to undead life as a faster, far more vicious and deadly Crimson Head after enough time has passed. This adds another layer to the game as you must choose between dodging the slower, weaker zombies or taking the time to burn up their corpses rather than risking your health and ammo on their supped-up evolution.

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Spiders may poison you but the Hunters will rip your head off!

As you venture outside of the mansion, you’ll also have to contend with snakes dropping on you and hissing at your feet, giant spiders that can poison you, and voracious mutated sharks just waiting to chomp you in two. Once you return from this side quest, most of the zombies in the mansion will have been replaced with the ferocious Hunters; these dangerous frog-like creatures leap and run at you, swiping with their claws, can kill you in one hit, and you’ll even encounter a sturdier variant that can also poison you. Once you delve into Umbrella’s secret laboratory, you’ll also have to battle the nightmarish Chimera creatures, weird little human/insect hybrids that skitter along the floors and ceilings just waiting to take your head off!

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Umbrella’s experiments have mutated animals to monstrous sizes!

Umbrella’s experiments also give birth to some gigantic and horrific bosses; you’ll encounter the giant snake, Yawn, a couple of times, a monstrous tarantula, a colossal acid-spewing plant, and the prototype of the Crimson Heads down in a tomb. Interestingly, a lot of these bosses can either be avoided entirely or destroyed by solving a puzzle or the intervention of a supporting character. Plant 42, for example, can be destroyed by mixing a chemical compound to kill its roots; the aforementioned giant tarantula can be avoided entirely and you destroy the massive shark in the Aqua Ring by electrocuting it with a nearby control panel. The remake introduces a new recurring boss to the story as well, the immortal and unkillable Lisa Trevor. As the prototype for many of Umbrella’s later, more monstrous experiments, Lisa is a deformed, shambling mess who is completely resistant to all forms of gunfire. When you hear the rattling of hear chains and the low, despairing moans, all you can do is run and desperately try to avoid her incredibly powerful blows. Unlike Mr. X or Nemesis, Lisa doesn’t stalk you around the mansion, which is helpful, and your encounters with her pretty much all take place in an area that allows you to easily dodge past her and stay out of her reach. When the time comes to finally confront her, Barry or Albert Wesker will provide cover fire, allowing you to push four stones down a pit, uncovering the corpse of Lisa’s mother and driving the poor girl to leap to her death.

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Hold out long enough and you’ll get the chance to put the Tyrant down for good.

After exploring the length and breadth of Umbrella’s hidden laboratory, Wesker, your commander in chief, reveals himself to be a traitor and unleashes Umbrella’s most powerful BOW: the grotesque Tyrant, which quickly skewers Wesker and seemingly ending his threat forever. You’re then left to deal with the Tyrant yourself, which can be tricky given the creature’s massive reach and damage-inducing claws but, thanks to the layout of the laboratory, you can easily run circles around it, shooting at it whenever you can, and putting it down through a mixture of perseverance and patience. Depending on how you played the game and which characters have survived, you may have to battle the Tyrant once more as the now-obligatory self-destruct countdown takes place and you wait to be rescued from a helipad. This time, the Tyrant is much faster, dashing at you from afar and stabbing and slashing at you with its claws but, after enough damage has been dealt and/or time has past, you’ll soon acquire a rocket launcher to blow the creature to smithereens and make your dramatic escape.

Power-Ups and Bonuses:
Unlike later Resident Evil titles, there’s no way for you to increase your inventory capacity or upgrade your weapons or ammo with add-ons and elaborate combinations. However, as you explore your surroundings, you will find better and more powerful weapons, some of which are exclusive to each character; Chris, for example, gets his hands on a good, old-fashioned shotgun while Jill opts for a grenade launcher. To get the game’s most powerful weapons, though, you’ll need to solve certain puzzles, meet certain criteria, or beat the game within a certain time limit on different difficulty settings. Bring a certain medallion with you on the way to Lisa’s cabin or allow Barry to die at Lisa’s hands, for example, and you can acquire a super-powerful Magnum and the way that you handle fellow S.T.A.R.S. agent Richard Aiken can net you a powerful assault shotgun.

Additional Features:
As you might expect, the Xbox One version of the game has quite a few Achievements linked to it that you can get. Most of these are story-based and therefore unmissable but others test your skills in increasingly challenging ways; there’s Achievements tied to saving (or not saving) your fellow S.T.A.R.S. team mates, one for finding 100% of the items across the game’s many locations, two tied to speed runs, one for acquiring every weapon, and even one that asks you to beat the game using only a knife to kill enemies and bosses.

REmakeWeapons2
Beat the game fast enough and you’ll earn infinite weapons.

Beating the game allows you to option to replay it on one of four difficulties, ranging from “Very Easy” to “Hard”, each of which places different items, amounts of ammo and Ink Ribbons, and even enemies across the game. As is the style of Resident Evil titles, you are rewarded for how fast you complete the game, how many saves and deaths you have, and for finishing the game on higher difficulty levels. Beating the game quickly enough or “Normal” or higher can net you the Samurai Edge or even the infinite rocket launcher, both of which will make subsequent playthroughs and absolute breeze. You can also unlock different costumes for your characters, allowing you to play using skins from later Resident Evil titles, and even a couple of new game modes. “Real Survival” is basically Hard mode but you can no longer access all of your items from every Item Box, “Invisible Enemy” mode turns all of the game’s enemies invisible, and beating the game with both characters on “Normal” finds you hounded throughout every subsequent playthrough by one dangerous zombie strapped with game-ending grenades!

The Summary:
The Resident Evil remake is still a fantastic gaming experience; it took everything that worked from its blocky, cringe-inducing original and ramped it up to eleven. Arguably, Resident Evil has never looked better thanks to the game’s gorgeously-rendered environments, atmospheric use of lighting, and impressive in-game cutscenes and this remake still stands as the last true example of a traditional survival-horror Resident Evil title thanks to the way it incorporates the restrictive controls and camera angles of the franchise’s early days but tweaks and refines them with a more modern finish. Honestly, back when this game came out, I fully expected Capcom to use the same engine to remake Resident Evil 2 and Resident Evil 3: Nemesis (ibid, 1999) and I would have perfectly happy with that given how well this worked for not only the remake but also Resident Evil Zero (ibid, 2002). They didn’t, of course, and the closest we’ve gotten to something akin to the Resident Evil remake was Resident Evil 5’s (ibid, 2009) “Lost in Nightmares” downloadable content. As much as I like the remakes Capcom have produced and the way the franchise is heading back towards creepy, atmospheric, almost claustrophobic horror, I can’t help but be saddened that they don’t continue to tweak and refine the game engine they crafted for this remake as it really does deliver the definitive version of Resident Evil.

My Rating:

Rating: 5 out of 5.

Fantastic

What did you think of the Resident Evil remake? How do you think it compares to the remakes Capcom have recently produced, or even to the original? Do you prefer the original over the remake? Would you have liked to see more Resident Evil titles adopt the game engine used here or do you prefer the more action-orientated style of even the recent remakes? Either way, feel free to share your thoughts and comments below.