
It was inevitable; they turned Castlevania into a free to play mobile game. But it’s not bad actually!

It was inevitable; they turned Castlevania into a free to play mobile game. But it’s not bad actually!

The second GBA Castlevania takes after its parent closely, for better and worse.

It’s the silly season, so time to catch up on vaning some castles.

For game club my friend Laureline picked out this Konami game. It’s a jump and shoot with a cartoony sci-fi animals license and a cult following. I found it very difficult!

It’s always good to have a well-made Picross game. What a pleasant surprise for Konami to put out a competent one that draws on their history!

For Game Club this month, Gibbon picked this Konami classic. Well, it seems to enjoy classic status, with ties to Yugioh, Castlevania, Wai Wai World, and Otomedius. It is well made, for a Zelda 2 clone, but with an unbalanced pace.

Thanks to retro game club I organise, it’s back to the stage-based Castlevania well for the cut-down alternate retelling of Rondo of Blood, Dracula X/Vampire’s Kiss/Akumajou Dracula XX. I previously reviewed Rondo on PSP and it did eventually win me over. I can’t say the same for its SNES sibling.

It’s the spooky season apparently, so why not break out a Castlevania game? The only thing scary about this chibi-fied spinoff is its difficulty, but I was able to mitigate that through rampant savestate cheating.

Here’s a little oddity, groundbreaking in a few ways. It represents big publishers trying to get into the mobile phone game market, Konami collaborating with Westerners for one of their big franchises, and a hybrid of the two types of Castlevania gameplay. Too bad it’s not very good. Ok, ok, with the heavy disclaimer “for a mobile game” it’s fine.
Although this would normally be played in a narrow portrait view, using my java phone emulator I was able to expand the screen space, which really helped with visibility of enemies even if the UI ended up a little odd. Unfortunately I had other problems with my controller, apart from the regular control issues on mobile phones (only accepting one input at a time, button combos with overlapping functions, sketchy diagonal jumps). It looks decent for what it is, but you must toggle between music and sound effects; whatever midi rendering my emulator had made the SFX very unsuited so I kept the music, which was fine.
But let’s talk about how the game works, because it’s an interesting experiment. You have a slightly explorable world but broken up into stage-like bits. Progress gives you new abilities and you will loop back at one point, and you find sub-weapons that are permanently collected and switchable through the menu (but most of them are useless; either comparable to the whip but using hearts, or with more range but too weak). Desmond levels up with experience and can find usable health items and spells. So it’s a light Metroidvania in fact, albeit cut down for the platform, poorly executed and nowhere near as satisfying as its contemporaries. It didn’t really need the RPG elements and backtracking, especially as a mobile game.
At least we have a plot with cutscenes. Desmond is the Belmont of the day, and his sisters Dolores and Zoe pop up for exposition and to give you new abilities, such as alchemy (this and other plot elements tie it loosely to the PS2 game Lament of Innocence). It’s not really unique in Castlevania, except having multiple Belmonts, and it’s very brief. The game is over very quickly; I beat it in a bit over an hour without much trouble. Respawning in the same room on death helps.
So I don’t want this game to be overlooked; it’s not up to the standard set by many other Castlevania games, but it’s short and not difficult so as long as you can wrangle a mobile phone emulator, a fan of the series should give it a go. And I do push back against it being written off as non-canon, as I did with Legends for Game Boy, or the N64 games; I like being inclusive like that. Random trivia fact: the game’s designer went on to found indie publisher Nicalis very soon after this.

Moving on with Castlevania games, I played the version of SotN which is unlockable on the PSP’s Dracula X Chronicles. This is a pretty faithful port of the PS1 original, but with improvements to performance/frame rate, a redone English script and voice acting, and the addition of Maria mode (a better one than the Saturn version).
Symphony of the Night is widely regarded as a great game and it started the “Metroidvania/Igavania” subgenre within the series, with a 2D open world-type experience, with levelling up and loot and all that good stuff. It was pretty great and just as smooth to play and satisfying to clear as the three DS instalments that I’ve played; however, I enjoyed those later games more than this.
There are intangible and possibly subjective tweaks that have been made over the years, such as balancing: I found almost half the game overly easy, even without grinding levels. There are conveniences like the DS’s second screen being used to persistently display the map, or selectable destinations in warp rooms. And I had the feeling playing this that it was cluttered with systems I didn’t feel the need to use, like the two-hand system or the spells that use complicated inputs. I often had an overabundance of hearts, and although I like familiars following me around they didn’t seem that useful. There’s also little variety in the different weapons you find; overall I was unprepared for how many improvements I perceived to have been made to the sequels.
The classic twist in this game is the inverted castle, which opens up if you fulfil the right conditions. This is a neat idea with potential, but the design of the castle made it unnecessarily hard to traverse the inverted version; the superjump maneuver was needed too often, and while I understand that castles really aren’t designed for you to get around them upside-down it made it less fun.
As always there are some bonus modes; Richter is more versatile than in Rondo of Blood but still sluggish. Maria was delightful to play as again, with challenge coming from her low damage output that needs to be offset by using her animal companions. I’ll note here that being a direct sequel to Rondo a few years later works in its favour, and not just in reusing enemy sprites; continuing the story with the same characters is fun and reintroducing Alucard makes for a great dynamic between the three as well as Shaft, Dracula, and Death.
So for the most part the game is built to the high standards expected of the best Castlevania games. But I think they managed to do better as they went on. Sorry fans.

Castlevania: The Dracula X Chronicles was high on my list of PSP gems. Primarily a remake of the PC Engine game into 3D graphics, it’s known for having one of the best unlockables of all time: the PS1 classic Symphony of the Night, tweaked with a new script and other improvements. I’ll get to that later, but to play it I had to get through the main feature.
In 2D Castlevania land, I haven’t had much experience with the older stage-based style. I prefer the free-roaming RPG ones, but even with my preferences this game won me over. Eventually. To get to the point of appreciation and satisfaction, I had to learn, and death was my teacher. Literally in some cases, because you fight the Grim Reaper. Yes, it was difficult, but mastering the controls and finding the secrets turned out to be fun and rewarding.
I also enjoyed the game much more after unlocking Maria, the second playable character. She’s faster than the sluggish Richter, can nimbly double jump and slide, and has more versatile weapons. I also had to understand the game’s structure: I was expecting to do whole runs of the game, but a portable-friendly stage select can easily take you to any point to find the hidden levels and optional bosses, and you can change character at any time.
I may still prefer the open-world freedom and self-paced experience of the later games, but Rondo is a great example of how a game’s design can deliver a focused, challenging, and fun experience; all of which is more or less identical in this remake to the 1993 original. For what it’s worth, of the 2(!) linear Castlevanias I’ve played, this is the best! Also, check out the Castlevania 4koma I translated; there’s officially translated ones for this game too, linked in that post.

As I said in my Judgment review, I react negatively to someone ostensibly in charge of a series being exclusive for dumb reasons; it just made me want to play Legends more. Having a female Belmont as protagonist and being the last of three Game Boy games and so presumably more polished also attracted me (although yeah, it’s in the same engine but it was actually made by a different team).
So in this game that is totally in canon and fits in the series perfectly no matter what people might say, you play as Sonia Belmont, who kicks ass before any Belmont men ever did (except Leon 400 years before, but he’s a wuss). She has a relationship with Alucard as well, who as we all know is pretty much the coolest dude to ever wear a cape and a moody expression. SPOILERS! He’s also the father of her child Trevor, at least I think so.
Unlike the first two GB Castlevanias, this wasn’t rereleased for GBC in Europe. But that just makes it more of an underdog! Of course, in these situations you have to examine all the options. To play in GBC mode or Super Game Boy mode? In this case, GBC mode has less garish colours and more distinction between sprites and background, which always helps. The SGB border is cool but who needs that taking up screen space?
So now the gameplay. This is my first “traditional” Castlevania game, the linear type with stages. I know this may not be the best example but it didn’t win me away from the RPG/exploration of the Metroidvania style. And it didn’t even have the infamous Castlevania stairs, about which I’ve heard more horror stories than about Dracula himself. There are some branches, leading either to dead ends or special items (which unlock the good ending). However the timer (why oh why did there have to be a timer) discourages dilly-dallying.
The graphics are mostly nice pixelly goodness—those tiny faceless heads are adorable—but then you get things like the awkward zombie seen above from time to time. The music is pleasantly chippy as well. It’s too bad the game suffers from stiff play control and slightly off hit detection.
From what I read, Legends seems to be slightly easier than its predecessors. There are concessions like the “Burning Mode” which give you brief invincibility, but only once per level; and sub-weapons are very powerful, but you do lose all hearts on death. But the game did well in transporting me into that retro mindset (didn’t prevent me from abusing savestates to get through though… I’m a bad, bad boy). Short, sweet, old-school goodness.

I feel ill-equipped to judge this game. Although I’ve done the research, I’ve only played a handful of Castlevania games; nevertheless, it seems appropriately fanservice-y for a crossover between different eras of Castlevania. On the other hand, I’m also terrible at fighting games and generally dislike them. So I can’t speak too much to this one but it does seem insufficiently balanced; I managed it after turning the difficulty down but that speaks more to my own ability.
So it’s a fighting game, but I liked that it’s less restrictive than others I’ve played. You can roam around the stages freely, and there are stage hazards and items to pick up. There’s not too many buttons used but they have to work hard to cover all the moves, and trying to pull off the maneuver you want can sometimes be tricky. There’s charging and directional inputs change them, and sometimes your character will attack a candlestick instead of your opponent. I found it was also easy to get interrupted. Each character is different too, and requires practice to see what they’re about. My favourite was Shanoa for her mix of ranged and close attacks.
Having said that, I’ve stopped playing far from the end point. I’ve cleared Story Mode with everyone, true Story with Aeon, and the challenge room-based Castle mode with one character. After that I’m confident that the game is not 100% for me, and I’m not willing to put in the hours for the “content grind”. It just wasn’t that fun for me. The best part was seeing how they’ve depicted this range of characters, seeing their moves and their little lines. But the novelty wears off quickly.
Of course, the depictions have gone through a process of reinterpretation. Each character has been redesigned by Obata, the illustrator of Death Note. I enjoyed Death Note and it’s interesting to see that design philosophy applied to a series that already had its own visual identity. Of course you do then get some glaring issues, even getting past the concept of “What that’s not what my favourite character looks like!”. I’m talking about the sexualisation; it’s bad enough to give massive knockers to Sypha, but to focus the character arc of the little girl character around a fixation on other women’s bodies is just creepy. Japan strikes again!
Well I’m sure you could read insights like this anywhere on the Internet so I’ll wrap it up. It’s cool to have this mashup of characters of the series, even some which IGA has declared non-canon (Cornell from the second 64 game). (Which by the way, I freely disregard; I like to be inclusive in my canon.) It just falls a bit short on the execution. The plot calling back to Kid Dracula/Boku Dracula-kun of all things is funny, but it takes itself really seriously within the game; there’s not much of a sense of fun except for the odd brief glimpse when Grant is on-screen. So a missed opportunity in some ways, but a work with some effort put into it.

I had trouble finding a copy of this game. Well, a PAL region copy anyway. you see, I’m fascinated by the rare and elusive cross-console connection. In this case, having Castlevania Judgment on Wii (a poorly received 3D fighting game with radically redesigned characters) and Ecclesia on DS unlocks a few characters early and exclusive accessories there, and an early item and mode here. And despite the DS not being region-locked, it seems that when you connect like this the games must share a region, and the Wii is locked.
Anyway, moving on. The early unlocks were good because as with the two previous DS Castlevania games that I played and loved, I don’t see myself conquering Hard Mode. This game is challenging; venture too far and the tension rises as you try to make it back to safety, realising you’ve overstepped yourself. It’s gripping.
So OOE isn’t too different from said prior instalments. It’s a wonderfully crafted 2D action platformer with a great soundtrack and crisp spritework, and perfectly fluid control. The particulars have been tweaked; you now have a world map with selectable locations. Some are small, straight corridors, others are Portrait of Ruin-style mini-areas to explore. It isn’t until you get to the traditional Castlevania twist point that Dracula’s castle rises up and you get a huge linked map to roam. Having these different locations allows variety in the environments, but despite this they tend towards blandness.
Shanoa is your protagonist: it’s great to have a capable woman as a lead, but the plot involves a cliche case of amnesia and even worse, loss of emotions. It’s not explored too thoroughly, and in fact the plot itself is a bit barebones besides a few key scenes and a nice massive twist that re-casts the whole first half. You do get some fun interactions with the villagers though: Wygol village is a safe haven with NPCs that you rescue. They form the basis of the quest system, which returns from Portrait of Ruin as well although they’re often just “bring me this item”. This also ties into a new loot system, where set chests will be refilled when you enter a zone with some randomness.
I like the equipment system: Glyphs are a combination of weapons and souls (from Aria/Dawn of Sorrow). Some enemies may drop a new way to attack, and dual-wielding gives you more options. Enemy weaknesses also encourage you to switch it up, but I found that a few key sets were enough and experimentation was not super necessary. Even mastering a few attacks feels good, but I invariably will double up attack Glyphs to make it simpler.
People say that this is harder than the previous two, but I found it on par with them. Maybe my leet skillz are improving. But overall it really is more of the same, and that’s no bad thing to be sure. A notable change is a return to the detailed gothic style of artwork, seen in dialogue portraits, in the style of Ayami Kojima’s work on past games (although in this game it’s done by Masaki Hirooka), as opposed to the more generic anime style adopted by DoS and PoR. The new map structure also helps the feeling of pursuing your adversary around the countryside, and restoring the villagers is rewarding. But really what it is is another very good Castlevania game.
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