When gamers talk about some of the most vaunted Castlevania titles in the series, Castlevania: Circle of the Moon usually isn't among them. You could chalk this up to it being a portable game released in an era when portable games themselves were still seen as nothing more than a distraction - something that, a baffling number of people still see it as today, which is saddening. But no, CotM had a number of other problems. And they extend far beyond the fact that the game itself shows its Game Boy Color origins.
CotM was developed by Konami's now-defunct Kobe studio, which also handled Castlevania 64 and Legacy of Darkness for the N64. This Game Boy Advance launch title was the last game in the franchise produced by them, when power over the franchise was wrestled from them and given to IGA at the Tokyo studio - who now no longer has power over the franchise, having it wrestled from him because of Castlevania Judgment. None of Kobe's games were seen as the best Castlevania games, but they definitely made some nice attempts.But something all three of their games had in common was good music. Masahiko Kimura may not have done too much music for the franchise, nor is he well recognized as one of the franchise's greatest composers. But he's actually a pretty big contributor, though some of his tracks were produced when Konami's composers used the collective "Konami Kukeiha Club" pseudonym. Of the three GBA games, Aria of Sorrow may have been the best, but CotM certainly had the best soundtrack.
Before I start with the samples, I would just like to note that this is a soundtrack to a launch GBA title, so the quality isn't going to blow your mind. Also, CotM has quite a few tracks that are remixed from older Castlevania games (and remixed well); some of them will be used here.
This first one is "Awake," which is used for the first part of the game (the catacombs). It's a pretty nice track to start out with, and it alone blows away just about any music track from any other GBA Castlevania game:
Next is "The Sinking Old Sanctuary," which is actually a remixed version of a track from Castlevania: Bloodlines, and was also used for Legacy of Darkness. This version is my personal favorite; the Bloodlines version is actually of lower quality than this one, and the LoD version is a little too slow:
The last track here is "Aquarius," which also is a remixed track from a previous game. This was originally featured in Castlevania III: Dracula's Curse, and is redone very well here. About half of the overall soundtrack may be remixes, but it can get away with that if they're done so well:
Many Castlevania games have remixed soundtracks (like this one!), and I'm hoping that the team at MercurySteam was serious about having orchestral themes for Lords of Shadow. If they do, I'm hoping they pick some obscure tracks like The Adventure Rebirth had. I don't think anyone seriously needs any more remixes of "Vampire Killer," "Bloody Tears," or "Beginning," though I'm sure at least two of those will be part of the game (especially "Vampire Killer"). Oh, and hopefully the game is good, too.
When Castlevania: Lords of Shadow was unveiled at Konami's Press Conference on Wednesday -- with a
Though it's not like the previous 3D console Castlevania's have been that great. Though
If you've been following the Castlevania franchise, you might notice that every recent game is like the development team's response to criticisms that people often have about the previous entry. It's where Castlevania: Order of Ecclesia doesn't differ from its predecessors, in being another effort to evolve the series to keep it from becoming too stagnant.
Shockingly, the areas become much more difficult the further you go.
Less "variety is the spice of life" and more "variety is the spice of living."
The power of using a union attack. Pretty useful for boss battles.
Embracing the cold and fighting against it.
But the tide may be turning. Last week, we were graced with
Now, news comes out today that
Castlevania: Symphony of the Night carved a special place in our hearts in 1997 for a number of reasons. Sure, it's a fine action/platformer, and one of the finest in the Castlevania franchise. But there were other factors in making the game popular with a huge number of core gamers, one of the main ones being that it was 2D. The interesting thing is that only a few years before its release, 2D games were rather commonplace among the market. But Symphony of the Night was birthed in an era where the medium was making its gravitation towards 3D. If you want to look at how successful the efforts were, I dare you to take a glance at a 3D Playstation game from that era and not cringe in horror at its pixelated polygons. We may have adored games like Final Fantasy VII back them, but time has not been kind to its now inherently primitive technological features.
The starting point. If you hate zombies, you'll have your fill in devouring them in droves here.
The Playstation (and Saturn) were the only consoles that could handle multiple effects like these at one time.
One of the best lines heard in a game ever. Anyone who played it back then is bound to crack a smile when you say it.
This was the best save point ever back then. My, how far we've come.
It's never any surprise to see a subset of gamers split in their opinions on a game. Yet, given the non-surprise of it all, you'll see them arguing back and forth frivolously over internet message boards. This is one of the aspects that distinguish Castlevania: Portrait of Ruin from other installments in the series, and most games for that matter: the audiences giving the arguments for and against it are ostensibly evenly split, and they go toward both extremes. While one finds the game to be a worthwhile product in the franchise, the other thinks it's an absolutely execrable product not worthy of the series' name.
Those who fight together take damage together.
Team attacks should have you covered on both sides. That's good to exploit!
Of course, if you want, you can go alone. Probably not a good idea if you're facing multiple opposition, though.
Danger lurks inside and outside the portraits.
An interesting aspect of the Castlevania franchise: rarely any of the titles is a direct sequel to the game before it and features the player taking control of the same character again. Though the games take place in the same universe, every game in the series features you in the
When you begin the game, you realize that the protagonist, Soma Cruz, has lost his powers as he's been away from Dracula's Castle for a good while. It's very similar to the way Samus conveniently loses her powers after each Metroid game. The Metroidvania titles in the Castlevania series were originally derived from Metroid, so this is all par the course, really. Soma was allowed to live a normal life for a little while, but it isn't long until it's interrupted by a cult dedicated to the resurrection of Dracula. The cult is led by a woman named Celia Fortner, who plans to revive the dark lord to prevent the loss of her powers. Though Soma is warned not to get involved with the order, he decides to take their challenge anyway and heads back to Dracula's Castle.
Souls can also be used for synthesizing new weapons, a new feature for this game. In AoS, you could obtain the best weapons by either exploring the surroundings or having enemies drop them. Not so here, as the only way to get the best weapons is to use the soul synthesizing system. This is done by matching a soul with an existing weapon you have in your inventory to create a stronger weapon, and some matching might enable your weapon to now have an elemental effect. The synthesizing is done by returning character Yoko Belnades; yes, she actually has a use this time around.
Depending on your preferences, the above may or may not be the first aspects of the game you notice upon playing it for the first time. Heck, you might even notice from the cover, and not just the in-game portraits, that the art style has been completely revamped. It may be a big departure from the previous styles used, but it's not for the better. The art this time around is less gothic and more like art rejected from a Saturday morning cartoon. It's not even half as good as Ayami Kojima's material, and the gothic tone of the game is slightly ravaged because the style is used in the game's portraits. Only "slightly," though, because the sprites themselves aren't affected. IGA said the new art style was to appeal to a younger audience, and if the sales data is correct, it didn't work.
But with that challenge comes a new feature called the Magic Seal system, which uses the touch screen to draw a seal to, well, seal bosses after a battle. They start off pretty easy, but become pretty complicated as the game goes on as you obtain newer seals. It sounds like a neat and quirky idea on the surface, but it's actually very gimmicky and can become a royal pain - especially later on. Some of the tougher bosses require much harder seals that have to be drawn, but imagine the scenario where your adrenaline is pumping after taking down a tough boss, and all of a sudden a complicated seal that requires twelve lines to be drawn suddenly appears The fight was tough enough that your hands might be shaking on your first time through the game, so you're a little fidgety while drawing the seal. It's possible that you might mess up, and failure means that the boss will regenerate around 20% of their health; not something you want to happen if you're up against tough opposition. Sure, you can practice the seals in the menu, but that won't help your nerves when the time comes.
Konami really robbed us in the early-to-mid-90s, but the unfortunate thing was that we didn't even realize it at the time. When we played Castlevania: Symphony of the Night for the first time in 1997, gamers realized from the intro that we'd really never played the previous game in the series. The company behind the Castlevania franchise had made due with only localizing its clone: Castlevania: Dracula X for the Super Nintendo. Some would say it's a poor man's iteration of that game, while others thought it was a lame attempt at a clone.
The remake itself is entirely faithful to the original in a multitude of ways. The original Rondo was known for having some of the tightest and most reliable controls in the older Castlevania games, and the development team has retained that in this version. Jumping across platforms is something many remakes tend to stumble on, making platforming a little more difficult (see Mega Man: Maverick Hunter X for this) than it should be. But it never feels off here, and the programmers made sure that the exact timing of jumping, along with Richter's movement, are as perfect as they could be within a movable 3D space. The movement is just as good, if not better, than 2D Mario's adaptation to 3D in New Super Mario Bros.
The storyline takes place right before Symphony of the Night, setting the stage for the events that would transpire in Alucard's adventure. This game's hero, Richter Belmont, sets forth for Dracula's castle after the Dark Priest Shaft (no, that's seriously his name) kidnaps a number of villagers, including his girlfriend, Annette, and a young vampire huntress named Maria Renard. It is discovered that Shaft has also revived Dracula himself in the process. The final battle with Dracula is exactly the same as the prologue in SotN, though maybe with an added twist.
If you didn't realize that Rondo was different from your usual modern Castlevania game, you will upon only ten minutes of playing this one. Make no mistake that this is one of the older Castlevania titles, meaning that it's very challenging. Come packed with a bundle of persistence, because you will die in this game; and die very often. Fortunately, Rondo consists of the good kind of challenging gameplay, in that it's purely a test of skill. Some aspects, especially later in the game and in the alternate stages, might seem a little overwhelming at first, but they're never arbitrarily designed. The game is never cheap or unfair.
The cut-scenes themselves are now done entirely in CG using the in-game engine, eschewing the anime-style portraits of the original in order to fit with the new character designs from Ayami Kojima. The dialogue exchanges are similar in tone to the original, though there are some changes in the storyline in order to completely tie it to SotN.
What is a video game sequel? A sequel exists to, ostensibly, give people more of what they liked with the initial game and simultaneously correct the flaws that held the original work back. That game could have been held back by a few flaws, or much more than a few; and the sequel will exist to show the intended audience that the developers do listen to you. It says that they understand what you liked and didn't like about the original, and thus they intend to give us a sequel that fully realizes the initial concept.
Wow, what happened to the graphics? Yowza!
Look for some fanservice if you've played Castlevania III. No, not that kind of fanservice, silly.
The boss battles are great, but they don't make up for the other game's problems by a long shot. Enjoy them while they last!
The characters are OK during the CG sequences, though there aren't many of those. Further indication of the low budget.

Though it’s interesting to see how they’re implemented in terms of level design. Instead of giving players a degree of exploration in a gigantic labyrinth of a castle like its Metroidvania brothers, LoI adapts a hub system in order to get from level to level. Upon entering the castle and going through the training ground therein, the game gives you five levels to start with. In this sense, it actually feels more like the older Castlevania games as opposed to the aforementioned open-ended ones.









