One thing that I’ve been gradually learning over the course of the early Castlevania games that I’ve played so far is that it doesn’t always pay to be greedy.
Indeed, sometimes it’s in your best interests to forego potential rewards in favour of just proceeding onwards more safely. After all, you can’t make good use of those rewards if you’re dead, can you?
Castlevania III plays with this idea quite a lot, and it presents a few takes on it over the course of its early stages.
Continue reading Delving Into Castlevania III: Dracula’s Curse – #2
I have, as they say, been looking forward to this.
Castlevania III: Dracula’s Curse is not a game I have any experience with whatsoever, aside from one critical aspect: its music. Specifically, back when the PS1 was current, I had an original copy of Symphony of the Night (which, believe me, I severely regret getting rid of now!) that came with a soundtrack CD. On that CD was a single track from Castlevania III — or more accurately, its Famicom incarnation, Akumajō Densetsu. It left quite an impression on me.
Now, thanks to the release of the Castlevania Anniversary Collection, I finally get to experience Castlevania III as truly intended. And I’m very excited about it.
Continue reading Delving Into Castlevania III: Dracula’s Curse – #1
I finished Simon’s Quest! Yes, indeed, even after my podcasting buddy and good friend Chris Caskie suggested that I wouldn’t be able to stick it out to the end… I did!
It wasn’t even entirely down to stubbornness or a desire to prove him wrong. I actually enjoyed the whole experience. Well, all right, most of the experience. I didn’t love the bits where progression was dependent on doing something arbitrary in an equally arbitrary location, and the three bosses in the game were all complete garbage, being both ridiculously easy and mechanically uninteresting… but aside from that, I had a great time.
Let’s review what I’ve learned from my experiences, then.
Continue reading Delving Into Castlevania II: Simon’s Quest – #3
I’m enjoying Castlevania II, but I’m also seeing some of the reasons people might bounce off it a bit.
There’s not really anything fundamentally wrong with it when taken in the context of its original release, but when revisited from a modern perspective it’s easy to find yourself missing the conveniences of modern games.
Let’s take a look at some of those areas where newcomers might struggle!
Continue reading Delving Into Castlevania II: Simon’s Quest – #2
Minigolf is, to borrow a phrase from a completely different sport, a funny old game.
Typically implied to be a rather silly, chaotic affair rather than something to be taken seriously, your average minigolf course nonetheless tends to include a variety of fiendish obstacles to negotiate, many of which will tax even the most skilled putters among us.
Kirby’s Dream Course, being a minigolf game that takes place entirely in a digitally rendered dreamworld, is free to do even more ridiculous things with its course design than would be possible in reality. And herein lies its main appeal.
Continue reading Delving Into Kirby’s Dream Course – #2
One of the games in Konami’s Castlevania Anniversary Collection that I was most interested to dig into was Castlevania II: Simon’s Quest.
I say this with the full knowledge that it has a bit of a reputation as being one of the least well-regarded Castlevania titles out there — but that was, in part, why I was curious to check it out for myself.
The other reasons I was keen to explore it was that the very concept and ambition of it intrigued me — and it’s one of the few early-era Castlevania titles that I’ve never, ever played before at all. So let’s take a first look!
Continue reading Delving Into Castlevania II: Simon’s Quest – #1
Last time around, we looked at how Castlevania’s overall mechanics and sense of game design can be traced forward to technical action games such as From Software’s popular titles.
Today, I wanted to focus on some other important and distinctive aspects of this original NES installment: specifically the platforming component, and the boss fights.
All of the elements we’ll have talked about by the end of today combine together to create the distinctive experience that is Castlevania — not just for this first game, but for much of the early series.
Continue reading Delving Into Castlevania – #2