Tag: castlevania

Sometimes I write stuff that sucks

Belatedly, I posted my review of Castlevania: Lords of Shadow: Mirror of Fate to 1UP yesterday. I kind of figured hitting the review embargo/release date didn’t matter so much given that hardly anyone is visiting 1UP these days, but I did want to get the article up.

Actually, it would have been up on deadline if I’d posted my original draft of the review. But here’s the problem with that: The original draft was a pretty crappy piece of writing. I’m proud of the piece I did publish, because it’s harsh but not ranty or fanboyish. You may or may not agree, but I feel like I made a successful case for Mirror of Fate being a sincerely mediocre piece of software and backed up my assertions with concrete support. Not “it’s so baaaad” but rather “here’s why it’s bad.”

It didn’t start that way, though. That tone was always my intention, but my first go-round was the exact kind of fannish rage — the “I know better than these guys” indignation — that I wanted to avoid. I had my head up my own butt about the Anatomy of Castlevania series. It happens, sometimes. I rarely outline or rough draft my writing, preferring instead to look to a thesis as the goal and travel an uncharted route to get there. I may know a waypoints I want to visit, but writing for me is a process of revelation. I discover what I want to say as I say it. That means that some articles go in directions I don’t expect. Sometimes it means a piece goes in a direction I don’t want. This was one of those cases.

When that happens, I typically delete the entire piece and start from scratch. This time, though, I held off on hitting delete and instead started over in a new text file. The incomplete version I abandoned serves as an interesting case study in how two articles can say the same thing and make many of the same points, yet one can be really good and the other can be awful. I can’t imagine this exercise will be interested to many people, but if you’re one of the weird ones, please feel free to check out my abortive first draft and marvel at how sometimes an article can be so absolutely terrible you just have to start from scratch on a second version. Behind this jump cut, I give you a mulligan.

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Nobody loves Grant Danasty

Looks like Castlevania: Lords of Shadow: Mirror of Fate: Superfluous Colons reviews have gone live across the Internet. A quick survey of scores shows surprisingly positive results. I won’t be reading any of them just yet — I’m finishing the game and posting a review to 1UP as a sort of send-off. After all, I got my start at 1UP gushing about Castlevania. Might as well wrap things up by complaining about the series.

So what’s not to like, you ask? Eh, I have a few issues, but the biggest is that, unless things change radically in the final few hours, poor Grant Danasty has been given the shaft… again.

Konami hates this little dude. For a while, I did too. But my recent survey of the NES trilogy opened my eyes to his intended potential. His career was sabotaged right from the start, with his recruitment route in Castlevania III representing the only wholly optional path and making him the only companion character not situated on the game’s critical path — in other words, the only one you wouldn’t encounter by taking one main path or the other.

Then, in coming to the U.S., Konami gimped his ability, stripping him of his ability to throw endless daggers as a default attack and forcing him to expend Hearts to use daggers as a subweapon instead. Worse yet, they used this terrible art in the manual:

130305-grant1Now there’s a face not even a mother could love. (Shoulda taken more limes on that last sea voyage, ya scurvy wretch.)

After that, Grant went almost completely ignored, unlike all his Dracula’s Curse companions. The Belmont legacy speaks for itself, of course. Alucard went on to star in the best Castlevania and appear in two of the DS games, including one in which he was playable… along with a descendant of Sypha (whose magical powers represent a sort of lineage parallel to and intertwined with that of the Belmonts, a la Juste’s spells and Carrie “Belnades” Fernandez) and a Belmont. But no Grant-alike. Nor was Grant represented in Harmony of Despair.

In fact, the one time Konami has deigned to remember Grant was for IGA’s budget brawler bomb, Castlevania Judgment, in which Grant fought as one of many characters. For reference, this is what he looked like:

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Insult to injury, man. What about Grant says, “ridiculous Voldo clone?”

The sad fact of Grant Danasty is that the one cool reference back to him came in Symphony, where he shared the stage with the entire Dracula’s Curse crew… and turned out to be a doppelgänger anyway. So his one good showing turned out to be a lie.

Granted, not appearing in Mirror of Fate may ultimately prove to be a blessing. But I kind of feel bad for the guy. The whole Dracula’s Curse cast puts in an appearance throughout Mirror‘s story, even if some of the choices the writers have made feel tragically dumb. But still, doesn’t Grant deserve at least one moment of remembrance that doesn’t turn him into an emo bondage mummy?

Anatomy of a landing page

I’ve added an index page for the latest GameSpite book, which includes the requisite links and a breakdown of contents.

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Isn’t that just lovely? Yes indeed.

The Anatomy of Castlevania in print

Hi there. Have you missed me? Sorry about the uncharacteristic lack of posts over the past week, but I was trying a new experiment: If I don’t have anything of value to post, don’t post anything. The past week or so has been insane for me — Cat and I decided to make our wedding invitations ourselves, which was good in that it gave us fine control over materials, design, and quality. They turned out to be kind of amazing, and for about half the price of professionally made ones. The downside is that this turned out to be an incredibly arduous process that had us pulling several all-nighters in a row. We are not young people anymore. It’s been a hardship for us old folks. That, on top of a several-day work conference, a trip to Orange County for a family wedding, and tomorrow’s flight to New York City for Sony’s I-hope-to-god-it’s-worth-the-trouble press event. On top of 60 hours of day-job work per week. Alas, Telebunny has suffered as a result.

That being said, I did put the wraps on The Anatomy of Castlevania print volume. Hoorah!

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I even took the time to create a mini version of the book for the budget-minded, since the large format I used clocked in at a pretty pricey total for the paperback edition — Blurb doesn’t offer the 10×8″ landscape format in black and white. The smaller book doesn’t include most of the supplemental content I added for the larger formats, but the Anatomy of a Game text exists in its entirety (and it’s been editing for the shocking number of typos I committed in the web version).

So, if you’re interested:

You may notice the cover doesn’t look all that much like the rough draft. I actually drew all those characters, and they turned out really well… but I colored the background first and loved the misty watercolor effect so much that I felt the jokey character notes would be a distraction. Why not just let it look classy, I figured? (The eagle-eyed can still spot falling orange blocks from Block 7-03 dropping from the cliff face in front of the moon’s reflection on the lake.)

You can check out the first 15 pages of each edition on the book pages to see how I went about the layouts and stuff. I had a lot of fun putting this issue together, so you can expect more along these lines.

Also, the coupon code KBWINTER will knock 10% off a Blurb order through the end of the month. (Note from reader Jason Williams: “Also, the code PRESIDENTSDAY will net you 25% off all orders with no minimum.  Don’t know when it expires, but it may be today (Monday) only.”)

Anatomy of a Game: Castlevania Trilogy Afterthoughts

The NES Castlevania remains a high point in my entirely too lengthy history of gaming, and I know many others feel that way. With luck, this series has provided some small amount of clarity on the qualities that have made this trio of titles so enduring.

On a macro scale, the NES Castlevania titles feature some of the most consistent mechanics and visuals ever shared within a series, yet the objectives and structures built around these fundamentals vary wildly from title to title. Sure, 8-bit Mega Man and Sonic on Genesis retained consistent rules and design from title to title, but neither of them took a radical side excursion into non-linear world design along the way.

As I’ve pointed out with what no doubt must be irritating frequency, the Castlevania games at their best were defined by the attention to detail and consistency the team invested in their worlds. From the accurate level layouts depicted on the castle map overviews to the alignment of background structures from screen to screen, the creators of Castlevania set their work apart by investing it with careful consideration previously unseen in action games, which until then tended to depict their worlds through abstract, repetitive tiles, if at all. The Castlevania teams took great pains to create visual continuity and detail that most people never consciously noticed without compromising the game’s playability—all the more impressive considering the limited palette of visuals available in the memory space of a Famicom Disk System title.

Still, as countless beautiful yet terrible games through the years have proven, no amount of obsessive detail and design discipline can make a poorly designed game fun. Thankfully, the people behind these games were as scrupulous about the nuts-and-bolts of the action as they were the superficies of the backgrounds. From the very beginning, the Castlevania play style operated on a very reliable, intensely consistent set of rules. Simon (and later Trevor) moved at a fixed pace, could jump a set height and distance, and wielded weapons with clearly defined power, range, and purposes. The sequels built on this, granting Simon greater strength and more non-combat tools in Simon’s Quest and gracing Trevor with a squad of companion characters whose play mechanics diverged considerably from his own in Dracula’s Curse—but always logically, and always reliably.

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Of the three games, the original Castlevania represents the purest expression of these components. With six levels, it’s the briefest of the games—just long enough to fully explore Simon’s tool set and establish a difficulty curve that goes from “gentle” to “insane” with only one or two wakward bumps along the way. Castlevania laid down the groundwork for the franchise: Not just its NES sequels, but subsequent games on Game Boy, PC Engine, Genesis, and in the arcade.

Castlevania remains the most collected and remade title of the entire franchise. Some of that is due to timing: The game launched right as the Famicom tightened its grip on Japan and the NES began exploding onto the scene in the U.S. It’s fondly remembered by an entire generation of adults who as children obsessed over their new game console, and even if it lacked the depth and technical prowess of its sequels, it stood out amidst so many more aimless and unpolished adventures in the early days of the NES. It established a high-water mark for gaming at the time, and as such became something of a legend… deservedly so. Even beyond direct recreations like Super Castlevania IV and Castlevania Chronicles, you can see its fingerprints all over subsequent games, be it in the enemies, the tools, or the loving recreations of the first stage’s castle entrance.

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Simon’s Quest took the core mechanics of jumping, whipping, and moving with deliberate precision and spun them in a different direction. Rather than sending players though six linear stages, Simon’s Quest focused on six buildings (five mansions and Castlevania itself) spread across the Transylvanian countryside. The mansions lacked the intense challenge of its predecessor’s stages; instead, much of the difficulty stemmed from navigating both the countryside and the NPCs’ unreliable “tips.” Much of the design discipline that defined the first game proved to be in absence here, with stage and world design unfolding as more of an aimless sprawl.

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You can guess the reason for this divergence from the two other games released between Castlevania and Simon’s Quest: Vampire Killer and Haunted Castle. The former, a linear but exploration-heavy action game for the MSX computer, probably seemed a better direction to define the console game than the latter, an unevenly designed coin-op game that cuttingly demonstrated the limitations of the arcade format. I don’t doubt the Simon’s Quest team saw a rambling RPG-inspired style as a better means by which to foster longevity than the simple stage-by-stage structure. But, as with so many attempts to reinvent the wheel, they didn’t think it through as thoroughly as they ought, and the result was a well-intentioned mess.

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Dracula’s Curse brought a near-perfect balance to the series. The designers returned to the original Castlevania’s format, yet they didn’t completely abandon the concept of exploration and discovery. Instead they encouraged replayability by creating multiple routes through the game and a trio of alternate characters (only one of whom could accompany the hero at a time); despite technically being a linear adventure, Dracula’s Curse consists of 17 stages total, and a player would have to play through the game roughly a dozen times to experience each level in every possible permutation.

This was made possible by the increased cart capacity available by 1989, offering far more space for content than the limited FDS had. Even so, you can see Dracula’s Curse straining within its limitations. The lower map route in particular seems to run out of steam midway, recycling graphics and hazards, and occasionally leaning on questionable level mechanics that feel unworthy of the rest of the adventure. It consists of about a dozen excellent stages and five mediocre ones—though, in fairness, that’s still twice as much content as the entirety of Castlevania, and a far more satisfying experience than any portion of Simon’s Quest offered.

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The Castlevania trilogy boasts a remarkable amount of evolution and experimentation—rare enough traits on their own, but in service of genuinely excellent action games? That’s absolutely remarkable and completely cements the series’ place in gaming history. I’m wary of the franchise’s current direction, but the good news for Mercurysteam is that some kind person on the Internet has taken the time to break down what made Castlevania great to begin with. It’s all right here, guys. I can think of worse approaches to game design than looking back to the formative nuts and bolts of the property you’ve been handed.

Anatomy of Castlevania III: Block 9-01 to 9-04

After having worked your way up through the castle entrance and the adjacent dungeon, you reach the second of three blocks of Castlevania only to find yourself… outside? With a forest in the background?

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Block 9 of Dracula’s Curse is a strange one in terms of aesthetics. Although the level design corresponds neatly to the course charted on the in-game map — you’re ascending from the ground level of the castle to its highest point, where Dracula waits — it lacks a cohesive visual identity of its own and does strange things… like featuring a forest and a waterfall in the middle of a towering castle.

But this reflects the nature of the level’s play mechanics. In Block 9, all the chickens come home to roost. There’s nothing new here; instead, it features every notable trick and trap of the previous stages in what amounts to one of those Remix stages in Rhythm Heaven. The game doesn’t dwell on any one hazard for long, instead simply challenging you to survive one before escorting you to the next. A long memory and quick reflexes prove to be your greatest asset here: The memory to recall how these various devices worked the first time around, and the reflexes to switch mental gears as necessary.

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So no, it doesn’t make a lot of sense that there’s a forest grove in the middle of the castle, but you don’t really have time to stress about it as Harpies immediately begin bombarding you with Flea Men once you reach the second screen of Block 9-01.

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Beyond that, you face a climb that combines threats from both Sypha and Alucard’s route. So I amend what I said before: Technically, this stage doesn’t offer new dangers into the mix… but since you can only see one route or another in your initial through the adventure, this is the first time you’ll be dealing with some of these elements. In other words, memory, reflexes, and adaptability all come into play here.

The first leg of Block 9-02 features the rising and falling spike hazards of the catacombs route with the background detail of a waterfall. The waterfall is simply a visual detail for the moment, but it’ll come into play later.

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Beyond the spikes you begin to climb… and the climb combines the deadliest bits of the ascent up Block 5′s tower on Sypha’s path in a single sequence. The long staircases flanked by Dragon Cannons you’ll remember from before, placed just far enough back that you really have to reach to take them down and climb cautiously to prevent intersecting their field of fire. However, this sequence isn’t content to leave it at that; it also throws the swooping gargoyles from later in Block 5 into the mix as well. Previously, these enemies appeared separately, but here they collaborate to make your life hell. Dodging the widening sine path of the gargoyles while slowly making your way up the stairs would be difficult enough without the need to avoid being pelted by fire, but the two challenges in tandem make for a brutal climb.

Still, it’s not unfair. Because both sets of foes work on timers and obey patterns, you can find safe spots and dodge as needed. But you need to pay perfect attention not only to the enemies’ behavior, but also to your movement and how the slope of the stairs causes you to interact with their actions. You need to think two moves ahead and act almost like a mind-reader so that your character’s sluggish movement can keep up.

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Block 9-03 brings back another familiar hazard from Sypha’s path: Ratchet scrolling. This time, you’re beset by armored Skeletons wielding swords (which act quickly to block your movements) as well as those nigh-invulnerable fuzzball things that circle the blocks and force you to be mindful of your footing as you climb. Again, if Sypha is lucky enough to have an ice spellbook, this sequence can be fairly trivial; otherwise, though, it’s tough. The layout is too confined to allow Alucard to fly to safety (and the auto-scrolling hampers that approach anyway), while the confined sides and patrolling fuzz-things make Grant’s evasion tactics risky at best.

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At the tower’s peak, you face yet another challenge from Sypha’s route: A spillway flooded by rushing water. This one is much trickier than the aqueduct in Block 6-0B, though. It consists of two tiers, forcing you to make your way left across the lower level then climbing to double back across the top. And since water falls off either side of each tier, that means you have to contend with two falling streams on the lower level — which in turn means that the direction of the water’s flow changes three times as you march left. Meanwhile, you’re still beset by Fish Men and crows, because this is the next to last block of the game and why should they go easy on you?

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And, should you survive the watery portion of Block 9-04, the final leg of the stage reprises a hazard from Alucard’s route: A length of spinning floor tiles (several of which are lined on the lower side by spikes) patrolled by Medusa Heads. Below, nothingness spans the entire length of the unstable floor. There’s no more mercy left in this game’s design. You’ve had your training wheels, and now it’s time to prove you can get through without a safety net.

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Your reward for surviving this hell is one of the toughest fights in the game: The Doppelganger. This wraith fights with the same capabilities as you — more, actually, since you take damage from colliding with it but not the other way around. The Doppelganger transforms to resemble whichever hero you’re currently controlling and will instantly shift if you swap. Its whip range is as long as Trevor’s, it can use subweapons, it can jump and run the same as everyone.

The one saving grace here is the fact that the Doppelganger’s endurance isn’t as high as most other bosses, so it suffers damage pretty hard. That’s something, I suppose.

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Of course, Sypha can pretty easily cheese it with the lightning spell, since it favors the fire book when you switch to her for whatever reason. Sometimes playing as Sypha to beat the bosses feel like cheating, but in this case I don’t think anyone could blame you for not wanting to die pitifully against a brutally difficult boss, forcing you to make your way through the double waterfalls and unstable hallway a second (or third, or fifth, or…) time.

Anatomy of Castlevania III: Block 8-01 to 8-03

Regardless of which route you selected to take through the core of Castlevania III, all roads eventually converge at the beginning of Block 8: Castlevania itself. And the scenery should look very familiar indeed.

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Yes, it’s Stage 1 of the original game, reproduced in wonderfully faithful form — all the way down to the music and enemies, in fact. It’s not just a simple copy-and-paste reuse of resources, though. As befits a trip through the castle entrance in a prequel set hundreds of years before Simon’s journey, the area feels less worn now. The broken, headless statues from the first game now stand whole, secure in alcoves lining the room. The raised platforms that used to play host to a reclining attack panther for no good reason have a purpose now: They’re the landing of a stairway that leads to the upper levels. Rather than march forward through the Fish Men’s basement and beyond, you ascend much more quickly to Dracula’s lair.

Fittingly, Block 8 feels like a combination of the first and fifth levels Castlevania. The marble entry chamber connects to a grim dungeon through a linking corridor beneath which rows of spikes skewer human skulls.

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The familiar zombies and bats of Block 8-01 begin to recede in favor of new foes as you enter Block 8-02: The spiders that showed up frequently throughout Alucard’s route, and the Axe Knights that dominated the dungeons of Castlevania. Skeletons of all stripes appear. And while the color scheme remains a warm brown and grey compared to these equivalent stages in the first game, make no mistake: This is very much the same essential territory, a cross between a dungeon and an armory.

Fittingly, it doesn’t really matter which companion you’re traveling with at this point. This is classic Castlevania fare, and as such the warrior best suited to the task is Trevor. (Yes, the screens here — provided by VG Museum — contradict this claim, but trust me on this one.) There are no fussy platforming sequences, alternate routes, no need for fancy magic spells. As you enter the final stretch, Dracula’s Curse pauses for a moment to take you back to the basics. If you’ve taken Alucard’s route to get here, this will undoubtedly come as a tremendous relief in the wake of the inhumanity of Block 7. Either way, though, this stage serves as a sort of sorbet between the perils that have come before and the gauntlet of the final obstacles.

It’s only when you reach Block 8-03 that the level starts playing for keeps — and even then, it’s not entirely unkind. It actually hands you a Boomerang and a double weapon multiplier right at the outset: Essential tools for the boss ahead. Of course, it can be a bit tricky to hang onto these items all the way to the boss, but the effort pays off.

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The last portion of Block 8 sends you over a bridge that begins collapsing behind you once you venture onto it. You’ve dealt with this mechanic before if you came over through Sypha’s route, but fittingly this permutation proves to be far more dangerous than the one featured in Block 6-0D. There, you could simply fall in with the game’s natural rhythms (dashing forward as quickly as possible and jumping to take out the Fish Men in midair) and never have to worry about succumbing to the bridge’s collapse. Not so here: Patrolling the middle of the bridge is an Armored Knight, who meanders slowly, has too tall a hitbox to leap safely, and requires multiple hits to clear out of the way. You’ll have to pause in your panicked advance in order to destroy this obstacle, which allows ample time for the tumbling bridge (which falls very slightly faster than you walk) to catch up with you.

Of course, you can work around this with a companion: Grant can clear the knight with a jump, Sypha can blast it with one shot of the flame spell, and Alucard can do his usual and just fly over it. Still, coming up with this strategy on the fly can be tough when you have a nerve-wracking chasm of instant death creeping up on your heels. It’s a fair but demanding wrinkle on a familiar hazard and makes great use of the hero-change mechanic.

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At the end of it all awaits — not surprisingly, given the nature of the middle portion of the block — none other than Death. He’s in much better form than in Simon’s Quest, behaving much more like his old self rather than the toothless wraith of the second game.  He bobs and weaves about the room, not behaving aggressively, exactly, but perfectly happy to crowd your protagonist for some hardcore collision damage. Meanwhile, his scythes spin through the air — four at a time now rather than the trios from before! — orienting themselves on your position at the moment they materialize and making a beeline for that point.

Despite these factors, this encounter with Death feels less overwhelming than in Castlevania. In large part, I think this is because he and his scythes move more slowly than before, giving you a little more time to react. Also of note is the fact that the raised central platform of Castlevania’s Death battle has been abolished, with a handful of suspended blocks lining the chamber but a lower central floor. This makes more of a difference than you might think, because it gives you a full character’s height of extra space with which to dodge the Grim Reaper. It also means there’s more space for Death to move through, meaning he’s less likely to want to occupy the same space you’re in. With more time to react and more room in which to do it, this fight can be tough… but it’s nowhere near the insane beatdown the first game delivered.

That being said, as of Block 8 enemy damage values hit their max for the game, leaving you very little room for error as every character goes down for the count in four hits.

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Oh, but you didn’t think it would be that easy, did you? Have you learned nothing about this game?

After reprising the single most difficult fight in Castlevania, Dracula’s Curse then turns around by immediately introducing a second form for Death. I can’t imagine that anyone in the world took down the Grim Reaper in the first game and though, “If only this battle had another phase!” And yet here we are.

The good news is that Death II is almost laughably easy. He drifts across the screen from right to left, describing a series of clockwise loops as he moves. This is about all he does, though. Once per loop, he’ll spit a scythe at you — but only one, and with plenty of telegraphing. There’s really no excuse to take any sort of damage here; if you managed to hang onto the Boomerang and multiplier, this fight is a joke.

Savor that sensation, though. The road ahead can be quite demoralizing.