3D Castlevania games worth playing (not including Lords of Shadow series)?

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dscross

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I've now played every 2D Castlevania game going. I literally had a list of them that I was working through.

Now I'm just up to the 3D games. I suppose I may as well finish now. I've played a little bit of Castlevania 64 before. I really didn't like that game, but I'm willing to give it another chance if there are people out there who can recommend it. I've also already done all of the Lords of Shadow Series. I'll be honest, wasn't a huge fan. Didn't feel like Castlevania to me - although I did get all the way through so I can't have hated them completely.

So, I've basically played every Castlevania game now except...

Lament of Innocent (PS2)
Curse of Darkness (PS2 / Xbox)
Legacy of Darkness (N64)
The majority of Castlevania 64 (N64)
Castlevania Judgement (Wii)

Are these worth my time? Please explain to me why they are good if they are (not just that you like them). I am a big Castlevania fan, but I really didn't like Castlevania 64 at all and I've heard quite negative things about the others.
 

Chimpzy_v1legacy

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I haven't played it, but I've seen the BestFriends let's play of Lament of Innocence, and from what I've seen it is the best and closest translation of 2D Castlevania to 3D.

Not much help, I know, but it's all I got.
 

Kotaro

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I have played every pre-Lords of Shadow Castlevania game (even the really obscure spinoffs) except the pre-smartphone cell phone one and the Japan-only motion control arcade game, so let me give my two cents:

Chimpzy said:
I haven't played it, but I've seen the BestFriends let's play of Lament of Innocence, and from what I've seen it is the best and closest translation of 2D Castlevania to 3D.

Not much help, I know, but it's all I got.
Lament of Innocence suffers a lot from endlessly copy-pasted rooms, but the whip combat is pretty fun, and it has some of the coolest boss fights in the series, in my opinion. The bosses of the aqueduct and theater levels in particular against the imprisoned vampire and the succubus are really memorable for me. Of the 3D Castlevanias, it's probably the best, though still very flawed.

Curse of Darkness has all of Lament of Innocence's faults and none of its strengths. They tried to make the levels massive, and just ended up copy-pasting the same handfuls of rooms even more and it's all incredibly boring and repetitive. And the Innocent Devil system is abysmal: crafting monsters to be AI partners is a cool concept, but in practice their AI is terrible and most of them are too situational to really be worth using (to my recollection, there are only two points in the entire game where a flying monster comes in handy). The story is neat and the soundtrack is phenomenal, but that's pretty much all the game has going for it. Don't bother.

Legacy of Darkness is really just an updated re-release of Castlevania 64 that added two new playable characters who expand on the story (the new ones' stories take place before the original two, so you have to play as them first before unlocking the old ones), several new levels, and fixed the jumping and climbing mechanics. If you have to play either CV64 or Legacy of Darkness, play Legacy of Darkness. The PS2 games have better moment to moment gameplay, but this one has better level design. It's still only okay, though. But the story has some incredible moments (Rosa's suicide attempt is one of the most emotionally-affecting moments in the series, in my opinion), and I'm glad I played it.

Judgment... it's a fighting game. A 3D fighting game with Castlevania characters. It's got some really cool ideas and is pretty fun to play, but it was definitely rushed. The game balance is all kinds of borked, and subweapons don't translate over all that well as a mechanic. It undoubtedly could have been really great if it had about 6-8 more months of development time, but we're stuck with what we have, which is, you guessed it, just okay.
If nothing else, you can connect it to a copy of Order of Ecclesia for the DS to unlock some stuff in both games earlier than normal (Shanoa and Aeon in Judgment and the Red Queen helmet in Order of Ecclesia).

Basically none of them are any better than okay-to-decent, but I don't think any of them are downright awful (with the exception of Curse of Darkness). Don't expect anything on the level of even the weakest 2D Castlevania games, but there are some things to like.
 

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Since everybody else talk about the PS2 or 5th generation Castlevania games I can give you some 3D games that are similar to Castlevania. I can recommend Devil May Cry 1 and Devil May Cry 3. This is especially true for the first game, because you are in a castle. The lead designer, Hideki Kamiya, even admits that the original Castlevania was a huge inspiration for him. Do know that the controls for the original Devil May Cry haven't aged well, but it's still very playable and you will get used to it.
 

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If you play Castlevania 64, be sure it is Legacy of Darkness. Legacy of Darkness is the original game + expansion. It's worth the play (even with if the camera issues and clunky aim controls make the platforming more frustrating than necessary).

TIP: to put the Nitro on the cracked wall, you press the action button.
 

Kotaro

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CoCage said:
Since everybody else talk about the PS2 or 5th generation Castlevania games I can give you some 3D games that are similar to Castlevania. I can recommend Devil May Cry 1 and Devil May Cry 3. This is especially true for the first game, because you are in a castle. The lead designer, Hideki Kamiya, even admits that the original Castlevania was a huge inspiration for him. Do know that the controls for the original Devil May Cry haven't aged well, but it's still very playable and you will get used to it.
This is actually a really good suggestion, though DMC does have more Resident Evil in its blood than Castlevania (it was even going to be a Resident Evil game originally early in development, but everyone knows this by now).

CaitSeith said:
TIP: to put the Nitro on the cracked wall, you press the action button.
I still can't for the life of me understand how the Nerd couldn't figure that out when he did his video, let alone why this is such a huge point of confusion for so many people. Seems plenty fucking intuitive to me.
 

Kajin

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Only one of those I played was Curse of Darkness. I enjoyed it, but it's pretty flawed. As mentioned above the music is amazing and the story is great but the actual gameplay is mediocre.
 

dscross

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I enjoyed Lament of Innocence more than either Lords of Shadow entries. It simply felt more like a 3D Castlevania should. LoS & LoS2 felt like mediocre clones of more successful or outright better hack n slash games, where other than the obvious character presence only the whip made it somewhat feel like Castlevania.

I?ve played pretty much every 3D Castlevania and I personally think LoI best translates the series? essence to 3D by far, in everything from gameplay to level design to music.
 

dscross

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CoCage said:
Since everybody else talk about the PS2 or 5th generation Castlevania games I can give you some 3D games that are similar to Castlevania. I can recommend Devil May Cry 1 and Devil May Cry 3. This is especially true for the first game, because you are in a castle. The lead designer, Hideki Kamiya, even admits that the original Castlevania was a huge inspiration for him. Do know that the controls for the original Devil May Cry haven't aged well, but it's still very playable and you will get used to it.
I'm only really asking if they are worth playing for the sake of completing the series to be honest because I have literally done all of the others (and there are loads). I'm a big fan of both the Classic and Metroid-esk style of Castlevania, but, in general, I'm not a huge fan of hack and slash stuff. I, personally, find them a bit repetitive and not terribly interesting.
 

Kotaro

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dscross said:
I'm only really asking if they are worth playing for the sake of completing the series to be honest because I have literally done all of the others (and there are loads).
Lament of Innocence is really the only one I would fully recommend. In case my previous description didn't make it obvious, Curse of Darkess is completely terrible. And Legacy of Darkness has stuff in it that I love, but it's a really uneven game overall. Judgment is a 3D fighting game, and that alone should be enough to tell you whether you'll like it or not.
 

dscross

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Kotaro said:
I have played every pre-Lords of Shadow Castlevania game (even the really obscure spinoffs) except the pre-smartphone cell phone one and the Japan-only motion control arcade game, so let me give my two cents:

Chimpzy said:
I haven't played it, but I've seen the BestFriends let's play of Lament of Innocence, and from what I've seen it is the best and closest translation of 2D Castlevania to 3D.

Not much help, I know, but it's all I got.
Lament of Innocence suffers a lot from endlessly copy-pasted rooms, but the whip combat is pretty fun, and it has some of the coolest boss fights in the series, in my opinion. The bosses of the aqueduct and theater levels in particular against the imprisoned vampire and the succubus are really memorable for me. Of the 3D Castlevanias, it's probably the best, though still very flawed.

Curse of Darkness has all of Lament of Innocence's faults and none of its strengths. They tried to make the levels massive, and just ended up copy-pasting the same handfuls of rooms even more and it's all incredibly boring and repetitive. And the Innocent Devil system is abysmal: crafting monsters to be AI partners is a cool concept, but in practice their AI is terrible and most of them are too situational to really be worth using (to my recollection, there are only two points in the entire game where a flying monster comes in handy). The story is neat and the soundtrack is phenomenal, but that's pretty much all the game has going for it. Don't bother.

Legacy of Darkness is really just an updated re-release of Castlevania 64 that added two new playable characters who expand on the story (the new ones' stories take place before the original two, so you have to play as them first before unlocking the old ones), several new levels, and fixed the jumping and climbing mechanics. If you have to play either CV64 or Legacy of Darkness, play Legacy of Darkness. The PS2 games have better moment to moment gameplay, but this one has better level design. It's still only okay, though. But the story has some incredible moments (Rosa's suicide attempt is one of the most emotionally-affecting moments in the series, in my opinion), and I'm glad I played it.

Judgment... it's a fighting game. A 3D fighting game with Castlevania characters. It's got some really cool ideas and is pretty fun to play, but it was definitely rushed. The game balance is all kinds of borked, and subweapons don't translate over all that well as a mechanic. It undoubtedly could have been really great if it had about 6-8 more months of development time, but we're stuck with what we have, which is, you guessed it, just okay.
If nothing else, you can connect it to a copy of Order of Ecclesia for the DS to unlock some stuff in both games earlier than normal (Shanoa and Aeon in Judgment and the Red Queen helmet in Order of Ecclesia).

Basically none of them are any better than okay-to-decent, but I don't think any of them are downright awful (with the exception of Curse of Darkness). Don't expect anything on the level of even the weakest 2D Castlevania games, but there are some things to like.
You lambasted CoD, yet admit it had a decent story and phenomenal soundtrack. Considering the musical score is roughly one third of what makes a great Castlevania, I would say it?s at least worth checking out.
 

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hanselthecaretaker said:
You lambasted CoD, yet admit it had a decent story and phenomenal soundtrack. Considering the musical score is roughly one third of what makes a great Castlevania, I would say it?s at least worth checking out.
The gameplay is so wretched that it is, to date, one of only two Castlevania games I have never replayed (the other being Circle of the Moon). So no, I would not say it's worth checking out. Just watch a playthrough on Youtube or something.
 

dscross

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Kotaro said:
hanselthecaretaker said:
You lambasted CoD, yet admit it had a decent story and phenomenal soundtrack. Considering the musical score is roughly one third of what makes a great Castlevania, I would say it?s at least worth checking out.
The gameplay is so wretched that it is, to date, one of only two Castlevania games I have never replayed (the other being Circle of the Moon). So no, I would not say it's worth checking out. Just watch a playthrough on Youtube or something.
What did you think of Mirror of Fate? I played the HD version on PS3, and thought it was quite more enjoyable than either LoS game.
 

Kotaro

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hanselthecaretaker said:
Kotaro said:
hanselthecaretaker said:
You lambasted CoD, yet admit it had a decent story and phenomenal soundtrack. Considering the musical score is roughly one third of what makes a great Castlevania, I would say it?s at least worth checking out.
The gameplay is so wretched that it is, to date, one of only two Castlevania games I have never replayed (the other being Circle of the Moon). So no, I would not say it's worth checking out. Just watch a playthrough on Youtube or something.
What did you think of Mirror of Fate? I played the HD version on PS3, and thought it was quite more enjoyable than either LoS game.
Haven't played it. Never even finished Lords of Shadow. I probably will go back and finish it someday, but it was just so un-Castlevania that I couldn't get into it (and I am someone who likes hack-and-slash games a lot; Bayonetta is one of my favorite games ever). It's sad, because Castlevania used to be one of my favorite game series, and Aria of Sorrow and Order of Ecclesia are still two of my favorite games of all time, but the reboot just killed it for me.
So for that "only two Castlevania games I've never replayed" statement, I don't count the Lords of Shadow series (which Mirror of Fate is technically part of) as Castlevania games, not really. They have the name, but none of the soul.

All of this said, as a side-note, I was a $100 backer on Bloodstained, and continue to read every update. It looks really good, actually, and that demo they released for their backers a while back felt spot-on. So keep an eye on that if you aren't already.
...And the Netflix series is really good. Definitely looking forward to season 2 of that.
 

dscross

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Kotaro said:
Lament of Innocence is really the only one I would fully recommend. In case my previous description didn't make it obvious, Curse of Darkess is completely terrible. And Legacy of Darkness has stuff in it that I love, but it's a really uneven game overall. Judgment is a 3D fighting game, and that alone should be enough to tell you whether you'll like it or not.
I'll give LoI a shot then based on your recommendation since you seem to be clued up on them. How would you rank the series, then? I think I would go:

Rondo of Blood (PC Engine - Wii Virtual Console) / Dracula X Chronicles (PSP)
Order of Ecclesia (DS)
Symphony of the Night (PS1)
Aria of Sorrow (GBA)
Portrait of Ruin (DS)
Bloodlines (Mega Drive)
Circle of the Moon (GBA)
Dawn of Sorrow (GBA)
Super Castlevania VI (SNES)
The Adventure Rebirth (WiiWare)
Castlevania III: Dracula's Curse (NES)
Castlevania (NES)
Castlevania Chronicles (PS1)
Harmony of Dissonance (GBA)
Dracula X (SNES)
Belmont's Revenge (Gameboy)
Harmony of Despair (Xbox 360, PS3)
Castlevania II: Simon's Quest (NES)
Legends (Gameboy)
The Adventure (Gameboy)
Mirror of Fate (3DS)
Lords of Shadow (Xbox360, PS3)
Lords of Shadow 2 (Xbox 360, PS3)

I feel like I'd highly recommend everything from Dracula X upwards to everyone. I love all of them and there's not a lot in it for me.

The Gameboy games and Simon's Quest are an acquired taste (although I actually did enjoy SQ and BR) and I felt like Harmony of Despair was more fun as a multiplayer game.

You need to enjoy hack and slash to be a fan of the three LoS, which is why put them at the bottom for me, with Mirror of fate being the best. Also, being a fan of the series, the lore bugged me.
 

Kotaro

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dscross said:
How would you rank the series, then?
That's a tall order, especially since there aren't really any Castlevania games I would consider "perfect." (Almost) all of them do at least one thing I really love, but every single one of them, even the best ones, are just flawed enough to hold them back from being truly spectacular without some sort of "but" attached. So my ideal Castlevania would be a weird amalgam of all of them, and something I will never get to play.

That said, with the games as they are, and only counting the "main" Castlevania games, ignoring the weird spinoffs like Vampire Killer, Kid Dracula, and Haunted Castle (all of which I have actually played, for some reason unfathomable even to me), and also disregarding both Castlevania Judgment (just because a fighting game isn't really comparable to a single-player action game), and Harmony of Despair (because by the time I got a console I could play it on, the online multiplayer was already long-dead and it really isn't fair to judge it as a single-player game), I'll give a list below, along with some of my thoughts regarding the games.
If I were to fully explain every ranking, this post would be quite literally novel-length (I could probably write an entire essay on Symphony of the Night in particular), so it will just be two or three sentences per game.

And now that you have me actually sitting down and thinking about it in-depth, my personal rankings, comparing all the games to each other, actually surprise even me in places:

1. Castlevania: Order of Ecclesia (DS) - The controls and physics in the DS games are the best the series ever had, but of the three, OoE has the most varied and interesting level design, and the Glyph system is really unique and fun as hell to use. There's some excellent challenge to this one as well.
2. Castlevania: Aria of Sorrow (GBA) - The level design here is excellent, the controls are the best of any game besides the DS ones, and the Soul system creates so much variety. The story is also pretty good by series standards.
3. Castlevania: Harmony of Dissonance (GBA) - The controls are pretty wonky, but the dual castle concept is executed far better here than in SotN, giving each castle a unique atmosphere (even if their layouts are identical). The only problem is that it's way too easy to break the game with the magic system.
4. Castlevania: Symphony of the Night (PS1) - Weird control quirks aside, the first half of the game is spectacular, but it kind of falls apart in the inverted castle. It's also a little disappointing to see so many enemies and such that are used exactly once in the entire game and never again; the game feels kind of messy and wasteful as a result.
5. Castlevania (NES) - The first, and still the best, of the pre-Metroidvania games. It is a bit plain compared to later ones, but it still has the tightest, most consistent design, though it would take an essay to explain why that is.
6. Akumajou Dracula X: Rondo of Blood (PC Engine) - Not quite on the level of the first game, but it comes really darn close at times.
7. Castlevania: The Dracula X Chronicles (PSP) - It's the same game as Rondo of Blood, but the 3D graphics aren't as pleasing to look at, and the PSP loading times are pretty awful. Having the original version and Symphony of the Night as unlockables helps, but RoB is still the better version of the main game here.
8. Super Castlevania IV (SNES) - I think Egoraptor more or less hit the nail on the head with this one when he called the subweapons largely redundant, but overall the level design is great, the controls are great, the music and atmosphere are dark and wonderful, and it's still a fantastic game.
9. Castlevania Chronicles - I don't know why people ignore this one. It's really good. Not a whole lot to say about it other than it's good.
10. Castlevania II: Simon's Quest (NES) - I like this one a lot more than most people, it seems: I agree with you that it's an acquired taste, but I just love the eerie atmosphere this one has when you actually think about it. And it's at least more consistent with its design than some other games...
11. Castlevania III: Dracula's Curse (NES) - I don't know why this one is seen as one of the best ever. Sure, it's a bigger version of the first game, but the playable characters are wildly unbalanced, only about half of the levels are actually well-made, and the difficulty borders on just being unfair at times. It's a very good game, but not as good as the first one.
12. Castlevania: Bloodlines (Genesis) - It's another 2D Castlevania, but you can have a spear, which is actually sort of cool. Underrated.
13. Castlevania: The Adventure ReBirth - One of those cases where a remake is better than the original in every conceivable way. It's not the best game ever, but definitely worth looking into before the WiiWare shop is shut down next month.
14. Castlevania: Dawn of Sorrow (DS) - Some really cool ideas marred by at times poor execution, in a direct sequel that really was not needed at all. The game starts off really strong with its opening area, but then the level design and atmosphere take a very early nosedive into being nothing more than bland. And the magic seals suck.
15. Castlevania: Lament of Innocence (PS2) - Definitely the best of the 3D games, but that's not really saying much. I like the story (though it would have been a lot better if the opening text crawl was actual cutscenes instead, because as it is a lot of "emotional" scenes in the game fall flat because we only read about the backstory rather than seeing it), and the whip combat and boss fights are great, but the level design suffers a lot from copy-pasted rooms, and there are some mechanics that feel really vestigial and unnecessary.
16. Castlevania: Legacy of Darkness (N64) - A much better version of CV64. The story is the best part, and it has better level design than even Lament of Innocence, but the controls--while improved a lot from the first N64 version--are still really wonky.
17. Castlevania: Portrait of Ruin (DS) - Fantastic mechanics, but some of the worst level design and enemy placement in the series outside of Curse of Darkness. The moment-to-moment gameplay is fun enough, but the level design is so terrible that I can't forgive it. I actually have a lot to say about this one in particular (I hate it, but it's fascinating to dissect), but I'll refrain to save your time.
18. Castlevania: Dracula X (SNES) - They ruined Rondo of Blood. Worse controls, awful level design, some of the most absurd difficulty outside Dracula's Curse, and it is just not fun.
19. Castlevania Legends (GameBoy) - It's better than the other GameBoy games, at least, though that isn't saying much. The level design is still not very good, and in this one the levels are way too long. And the story is dumb.
20. Castlevania II: Belmont's Revenge (GameBoy) - The addition of subweapons helps, but you still move like you're wading through molasses, and that kills the pace. There's a ROMhack I found ages ago that improves your movement speed, and that's the only way this is really worth playing. The official version of the game, I do not like very much.
21. Castlevania: Circle of the Moon (GBA) - This game pisses me off. Half of it is really good, but that half is buried by the other half being just wretched. The difficulty is schizophrenic, it's cryptic as hell, the pacing is glacial, the level design ranges from pretty good to fucking awful, and the story is incredibly stupid.
22. Castlevania (N64) - Before Legacy of Darkness fixed things up, the controls were so bad here that it's borderline unplayable. Jumping and climbing in particular are nearly impossible.
23. Castlevania: Curse of Darkness (PS2) - Do I really need to say more than I already have? But to recap: good characters, good story, really cool concepts, really good atmosphere in some areas, stellar music... but the gameplay is the worst, and I have literally never in my life encountered level design worse, or lazier, than this monstrosity.
24. Castlevania: The Adventure (GameBoy) - No subweapons, repetitive level design, frustratingly slow movement speed, and there's a remake that's better in every single way. This one commits the worst possible sin of just being boring. I don't even have anything interesting to say about it; it's just a nothing game.

Anything ranked from Lament of Innocence upward I would recommend at least trying, and Legacy of Darkness is on the border line, but anything below that I just can't in good conscience call "good" in any sense of the word.
 

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Kotaro said:
My god - thanks. I didn't expect that level of detail. Lol. I'm surprised at a couple of those choices being so low. I loved circle of the moon for example. I mean, it's really hard, but it's not unfair by any means. It's just challenging. The end boss is ridiculous though, I will admit. You do get of lot of game in there though.

I also don't get your level design complaints, especially for Portrait of Ruin and Dawn of Sorrow. I thought the level design was quite similar to many others in the series - and I like those.

It's all subjective though, obviously. :)

Also, as much as I do like HoD, I can't believe you put it 3rd - lol. The music. Oh god the music.

I bloody love Rondo of Blood. I find it so satisfying to play through and it's the only one I regularly play to unwind.
 

Kotaro

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dscross said:
Kotaro said:
My god - thanks. I didn't expect that level of detail. Lol. I'm surprised at a couple of those choices being so low. I loved circle of the moon for example. I mean, it's really hard, but it's not unfair by any means. It's just challenging. The end boss is ridiculous though, I will admit. You do get of lot of game in there though.

I also don't get your level design complaints, especially for Portrait of Ruin and Dawn of Sorrow. I thought the level design was quite similar to many others in the series - and I like those.

It's all subjective though, obviously. :)

Also, as much as I do like HoD, I can't believe you put it 3rd - lol. The music. Oh god the music.

I bloody love Rondo of Blood. I find it so satisfying to play through and it's the only one I regularly play to unwind.
I apologize in advance for how huge this post is going to be, because now you've gotten me started on Circle of the Moon, and... hoo boy, here comes the rant.

Circle of the Moon's problem is that it's only good about half the time, like I said. Every five minutes, something jumps out at me that makes me think, "Why is this like this? It would be so much better if it was like this, instead." Sometimes it's awesome, sometimes it's frustrating, sometimes it's just bland.
It's not necessarily too hard, it just has a difficulty curve that jumps up and down like a kangaroo on crystal meth. On a trampoline. During an earthquake. One minute I'm breezing through with minimal challenge, and the next it feels like I'm banging my skull against a brick wall. And then as suddenly as it came, the challenge is gone. It's not a variable interest curve, it's just poor balancing. And yes, there are absolutely parts that are unfair. I can't recall anything specific right now, since I haven't played the game in years, but I definitely remember calling bullshit at a few points. I think one boss fight had randomly-falling rocks that, when combined with the boss's attacks, could sometimes make damage all-but unavoidable?

As to the level design, the castle's atmosphere is great. It actually feels like a massive, otherworldly fortress. It has scale without being bloated in scope, and there's some good thought to the enemy placement compared to some of the other games. I love this game's clock tower, for example. But there are too many zig-zagging corridors for a game where you need to double-tap every time you want to run (Seriously, why design it that way? When will the player ever want to walk when they can run?), and fuck the Underground Waterway, which I maintain is one of the worst areas in any Castlevania game ever. Fuck those stupid, trial-and-error, slow-as-hell, flow-breaking switch puzzles, and fuck the overpowered enemies that can kill you in two or three hits (unless you have the right cards equipped, but I'll get to the fucking cards soon). I would seriously rather run back through Harmony of Dissonance's aqueduct, and that's the worst area in that game. Most of the other areas are barely any better, just being boring as hell. The Eternal Corridor is a fantastic example of how bland the level design in this game is most of the time. And while the enemy placement is often really good, there are too many places where the same combinations of enemies are repeated over and over, creating an endless sense of deja vu, and eventually the challenge disappears and you're just going through the motions.

Now, the cards. I hate the bullshit Dual Set-up System. Why do some enemies just randomly drop trading cards? Why are there so few different cards? It just feels like a random idea that someone had late in development and decided to throw in to add some variety to the player's ability set. It could be an interesting idea if it was executed well, but it's just really half-baked. For one thing, there is no bestiary or anything in the game, so there's no way to see which enemies drop which cards, or even drop cards at all. So the only way to fill out the pitifully tiny selection of the things is to either spend hours grinding against every enemy in the game or check a wiki, which is just player-hostile design. Going further than that, none of the cards have any description of their effects beyond a bunch of question marks, meaning there is no way to find out what any given combination of cards will do without trial and error, and making notes on a piece of paper or something. Pick two cards, press L, and see what happens! Or doesn't happen because maybe it's some sort of defensive effect that the game isn't going to explain to you, or because you need to enter some arcane button combo that the game also will never tell you. Once again, when you need a guide to play your game, that is a badly-made game. Conveying information to the player is paramount to making your game enjoyable. Some mystery is fine, but unless that's the entire point of the thing, then you need to tell your player what the hell is going on and what they're doing.

Oh, and the visual design is all bland and samey. Outside of a very small number of standout places, there's basically nothing interesting to look at. And the soundtrack, while decent, is mostly composed of forgettable remixes of tracks from other games.

Okay, rant over, moving on.

Yeah, the music in Harmony of Dissonance is pretty bad. But really the only thing I think that game does particularly wrong outside of that (and how broken magic is) is that the boss fights are boring. I adore the dual castle concept as it's seen here. They have the same layouts, sure, but you get this really cool, pardon the wordplay, dissonance between the two in terms of the way they feel. Compare, for example, the treasury. In the corporeal castle, it looks like a treasury. Glittering gold and jewels all around, you do feel like you're in this massive treasure vault that someone with a castle of this size might have. Then you reach it in the ethereal castle, and the background of piles of treasure is gone, and instead you're looking out as a vista of blasting volcanoes beneath an alien sky. It's strange and surreal and the atmosphere is completely different. I fucking love that.
And they made some pretty neat puzzles from this, like destroying an object in one castle to break down a wall in the same spot in the other. Clever stuff.

Dawn of Sorrow... it's not nearly as bad as Portrait of Ruin, I admit. But it's still really bland once you get into it a little. That opening area is brilliant. Wandering around a town in the winter. Snow falls all around you, when you jump on top of a car, the snow falls off of it and it sinks under your weight, the interior of the buildings lets you see all the support beams and such inside the walls, it's wonderful. But it feels like it was designed by a completely different team than the rest of the game.

Immediately after this promising start, you enter the alchemy lab, and... it's just gray corridors. Identical gray corridors. Hell, until you reach the secret area with the homunculus enemies much later, it barely even has anything to do with alchemy. Then you get to the boss of the area, Balore, reimagined from the fight with him in Aria. And let me say, I love the idea here. You beat him once before, and now he's back with some cool cyborg bits. That's awesome! And the fight is even really different from the last one. Even better! But what do you get for beating him? The ability to break a very specific kind of block with the touchscreen. A kind of block that only exists in one part of the castle besides the lab. Whoop-de-doo. It's the kind of bullshit situational ability that I hate in Metroidvanias. A good Metroidvania power-up not only opens new paths, but can be used for just general movement or fighting besides that. A double jump gives you better aerial mobility. A slide can be used to avoid attacks. Even something like the Flying Armor soul has a surprising amount of utility. This... it may as well have just been a key to open a locked door for all that it lets you do after this.

And none of the areas after this ever really get back to the level of the opening town. After that, the only real highlight to the level design is the boss fight with Gergoth, where you break through the floors and fall down the tower halfway through the fight. It's all just boring, vanilla, stuff we've seen many times before.

Portrait of Ruin is even worse, and while I warn you to prepare for another rant, bear in mind that this is actually condensed from my complete thoughts and I could seriously go on for pages about why this game is such a poorly-designed mess. The level design really is the main culprit, because while it might feel fine on the surface, when you actually dig in and analyze it, oh lord is it bad.

For the main castle, it feels less like a logical succession of rooms and areas and more like they just drew a castle shape on the map and filled it in with rooms like a jigsaw puzzle, which is the most backwards approach to level design that I can think of. Going inside the paintings sounds like an awesome idea, getting to explore all these exotic locations outside of the castle. But in practice, they're even worse.

The first painting is a perfect example: the City of Haze. A city! Cool! But why is it just the World's Largest Bakery/Butcher Shop next door to the World's Largest Chapel? Oh, and speaking of the City of Haze, the enemies here also exemplify a major problem with this game: they act like they're still fighting a retro Belmont rather than a modern Castlevania character with all sorts of weapons and cool abilities. The Warg Rider, for instance, reacts so slowly and goes down so quickly that it's rare it can even get off one attack before it dies. I didn't even learn until my third time through the game that it has a fire breath attack! Oh, and the enemy placement throughout the entire game often makes zero sense. Maids vaccuming the floor of a fucking cave, anyone? Or oh, recycling the chest mimic from Dawn of Sorrow, but not having any regular treasure chests, so that you quickly realize that every single chest you see is an enemy and they cease to be any kind of surprise.

The rest of the paintings are just as bad. Why, when I enter an area called a "forest" do I spend most of it indoors? The pyramid is comparatively better, until you try to fill out the map for 100% and have to jump into all these little nooks to do so, which is irritating. At least it has that one really cool secret room inside the stomach of that giant worm monster you kill, but that hardly makes up for anything. The World of Fools circus-themed area also has a pretty cool gimmick, when you run around and start seeing furniture and enemies walking on the walls and ceiling. And then the wonder fades once you notice that they only really designed half of the ring-shaped map and then just mirrored it for the other half. Cynical laziness, plain and simple. Boss fight? The return of Legion! ...Which was clearly not designed to be fought with a long-reaching whip that can easily hit its middle section before even destroying the outer ones. Just as disappointing as everything else.

And then you purify the sisters, but before you can fight Brauner, you have four new paintings to clear, all presented all at once. And every single one of them is just a palette-swapped rehash of a previous painting. The exact same basic graphics with maybe minimal changes besides color scheme, very similar layouts, and just nothing new. It kills the pacing and it's obvious that they were only added to pad out the game. Honestly, the game would have been a lot better if these four areas had been cut entirely. Yeah, it would be a lot shorter, and yeah, it would still be pretty bad, but it would still be an improvement.

Oh yeah, also the bonus dungeon. Cool idea, and Order of Ecclesia ran with the idea nicely, but here it was just really lazy, with almost all of its bosses being just recycled wholesale from Dawn of Sorrow, even when that doesn't make sense. Balore is a great example: in Dawn of Sorrow, he was a cyborg because Soma had already beaten him in Aria. Here... he's still a cyborg, but there's no reason for it, and it raises the question of how he's then later not a cyborg in Aria of Sorrow, which is chronologically later. And Gergoth loses the one thing that made its fight interesting in Dawn: the fall through the tower. The fight against Fake Trevor, Fake Sypha, and Fake Grant, lifted from Symphony of the Night, is even worse. In SotN, you were playing as Alucard, so it was fitting in a dark sort of way for him to fight evil doppelgangers of his old companions. For Jonathan and Charlotte to run into the same three is just meaningless.

Laziness: that just sums up Portrait of Ruin as a whole, really.

That's not even getting into the redundancy in so many of your upgrades. It seems like every time the game gives you some really creative and unique new power, it then almost immediately gives you another one that's a better version of it, but also way more conventional. You get the ability to jump off of your partner's shoulders for a boost in height, but then a few minutes later you get the double jump. You get the ability to transform into a frog to squeeze into tight spaces, but then a little while later you get the owl transformation which can go everywhere the frog can, but can also fly, and then very soon after that, you get the much easier to use infinite-uppercut so the owl's flight isn't even needed anymore.

And the game gives you a ton of cool toys to play with, sure, but it's honestly too many. With Charlotte's large number of spells and Jonathan's absurd number of subweapons (and let's be honest, the subweapons are way more developed and useful than the spells, and the same is true for Jonathan's massive number of weapons versus Charlotte's tiny handful), it feels like they were trying to replicate the feel of the Soul system from the Sorrow games. The difference there, and the reason the Soul system is superior, is that the Souls were explicitly defined after the enemies that dropped them, and it was tied into the story and Soma as a character. Plus, stealing enemy abilities is conceptually so much cooler than just getting new weapons and tools. By comparison, Order of Ecclesia's Glyph system works really well because, yes, there's a large number of different spells, but there are few enough of them that they almost all have uses and none of them (aside from the ones that get obsoleted by upgraded versions) are redundant. in Portrait, when the hell am I going to use, say, the cream pie subweapon (aside from that one boss fight)?

And screw the sidequests. You get great stuff from them, but it's so easy to screw yourself over because a lot of them require items you only get one of but can sell, meaning it's possible to lock yourself out of the later quests and the ultimate reward, the Magus Ring, until New Game+.

Oh, and the story is a waste. World War II could have been a really fascinating setting, but it doesn't end up playing into anything.

Oh yeah, there's also that one glitch that can make the game unwinnable. Yes, that exists. If you skip the cutscene after the boss fight against Death and then go back the way you came (to, for example, save) instead of moving forward, then the door never opens and you can't move on. And there's a related bug (though this one is harmless) where, if you skip the cutscene where Eric tells you his real name, then his dialogue boxes continue to identify him as "Wind" for the rest of the game. Just to add one final bit of stupidity on top of everything.

Once again, I'm sorry this was so long and so negative, but I love this series so much that the negative things tend to stand out to me more. And the reason for this level of detail is that I actually enjoy analyzing and picking apart games to see why they do or don't succeed. And Castlevania is one of my favorite game series to talk about, because even the best installments have fascinating flaws to them, and the bad ones are bad in interesting ways.
 

dscross

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Kotaro said:
As much as I appreciate the time you put into expressing your opinions here, I think if I pick apart all these points my post will just turn into a rant about your rant, and I'm not sure anyone wants that.

I will say that I think you are being very harsh on those games - lol.

Circle of the Moon obviously rubbed you up the wrong way, whereas I just found it a challenge - and I rarely used the card system in it. The difficulty spike didn't bother me - it was just part of overcoming the game. It took a long time to grind, that's all. Your other complaints I don't really recognise. You were obviously frustrated - i didn't find it so.

Portrait of Ruin I think you are being particularly harsh on though. I had a great time from beginning to end and while you can call it 'lazy' if you want, I didn't find any of the paintings or the castle 'bad' as you put it. Different maybe. Not bad. And I love exploring the castle in Dawn of Sorrow equally.

Further than that I'll just say I don't agree with the majority of this and leave it at that. :)
 

Kotaro

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dscross said:
As much as I appreciate the time you put into expressing your opinions here, I think if I pick apart all these points my post will just turn into a rant about your rant, and I'm not sure anyone wants that.

I will say that I think you are being very harsh on those games - lol.

Circle of the Moon obviously rubbed you up the wrong way, whereas I just found it a challenge - and I rarely used the card system in it. The difficulty spike didn't bother me - it was just part of overcoming the game. It took a long time to grind, that's all. Your other complaints I don't really recognise. You were obviously frustrated - i didn't find it so.

Portrait of Ruin I think you are being particularly harsh on though. I had a great time from beginning to end and while you can call it 'lazy' if you want, I didn't find any of the paintings or the castle 'bad' as you put it. Different maybe. Not bad. And I love exploring the castle in Dawn of Sorrow equally.

Further than that I'll just say I don't agree with the majority of this and leave it at that. :)
That's fair, and I respect your opinion. Hell, I'm a little envious, because I really wanted to like those games.

But I'm harsh because I care. I love Castlevania, and because I love it, I want it to be the best it could possibly be, and the flaws in each game just jump out at me.

And the thing about level design is that being slapdash just doesn't cut it. Good level design is deliberate, meticulous. Everything has a purpose. Even an empty room should have some reason to be there beyond just filling space. It takes repeated testing and revision, even if each round is just tiny tweaks. You can't just build a box and throw enemies into it and call it a day. That's lazy. And that seems to be what they did with Dawn of Sorrow and especially Portrait of Ruin. There's no cohesion. It doesn't feel like a real place, nothing flows into anything else naturally. Sure, it's incredibly rare for a video game level to have a layout anything like a place would in real life, but when it's designed well, it still feels real enough that the player doesn't notice that it's nothing like a real place. And when exploration is the central part of a game, as it is in Metroidvania, good level design is vital.
This even applies to game design as a whole: every game mechanic should tie together and complement every other game mechanic. It's almost like assembling a jigsaw puzzle: the individual pieces serve to come together and form a single unified whole, and when your pieces don't connect perfectly, the result is a mess that doesn't fit. It's really hard to explain how to do this right, because when you do it right, the player doesn't notice. It's only when you screw up that it really becomes noticeable.

Come to think of it, the fact that you admit you rarely used the DSS cards in Circle of the Moon kind of proves my point that it's a worthless mechanic that really doesn't belong in the game.