Hector gives some tough-love to his anorexic friends
A day at the pool takes a turn for the tragic
Please dont poop, please dont poop...
Barneys new image alienates all but his most die-hard fans
I am sure he is just as frightened of you, Hector
If its just fog, how come it smells funny
Stop, drop, and roll
Heads!
Dont look down, dont look down...
Hector and his pet crusader
Polo, Draculas house rules
We are the nights who sa- AAAAARRRRGGGHHH!!!
Fur is murder!
Run away!
Play it cool boy, real cool
Ooooooo! Sparkly!
Worst game of chicken ever
.
Wanted: Experienced stonemason to assist rebuilding of Dracula's castle. Overtime likely. A few years back Konami proved to us that the Castlevania series could indeed make the whip-assisted leap to 3-D, erasing from all of our minds the memory of that other 3-D Castlevania game that the courts have mandated we never speak of again. Sure, Lament of Innocence was a bit bare bones (and I don't mean because of all the skeletons! Ba-dump, ching!), but it felt like a decent first effort that could be developed in the future into something amazing. When its' sequel, Castlevania: Curse of Darkness, was announced, there was much anticipation within the Castlevania fan community, and many a prophesy of greatness declared over frosty mugs of cream soda. So, now that the world has gotten its' gnarled, filthy hands on it, does it live up to the expectations? Well, that depends on how much extra sugar came in that cream soda of yours...
Thou shalt not slay your co-Forgemaster's wife. The game is set, strangely enough, directly after the events of Castlevania III: Dracula's Curse, which was originally released for the NES. A great war between humanity and the forces of Count Dracula has just wrapped up, with Dracula being on the ass end of the ass-kicking that took place. In the battle's wake, Devil Forgemaster, Hector, who defected from Dracula's side, hunts his former friend, Isaac, who murdered his wife to punish him for deserting. Yes, it's clearly a clichéd setup, and worse yet, it goes against the primary male commandment, "Bros before hoes." But we'll forgive Hector this one time, if only because his fighting is so simplistically addictive.
The basic gameplay of Curse closely resembles (perhaps too closely) that of its' predecessor, Lament, in that the player is basically going from room to room in a labyrinthine complex, clearing each of enemies as he proceeds. [I just love it when they take a weakness of a previous game and bring it back fully intact! - ed.] There are a lot more outdoor environments this time, since the battle is not limited to Dracula's castle, but the path in most is fairly rigid, so they function essentially the same way. As combat is the focus of the game, it is thankfully as comfortable and enjoyable as before, with the player executing a string of simple combos with one button and a powerful finisher with another (just like my mom). [Deafening silence from the peanut gallery! SILENCE, I SAID! - ed.] There are several different types of weapons, each with a different fighting style, and enemies expire with a satisfying shatter or spray of bodily fluids. So what's not to love?
I've got the strangest feeling of déjà vu... I've got the strangest feeling of déjà vu...
Well, while remaining true to the core mechanics of Lament is a good thing, as that game handled like a well-made 3-D adventure game should, Curse doesn't really try to push much beyond that, which is not as good of a thing. The environments look nicer and are more individualized than Lament's generic, repetitive corridors-of-moodiness, but they still never leap out and grab you by the short hairs enough to keep them from all blurring together like the soggy marshmallows in my Lucky Charms cereal. And though there is a bit more intertwining of the areas you must explore, overall the path you follow is still fairly linear, as you'll generally completely explore one area before moving on to the next.
Another problem this game shares with its pappy is that there just aren't that many enemies. While the bestiary says there are something like a hundred and fifty, it neglects to inform that many of those are just jacked-up versions of previous enemies or older enemies given a fresh coat of paint and one or two new moves. The 2-D Castlevanias are veritable breeding grounds of crazy-ass monsters, all of whom look and behave totally differently, so it seems strange to me that in both 3-D games they haven't been able to flesh out the roster of soul-consuming hell-fiends. So even though mowing through hordes of enemies is fun, the hundredth time you bash in the same zombie's head with a war hammer, it starts to get a little old. [Zombie head... getting a little old... He-he. Oh, the ways I amuse myself...! - ed.]
Hot new wrinkles All that being said, there are a fair amount of little twists that try to keep the endless monster slaughtering from getting too repetitive. Hector's status as a Devil Forgemaster plays a very important role in the game right from the beginning. Although there is one shop, Hector must make most of his own weapons, armor, and luxury sedans from scratch. Of course, our perpetually scowling hero needs some raw materials to build these mighty armaments, and the only ready source of said materials are the bottomless pockets of the fetid undead. Thus the game does reward you for putting up with the somewhat repetitive foes by having those foes periodically drop various minerals necessary to construct some awesome weapons and armor. This naturally begs questions like "What was a zombie doing carrying around a chunk of pure bronze?" and "Dude, where is my bar of copper?" But if you start asking things like that, you inevitably have to go all the way back to wondering just what about those mushrooms made Mario grow, which gets you in all kinds of trouble. All that aside, Hector must also occasionally resort to less legitimate means to obtain materials. While thievery in real life will likely wind up making you the "special friend" of a resident of a state correctional facility, stealing in Curse of Darkness results in frequently netting you some rare items. A successful attempt to steal depends upon equal measures timing and luck, again adding a layer of depth to combat.
Say hello to my little friend! Probably the coolest addition, though, is the Innocent Devil system. With this, Hector is able to create and carefully cultivate monster allies to help him during his rumbles in the morgues. There are several different breeds of Innocent Devils and each breed can be developed into a host of forms. Depending on what weapon-type Hector is using in combat, monsters will drop different colored crystals that direct the Innocent Devils' growth paths, thus necessitating some serious thought about what weapon to use at any given time. Sure, you could plow through an area with your super-strong sword, but if you want to get that really cool Innocent Devil you're going to need to make your foes feel the wrath of your board with a nail in it. [Don't worry - reports from the field are that the nail is rusty, thick, and hurts like a f***ing bitch - ed.]
These little guys are more than just a novelty, too. They'll play a pretty significant roll in your battles and properly utilizing them can make the difference between getting drunk at the victory party or getting a tag put on your toe. Battle-type Devils are great for quickly smashing up crowds of enemies, while faerie-type Devils provide vital healing magic for prolonged boss battles. Many of the other types have special abilities (such as gliding, sliding through cracks in walls, opening beers with their belly buttons, etc.) that you will need to progress through certain areas and impress your geek friends. By the end of the game, you'll likely have crafted your pack of wee-beasties into a horde of bone-shattering, flesh-rending demons capable of causing a minor apocalypse. And really, what could be more rewarding than that?
Goth-fest 2000 As one would expect from any Castlevania game, the soundtrack is excellent with a mixture of sweeping orchestral pieces and skull-pounding rock [which, incidentally, is also my favorite workplace appliance - ed.], all of which serves to accentuate the setting and the action taking place within it. While the settings themselves may bleed together a little bit, as they all have that sort of generic gothic-horror look going on, they do look pretty good if you pause to carefully examine them. The graphics overall are good but no huge improvement over Lament of Innocence, somewhat of a letdown considering that that game came out a couple of years ago. The cutscenes are pretty impressive although we all could have done without seeing a dude wearing Isaac's outfit. Yes, yes, vampires, androgyny, erotica, I get it, I get it. Now can the next villain be wearing actual pants, please? No? ...damn.
Well, that disappointment aside, if you've liked most of the recent Castlevania offerings, there's nothing here that's going to make you forsake your fan-dom in disgust (unless you really have a problem seeing dudes in revealing attire, and I suppose I wouldn't blame you if you did), but neither is there anything that will convince you the series is in the midst of revolutionizing itself. It's a solid game, more so than Lament of Innocence, but still not quite as solid as all the 2-D Castlevania's we still remember and love. Hopefully Konami will again learn from the experience and next time we'll get a truly breathtaking 3-D Castlevania, possibly even on a next generation console. Then I could die a happy man. Providing I'd already constructed the world's largest Play-Doh giraffe. I really have to get going on that...
Summary: A solid Action/Adventure game that would have benefited from pushing a little further beyond what was done by its predecessor.
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Systems: Playstation 2, Xbox
Genre: Action/Adventure
Setting: The bleak Transylvanian countryside
Mood: Grim
Story: Reformed Devil Forgemaster, Hector, seeks revenge against fellow Devil Forgemaster, Isaac, for the murder of his wife. Wacky hijinks ensue.
Graphics: Decent, if not particularly remarkable.
Music/Sound: As butt-rocking as Castlevania music always is.
Voice Acting: Predominantly swell
Script/Dialog: Fairly minimal, but decent nonetheless.
Similar Games: Castlevania: Lament of Innocence, and perhaps the Devil May Cry series.
Gameplay: Castlevania: Lament of Innocence
Strengths: Solid combat, engaging item creation and side-kick raising systems.
Weaknesses: Repetitive enemies and areas, fairly linear.
Depth: A fairly deep item creation system and Innocent Devil development system.
Length: 15 hours or so.
Pace: Steady, Freddy
Difficulty: Moderate
Control: Good
Learning Curve: Gradual
Replayability: There are a few secrets and some hard-to-get items that might eat up a little more time, but nothing to really encourage repeated play-throughs.
Will keep you up until (a.k.a Fun
Factor): You disembowel that same Cyclops for the hundredth time.
Notable Features: Innocent Devil System allows you to create and control your own monster sidekicks; strange chair-hunting side-quest confuses and delights.
Fav. Character: Saint Germain: dressed like a circus ringmaster and possessing the ability to control time, this guy may well be the most bizarre but awesome character in Castlevania history... Next to Alucard, of course.
Instant Classic: Not as such, no.
Publisher: Konami
Developer: Konami
Release Date: 2005-11-01
Players: 1
Multiplayer: None, unless you count having one guy hold another controller and pretend like he's controlling the enemies. 'Cause I don't... most of the time...
ESRB: Mature
Target Audience: Everybody who likes a good, bloody action game.
Recommended For: Fans of the series and people who don't mind a fair amount of RPG in their action games.
Not Recommended for: People who were disappointed by Lament of Innocence. Chances are they're not going to poop themselves over this one either.