Sunday, August 18, 2013

Castlevania: Bloodlines


The Short

Pros
- Brings back the regular, forward whipping Castlevania to the Sega Genesis
- But wait! There's a bonus character, who has a multi-hitting spear!
- New abilities like a power-spear vault and the ability to whip onto hooks to swing do a great job combining the old with the new
- Speaking of which, the game is designed around these abilities, meaning you get an equal challenge regardless of which character you pick
- Refines powerups to three key ones, all of which work great
- An excellent mix of difficulty: challenging while still being very much beatable
- Graphics and music are both excellent. Lots of blood and gore for a retro game, which is weird and kind of great.
- Honestly feels like a direct sequel in every regard to the first Castlevania game.

Cons
- While the sprites look great, the backgrounds are severely lacking, especially when compared to Super Castlevania IV
- The music also, while introducing and remixing some iconic tunes, does fall a bit short
- Password system is massive. Seriously. Why is it so big?
- Often overlooked by many fans, which is straight up tragic.
- The last 2D linear Castlevania game ever made that wasn't a remake or a re-release. Think on that for a moment, and cry a little.

It's Castlevania, now with Blast Processing.

The Long

I'm just gonna give it straight: I reviewed the other Castlevania games in order just so I could get to this one. And yes, chronologically Rondo of Blood/Dracula X came out before this one, but hush now, we'll get to that after I finally beat the PSP re-release.

The point is this: Castlevania (1) was a masterpiece. It's the kind of game you know they drew out the levels on grid paper, calculating exact jump and whip distances, judged player reaction and the screen view, and plotted every single corridor down to the utmost detail. It was a level of meticulous game design you just don't get anymore, with infinitely spawning enemies, monster closets, and linear pathways where enemies just pop out to be killed, rather than poise an actual threat.

We got sequels, some good, some bad. Castlevania 3 came close to matching this sort of OCD level design Castlevania presented, but it still felt lacking. Plus the extra characters sort of broke the game because they didn't bother designing the levels around these additions. Super Castlevania IV was a game where enemies just existed to die, your character a powerhouse and the challenge usually platform related rather than a blend of world and enemy. Good, but still not up to par.

Castlevania: Bloodlines is the true sequel to Castlevania on the NES. It is a game that you feel they designed every single stage, every screen, and every enemy with a purpose. The sprites are kept to the same ratios as the original game, with just the right amount of vision and weapon length to make the game intimidating and yet accessible. Jumps and platforming are tricky but not overly frustrating (like many in Super Castlevania or Castlevania 3). And, on top of it, there's a host of new features that fit right into the universe as well as provide necessary improvements to the series.

People say Symphony of the Night was the game that took Castlevania forward, but I honestly think it could have been Bloodlines. The problem is nobody bought this game or played it; they were too enamored with whipping all over the place in Super Castlevania IV, and it became a game nobody talks about, hardly ever reviews, or even remembers.

Luckily, I'm here to set the record straight.

It even brings back the old "Monster Movie" aesthetic that permeated the first game. 

The story is pretty much routine at this point. Dracula's niece or daughter or something is trying to bring the ol' Count Chocula back to life to just be a nuisance again or something. Seriously, what does Dracula actually do? What is his end goal? World domination? Just being annoying? In a world full of dragons, Medusas, and living skeletons he seriously seems like just another annoyance. Dunno what the fuss is about.

Anyway, a major difference is this game covers all of Europe, and is set in 1917 instead of medieval times. As either John Morris, who apparently is a Belmont despite not having it in his name, or The Long Haired Dude Who Has The Spear (I think his name is...Eric? Maybe?) you travel across the continent lookin' for trouble in all the wrong places until you reach the revived undead lord himself and either whip or spear him back to the afterlife. Pretty basic. 

But honestly, the story doesn't matter. It's a unique setting (and surprisingly less "gothic" than previous installments) and you have some new dudes to play as. Big whoop. On to the game.

Well gee, doesn't this look familiar?

Probably the reason people glossed over this game is it came out a good deal after Super Castlevania IV, and didn't have the most notable feature from that  game: the extendo-whip. It also had characters that weren't massive and was on the Genesis, which is known to be an inferior system graphically. However, what makes Bloodlines good is that it goes back to Castlevania 1, looks at how that game was set up, and improves on that formula rather then adding some stupid gimmick like "whip anywhere you want." It then works off that and the Castlevania 3 idea of multiple characters to make this game incredible. 

John Morris is pretty standard. He whips forward relatively quickly and deals a lot of damage. He can also whip diagonally up when in mid air, but this is more for a grab/swing (one of the few things taken from Super Castlevania) to get over specific ledges. Because the "whip everywhere" is gone, sub weapons are actually useful again, which is intelligent design. More on the sub weapons later. 

Eric is a bit different. His spear can attack diagonally, as well as straight up, but it is a slower weapon and a bit clunkier. Missing will mean having to retract it and possibly take a hit. He also doesn't move quite as quickly or jump quite as high, but he does have a duck+jump move that makes him vault off the spear to get to higher areas. He can use the same sub-weapons (which are useful because they attack fast, which makes up for the slow spear) but you'll probably use a different set because of his increased normal weapon versatility. With John it's about hitting the blind spots, with Eric it's compensating for speed.

Also, dat spear. It's huge!

The point I'm getting at this this: the game is brilliantly designed around both characters. Levels feel equally difficult regardless of who you are playing; Eric isn't just a cakewalk because of his versatility and John isn't "hard mode" or anything (in fact, I tend to prefer him for some levels). There also are traversal areas where the way to go splits depending on who you are playing; if you're Eric you may have to vault up to a different path, while John will instead swing forward another way. It's clever and cool and encourages replays with different characters to master their styles.

This is even more impressive considering how well designed each level is regardless. As I said in the intro, this is OCD game design at its best. Every trap, every enemy, and every jump seems planned for a reason. Enemies are put in frustrating spots that require memorization to overcome (or very quick reflexes). Jumps are tricky but not unfair. Health is hard to find but still available, and those who play cautiously will be well rewarded. All this makes this game feel more like Castlevania 1 than any of the other games I've reviewed just far. It's sublime in how well it all fits together, which is something I haven't seen in this series for a while. 

Plus, since it's on the Genesis, blood galore. 

There's other minor improvements that really make this feel like a sequel to the first game. Sub-weapons have been rethought out and redefined so that there's less of them, and the fat is trimmed away. If you liked the Clock or the Knife...too bad, they're gone. Instead you have just three: the axe (the necessary "arching" weapon for John), the Scythe (a mixture between the knife and the cross), and the Holy Water (same as it was before). Also, in a smart change, candles no longer drop hearts but gems, but they serve the same purpose. I mean...come on. Even that makes more sense then hearts. Hearts are life, dumb dumb.

This refinement of the sub-weapons is brilliant because it trims the fat and modifies them down to the three important ones: the arching weapon, the quick forward directed weapon, and the sustain/hit enemies on lower platforms weapon. Choosing which one to use where is actually worth thinking about, and if you remember levels you may find yourself avoiding swaps. Unfortunately, it still doesn't do that thing it does in Symphony of the Night where if you accidentally pick up a new sub-weapon you have a brief second to swap back, but nobody's perfect. 

It ain't Castlevania without a clock tower level. 

I could ramble on and on about the design, but let me just end saying that the difficulty is darn near perfect. The challenge is there but after getting used to the controls and figuring out your characters, you'll be totally rocking it hard. You'll come to anticipate the design (much like Castlevania 1) so that you'll play cautious but with an idea of what to expect. The game does get quite tough the further in you get, but it's a good difficult. It feels beatable, and you actually feel like you're getting better at the game. As all good games should make you feel.

Graphically, the game doesn't dress to impress as much as one would hope. The foreground characters and enemies all look decent, and there's a delicious amount of violence and gore (in the NA and Japan versions; the European versions got censored). Like...a lot, though. Like the first zombie you whip rips in half and leaves bloody innards on the ground. Genesis does what Ninten-don't, it seems. Aside from the new gore, however, as well as a few tricky stages using "blast processing," the game is a bit dull to look at. The smaller sprites are appreciated (unlike the freakishly huge ones in Super), but the backgrounds are particularly drab and the overall game is underwhelming. It's easy to see why, just looking at screenshots, a kid of the 90s would grab Castlevania IV over Bloodlines.

The soundtrack is also a mixed bag. It does have some really cool tunes (as well as remixes) and I always felt the Genesis's sound chip was better suited for electric guitar and really kickin' beats. However, Bloodlines doesn't hit the level of awesome that games like Castlevania 3 and 1 did. That being said, it does have remixes of key songs from those games in addition to the new songs, and hearing them on the Genesis chip is a treat. 

That's some serious Genesis-level tunage going on.


I'm gonna say it again: Castlevania Bloodlines is the true direct sequel to Castlevania. It improves perfectly on what that game set out to do, and refines and trims the fat and isn't afraid to make some dramatic change to the gameplay styles to do so. While this may be considered the black sheep of the linear Castlevanias for not being on a Nintendo system, adding a non-whip character, and axing hearts for gems, Bloodlines is as pure Castlevania as you can get. It's a massively overlooked gem, and should be an essential part of both a Castlevania fan's collection as well as any Genesis collector's stash.

This could very well be my most favorite linear Castlevania game. With solid design, excellent improvements, and multiple characters to encourage replaying, there really isn't any other game in the series quite like it. Super Castlevania IV may have had "Super" in the title, but Bloodlines was where it was at my friend.

Kick Dracula back for good, or at least until Konami needs to make another game to pay the bills. Five out of five stars. 

And off we leap into the sunset. 

Super Castlevania IV


The Short

Pros
- It's like Castlevania, only SUPER!
- We're back to Simon again in this...remake? Prequel? What is this game chronologically, anyway?
- Graphics are pretty dang snazzy
- Also, the music is awesome
- Has like five trillion levels
- Simon has learned how to look up, down, and diagonal. Meaning he can whip in all those directions for the first (and only time) in the series
- Some cool SNES effects like room spinning, chain wipping on stuff, and some giant bosses
- Throwbacks to earlier Castlevania are pretty great

Cons
- Your sprite and whip are so big it covers like 1/2 the screen
- Also, it's absurdly powerful when fully upgraded, and can hit in any direction, removing any challenge
- What I'm saying is this game is absurdly easy
- Lacks the feel of tight, meticulous design that permeated Castlevania and Castlevania 3. 
- Sub-weapons are useless because the whip just rocks everything.
- Less of an actual series upgrade and more of a side-step into a new development

Simondiana Jones

The Long

What is your opinion on whipping? Or perhaps whipping things good

If you said "I'm down with whippin' stuff!" then Super Castlevania IV has got that covered and in spades. If you aren't down with whipping a whole arsenal of baddies, then why the crap are you reading a review of a Castlevania game anyway?

So the Super Nintendo came out and Konami decided it was time to port their big fat vampire killing series over to the new hotness. However, after Castlevania 3 mixed up stuff with multiple characters, what could they do to spice up the gameplay for the new kids?

How about having Simon whip in every direction known to man? And, like Castlevania 3, have a whole first portion of the game take place outside the castle? And then add like fifteen quadzillion levels? 

Super Castlevania IV was Konami's attempt to take what was basically an untouched system of gameplay (we aren't counting Simon's Quest here) and spruce it up for a new console. And, while it certainly is...spruced, does that actually make it better? Well...sort of. And sort of not. And with that ambiguous statement, here's the actual review. 

More like Man-dusa. 

I'm like 99% sure that Super Castlevania is intended (chronologically) as a retelling of Castlevania 1, but I'm too lazy to look it up so you're just gonna have to take my word for it. The intro is the same (Simon strutting out in front of the castle and whipping angrily), many of the levels are homages to the original game, and you're Simon...so yeah. Pretty sure. But the story doesn't matter.

What matters is whipping, and whipping beasties, and boy does Super Castlevania have that and in spades. The game's loaded with a truckload of levels, with bosses capping off each level end to provide a fun challenge. You start by going into the castle (sort of?) but it's like a courtyard...then underground...then above ground...then inside...and yeah, it goes forever. While some may argue that old school platformers are short, nobody's gonna be saying that about Super Castlevania. It's a loooong game, with absolute loads of content and cool places to visit. And while this does mean the enemy designs kind of fall apart (a grass scribble monster that looks like a MissingNo from Pokemon? Really?), having this may levels, enemies, and bosses, is pretty incredible. They totally crammed all that data into the 8 MB or 16 MB or however big SNES carts are. 

Again, not doing research.

This game's got next-gen water effects going on. 

But the most important thing about a Castlevania game is Draculas and whipping them, and this is where the biggest major change happens. Well, minus Simon's bigger sprite. Seriously, while taking about "big changes," did he go on steroids or something? He was a little bitty dude in Castlevania and Simon's Quest, and now he's an absolute monster. He takes up a ton of screen space! But that's nothing compared to the whip.

Simon, it seems, has learned how to look up. Rather than being satisfied with just lobbing axes blindly in that "unviewable spot" in an arch ahead of him, now he can whip up, diagonal, or even down when jumping. Dude's graduated from whip college with a Doctorate in Vampire Ass-Whipping, and he's ready to show his skills to the emerging job market of Whippers Inc. I think there was supposed to be a joke in that sentence, but looking back now I'm really not seeing it. Whatever.

When the whip is fully upgraded, the sucker takes up roughly 1/3 off the screen with every swipe. Compare that to the rather pitiful, delayed action from previous games, and you'll see how this is a massive game changer. Sub-items, which were once necessities because of the whip limitation (a ranged weapon like the knife for distance, the bottle to hit low enemies or enemies on lower platforms, the all-necessary axe to hit enemies above you) are now totally useless. This also renders Hearts, which are back as currency for item uses, also totally pointless. Some other dude goes over this in greater detail, so I won't harp on it, but considering sub-weapons making up for your suckyness of having a totally lame whip is kind of a Castlevania staple, getting rid of it so you can just whip everywhere feels a bit like a misstep.

Like, seriously, you can use Mode 7 for good or for evil. Making a huge, nauseating rotating room in your platformer falls under the latter, good sirs. 

The overpowered-ness of the whip also makes Super Castlevania IV: Simon's Whatever a total freaking cakewalk. Enemies haven't really been retooled to match Simon's new skillset, and they sort of just do that "spawn in easy to kill places and exist to just easily die" thing that made Simon's Quest so boring. The main difference is it's satisfying as hell to whip the everloving bones out of a skellington (and thanks to the power of the SNES everything explodes in awesome violent fury), and the game does get challenging as it goes along. Just expect the first 4-5 levels to be kind of absurdly easy, and don't expect the same level of challenge and precision level design you got from Castlevania 1.

Going back to the crazy new whip, this also adds a few new ideas that mix stuff up. Simon can whip diagonally onto hooks and such to make longer jumps, as well as some tricky room-spinning bits. This is cool but unfortunately underplayed; I'd love to have seen some more advanced jumps or platforming that uses the new whip options. The jumping still is a set angle that can't be altered, meaning you have to buy an engagement ring for every jump in terms of commitment level, so it's this weird mix of clunky platforming with new-fangled options and an super-buff weapon. It feels a bit weird, but hey...you can whip birds out of the sky. That's cool.

And don't get me started on the frogs. Those damn frogs. The hardest enemy in the game is little frogs hardly the size of your foot. Seriously. They never stop chasing you. 


Simon you fat lard, you're taking the bridge down!

The game looks phenomenal. While it wasn't the earth-shattering graphical masterpiece the first and third games were on the SNES, it still uses a ton of SNES processing power and has some cool 3D tricks amongst the 2D levels that spice it up. It's consistently good, which is more than one can say for most games, and the background especially are gorgeous. 

The music is also absolutely kickin', though again it doesn't quite match the level of the previous games in the series. The intro song packs one hell of a punch, though, and the remixes of classic songs are awesome.

Dis song is da bomb.

My only real grip with Super Castlevania IV is its attempt to innovate ended up kind of ruining what made the games great. The clunky whipping was always paired with sublime enemy placement, a combo that made the games really hard but also satisfying and an engaging challenge. Super Castlevania IV feels almost like God Mode of Castlevania 1; with this new screen filling, multi-directional whip you're just wrecking shop to any and everything that stands in your way. And while the game does get tricky later on, it never, ever reaches even the levels of the first game in terms of raw challenge. You're just too badass to get taken down.

It feels like they added that mechanic in at the last minute, like they'd designed the whole game around a forward-whipping only whip with the sub-weapons used (as before) to counter specific enemy types, and then at the last second were like, "Aw balls, we didn't add anything new except eighty jillion levels. What if we make him just whip all over the place? That's innovation, right?" and then didn't bother to rebalance the game for this new mechanic.

As a Castlevania game, it's still an absolute blast, and contains most of the small elements that make a Castlevania game great. I still wholly recommend it (it's practically essential for an SNES collector's library), but as a fan of the series it feels a bit like a black sheep.

Regardless, it's still a blast, and you can whip like all over dawg. Who don't want dat?

Four out of five stars.

"And I couldn't have done it without the power to whip at an angle not directly in front of me!"

Saturday, August 17, 2013

Assault Cube reloaded, version 2.5.8

I'm a bit hesitant to cover this game, as media licensing is a complete mess, but well some might enjoy playing it and the source-code is there ;)

Here is a longish game-play video of Assault Cube Reloaded:



You can follow the latest development and see the change-log here.

P.S.: Funny to see some of the Red Eclipse artwork and Xonotic sounds (I think) reused, but I wouldn't want to open the can of worms in regards to them being copy-left licensed...

Monday, August 12, 2013

Lips of Suna 0.7.0 released

After a long hibernation a new version of the 3D RPG Lips of Suna was released today!

Take that you, ermm brown something?

More screenshots here, and there are quite a few great new features:
  • New terrain system.
  • More responsive controls.
  • Real single player mode.
  • New spell and enchantment systems.
  • Many graphical improvements.
  • Added limited scope game modes.
  • Improved script performance.
  • Extended character modeling support.
  • User interface improvements.
  • Improved mod loading.
  • Major code cleanup.
  • Several less interesting changes.
Looks like the developers are back at it full-force, so give them some encuraging feedback over here!

Friday, August 9, 2013

GSoC 2013 pushes SuperTuxKart forward!

If you follow our planet, this is no news, but the recent advances in graphics, networking a other stuff from SuperTuxKart are quite nice. This is basically a result of them being accepted to this years Google Summer of Code.

Not showing most of the new features yet is this nice video featuring the mascot of OpenGameArt.org as a new player character:



But their blog has many interesting technical details (and other screenshots + videos) to show off the new features.

So if you like to also contribute, or just want to praise the great work, have a look at their FreeGamer hosted forums :)

Wednesday, August 7, 2013

Stunt Rally 2.1 released

My luck... I do the reluctant once in two weeks post to keep the blog alive, and almost the next day is an unexpected big new release of a cool game ;)

Ahh well... Stunt Rally 2.1 seems to have ventured into even less realistic spheres now:
Awesome alien worlds in Stunt Rally 2.1
A lot more (mostly more conventional) new screenshots can be seen here.

All I need now is a nice unrealistically spongy arcade style vehicle handling, and I am happy :p