December 30th, 2008

Playing catch-up on the XBox 360

Whoops! You won't be needing those appendages anymore, will you?

I took advantage of the Boxing Day shopping frenzy over the weekend and picked up an XBox 360 Pro Holiday Bundle at a discount that was hard to ignore. This is a purchase I had been deeply considering since my life-altering experience with Gears of War 2’s Horde mode. My familiarity with the console was mostly limited to some time with it shortly after launch, so I’ve been relatively out of touch with what has been released for the console since then. I was also a bit disappointed at the lack of hardware upgrades: the Elite is still hoarding the 120 GB hard drive, and there is still no Wi-Fi out of the box even after three years. Though I guess I should be thankful that the power supply hasn’t burst into flame yet.

Since getting back into gaming this past summer, I’ve tried to keep myself aware of the titles capturing the most buzz on all of the next generation consoles. Over the past few days I familiarized myself with the new XBox dashboard and downloaded a grab-bag of demos: the critically acclaimed and a few others that I was interested in. I’m still looking for a good RPG other than the obvious selections of Mass Effect, Fable 2, or Fallout 3. Feel free to add any other recommendations in the comments; this is my second leap into the console world since the Gamecube in 2003.

Read the rest of this entry »

December 10th, 2008

Portrait of Ruin

The Wonder Twins go vampire hunting or just a useless gimmick?

Castlevania: Portrait of Ruin feels like desperation. It is Konami’s attempt at reinventing the portable Castlevania series and expand it beyond the walls of Dracula’s castle. Where Dawn of Sorrow was more of a refinement of Aria of Sorrow with the features of the DS clumsily added in, Portrait of Ruin is content to step backwards into what could be considered a more traditional Castlevania experience. For someone who prefers the shift towards the fighter/mage character class that Soma has become, playing Portrait of Ruin is like reverting to Harmony of Dissonance. The Metroidvania formula and item collect-a-thon established by Symphony of the Night is untouched, and the addition of another playable character creates an unnecessary dimension to the game that can mostly be ignored. Instead of creating a fighter/mage character, you use two characters – one for brute force, the other for fireballs. Except that for the most part, this only serves to benefit the player in solving the occasional puzzle or overpowering a boss monster with horribly unbalanced combo attacks. Upon close inspection, Portrait of Ruin turns into a mediocre action game, an unfinished experiment in trying to make this series more interesting.

Read the rest of this entry »

July 14th, 2006

Harmony of Dissonance

[This is Juste Belmont. He is a man. ]

The Gameboy Advance saw three Castlevania adventures in as many years after its release: Circle of the Moon (2001), Harmony of Dissonance (2002), and Aria of Sorrow (2003). Aria of Sorrow was my first experience with the remodeled portable Castlevania series, and still remains the finest (excluding last year’s fantastic Dawn of Sorrow on the DS, of course). At the time of Harmony of Dissonance’s release, the step up in visuals combined with a simpler brand of gameplay made it stand out as a worthy successor to the two-dimensional masterpiece Symphony of the Night. The RPG/Castleroid adventure style it adopted and familiar main character made for an easy comparison; whether it deserved the subsequent praise it received is debatable.

Read the rest of this entry »

From what I can tell, the upcoming Castlevania: Portrait of Ruin is introducing another playable character, with a series of puzzles that can only be solved while using both characters. It follows that a co-operative multiplayer version of the game is also available. Other than that, it seems like a return to pre-Symphony Castlevania. It also sounds like a game that I played last year.

Dawn of Sorrow’s “Julius Mode” is unlocked by completing the ending where Soma (the character in the main game) assumes the mantle of Dracula. As Julius Belmont, you must go through the same castle to fulfill the destiny of the Belmonts. Subtracting the details of spell and inventory management, what remains is a veritable tribute to the Castlevania games of old. In fact, this same premise was used for Julius Mode in 2003’s Aria of Sorrow. Only this time you have friends.

Dawn of Sorrow’s Julius Mode gives you a team of three characters. Aside from the whip, Julius comes with a solid collection of traditional Castlevania powers like holy water, axes, and a cross boomerang. Yoko Belnades, who was a character from the main game, adds fire, ice and lightning spells into your repertoire of powers. Last, but certainly not least, as Julius you run into Genya Arikado (a returning character from Aria of Sorrow), who reveals himself to be none other than Alucard. While not having as many powers as the other two, he can change into a bat which allows entrance into some of the castle’s otherwise inaccessible areas. The current character is switched at the press of the “X” button.

As such, balancing the use of these three characters becomes an entirely new game that focuses on the straight ahead side-scrolling action of Castlevania before it had been fused with Metroid. The game even allows you to level up the characters. Aria’s Julius mode simply gave a full powered static character to plow through the game with, which was no easy feat during the last third of the game. My only criticism for this experience system is that the levelled-up life and mana pools are shared among the three characters, so the weaker Yoko will tend to drain the health pool faster than say, Alucard. Yoko’s mana will recharge a lot faster, though. With regard to castle exploration, there are quite a few dead ends such as the “Ice Blocks” area that is extremely time consuming to clear with the whip, only to find that there’s nothing at the other end worth pursuing. Though I’d hardly fault Konami for these shortcomings – they’ve essentially turned a bonus for completing the main game into a completely separate adventure.

January 17th, 2006

castlevania: dawn of sorrow

[Dawn of Sorrow: In which Soma Cruz actually resembles a male.]

I find Castlevania in its current form irresistible.

As much as I love to complain about a lack of exciting new concepts in games, Castlevania: Dawn of Sorrow continues to refine the formula that makes the portable version of this series so appealing. When you aren’t mentally replacing the main character with one that wears bionic armour, the gameplay remains gripping. The need to collect better armour, weapons and more powerful spells (the souls that first appeared in Aria of Sorrow) drives the game forward. Ever since Symphony of the Night, Castlevania has turned into a kind of “Castleroid”, adopting the exploration to acquire new power to unlock new areas methodology. Though what Castlevania adds is experience points. It gives purpose to repeatedly visiting the same rooms during those long sessions of trying to figure out where to go next. Except this is not really an RPG, because the player has no control over the main character’s stat progression. And yet somehow the entire system manages to work.

Read the rest of this entry »