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 10th, 2006

DS lite: fashion wins again

As much as I enjoyed holding Nintendo’s glistening white lozenge in my hands, something about it didn’t feel right. The DS Lite was more screen than portable gaming device – which is fine for showing off the significant difference in brightness from its predecessor. In a game like Metroid Prime: Hunters, I almost didn’t notice the difference when using the plastic nub and touch screen because my thumb was naturally closer to the edge of it. However, in any other game, having the ABXY buttons packed together and so close the edge of the unit can be a little unnerving when you’ve got oversized man-hands. The easiest comparison to make is playing any GBA platformer on my DS and then going back to play it on the GBA SP: my hands felt cramped in the smaller playing space. The old DS may be unattractive, but it wasn’t overdesigned to the point of being almost unusable. Are we really past the point where it’s unfashionable to carry around an ugly piece of hardware?

On a general DS note, I wouldn’t advise changing the Gameboy/Gameboy Advance display screen on the DS while a game cartridge is in the slot. I lost all of my progress in Castlevania: Harmony of Dissonance (including my recent replay) when I switched from the upper to the lower screen, though I haven’t read of this happening to anyone else. It wasn’t a big deal; I already know how it ends and my opinion of the game hasn’t changed two years later.

[Bowser, reanimated.]Did the New Super Mario Bros. have to be made for the DS? After all the thought that went into the handheld’s features, is a simplistic, side scrolling platformer really what it needs? Short answer: yes.

Now it’s time for the long answer.

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.

March 31st, 2006

the hunted

[The red-plated bounty hunter is back.]Is Metroid Prime: Hunters really the best first person shooter for a handheld? More than likely, even though it’s probably the only one in the eyes of the average gamer. Some people seem to forget that both Doom and Doom 2 were released on the GBA just a couple of years ago, not to mention the countless number of homebrewed Doom and Quake ports on portable devices. As a finely tuned FPS, Metroid Prime: Hunters certainly delivers what you would expect, carrying over elements from the Gamecube versions that made them some of the best games I’ve ever played. The controls are suprisingly easy to get used to, but the lack of custom configurations is limiting for those that aren’t huge fans of the touch screen and default button assignments for Right and Left handed players. The aiming and “mouselook” with the Thumb-strap felt completely natural as someone who plays FPS on the PC regularly, and I’m impressed how easily this control scheme has been adapted for the DS. As a result, the multiplayer feels fast and action-heavy, and a lot like playing Quake III Arena. The race for the big weapons and bunny hopping to dodge rockets is usually most players’ default strategy. The fact that it plays so well without me realizing I’m using a handheld is evidence enough that Hunters has managed to make full use of the DS’ abilities. But that’s where some reviews seem to end. What about the game?

Read the rest of this entry »