Post by Traingham on Oct 8, 2010 12:08:55 GMT -5
Finished Castlevania: Lords of Shadow last night. Sure, the combat system was a complete change from the old 3D titles, but I still enjoyed it. (Even if others claim its a GOW clone, meh.) It still retained the air of mystery that I loved about the old games, and the castle was beautifully crafted this time around.
You could actually feel the depth of the structure despite the linear exploration, and while the soundtrack wasn't as diverse as the other titles (Believe me, I felt like there was a choir following me throughout the whole game. It was epic, sure, but I liked Michiru Yamane's style much more.) it did the job of conveying the atmosphere of each stage. Sometimes you would be traveling in complete silence only the hear the music kick in with a frightening shriek to inform you that something has been stalking you the entire time, finally seeing its chance to strike.
Platforming was done nicely, challenging at time, while managing to keep things interesting. Some of the puzzles had some thought put into them while others felt like they were placed there to waste time, or get out a cheap kill. You're given the option to skip some puzzles if you like at the cost of experience, but really, where is the fun in that?
I mentioned combat before, but I feel the need to get back into it because it really shines. Regular encounters with enemies are intense and sometimes you'll find yourself cursing the times you're cornered in a forest surrounded by a group of lycanthropes more than you would the engagements with the super bosses that the game puts you up against, and following the tradition of the old titles, some bosses return as regular enemies. I had to pause the game when I saw an old boss I had trouble with before casually stalking the gutted halls of an old ruins like a normal flunky, accompanied by normal enemies.
Boss fights in the beginning follow the tried and true hit and dodge tactics that hack and slash games are known for, but as you progress you'll find yourself in need of clever tactics that might involve somersaulting over your opponents and striking them from behind, deflecting their attacks at the right moment to stun them and fight back, or use their own weapons against them by stealing it away from them in intense tug-o-war matches that could end fatally if you lose. The titan fights feel like they're ripped straight from Shadow of the Colossus with one difference being the absence of the grip gauge. You can hang on to a titans back for as long as you want, given that you hold the button at the right time, and the fall isn't as punishing as you'd think. Getting back up is as easy as swinging onto the monster's back with your trust whip. The superbosses are another story, however, and you can tell who they are because they usually have integral roles in moving along the plot. They're basically there to challenge your mastery over the game mechanics and how skillful you are at balancing your shadow and light magic, as well as how quick your reflexes are. In a nutshell, you find yourself having one hell of an epic time, wishing that you could go back and do it again. Thankfully, you can.
To conclude, you'll find yourself running into other Castlevania fans that rant about how the game doesn't stand up to the name. You'll run into God of War fans that will brush off that game as a clone, and you'll meet old school fans that will talk about the good ole days and how much the new age games disappoint, but this is really a game that you must judge on your own. It rewards those who embrace it and it punishes those who whine about it, but the game stands up to the Castlevania name in my opinion.
Still, Michiru Yamane, why did you leave?! Why?!
You could actually feel the depth of the structure despite the linear exploration, and while the soundtrack wasn't as diverse as the other titles (Believe me, I felt like there was a choir following me throughout the whole game. It was epic, sure, but I liked Michiru Yamane's style much more.) it did the job of conveying the atmosphere of each stage. Sometimes you would be traveling in complete silence only the hear the music kick in with a frightening shriek to inform you that something has been stalking you the entire time, finally seeing its chance to strike.
Platforming was done nicely, challenging at time, while managing to keep things interesting. Some of the puzzles had some thought put into them while others felt like they were placed there to waste time, or get out a cheap kill. You're given the option to skip some puzzles if you like at the cost of experience, but really, where is the fun in that?
I mentioned combat before, but I feel the need to get back into it because it really shines. Regular encounters with enemies are intense and sometimes you'll find yourself cursing the times you're cornered in a forest surrounded by a group of lycanthropes more than you would the engagements with the super bosses that the game puts you up against, and following the tradition of the old titles, some bosses return as regular enemies. I had to pause the game when I saw an old boss I had trouble with before casually stalking the gutted halls of an old ruins like a normal flunky, accompanied by normal enemies.
Boss fights in the beginning follow the tried and true hit and dodge tactics that hack and slash games are known for, but as you progress you'll find yourself in need of clever tactics that might involve somersaulting over your opponents and striking them from behind, deflecting their attacks at the right moment to stun them and fight back, or use their own weapons against them by stealing it away from them in intense tug-o-war matches that could end fatally if you lose. The titan fights feel like they're ripped straight from Shadow of the Colossus with one difference being the absence of the grip gauge. You can hang on to a titans back for as long as you want, given that you hold the button at the right time, and the fall isn't as punishing as you'd think. Getting back up is as easy as swinging onto the monster's back with your trust whip. The superbosses are another story, however, and you can tell who they are because they usually have integral roles in moving along the plot. They're basically there to challenge your mastery over the game mechanics and how skillful you are at balancing your shadow and light magic, as well as how quick your reflexes are. In a nutshell, you find yourself having one hell of an epic time, wishing that you could go back and do it again. Thankfully, you can.
To conclude, you'll find yourself running into other Castlevania fans that rant about how the game doesn't stand up to the name. You'll run into God of War fans that will brush off that game as a clone, and you'll meet old school fans that will talk about the good ole days and how much the new age games disappoint, but this is really a game that you must judge on your own. It rewards those who embrace it and it punishes those who whine about it, but the game stands up to the Castlevania name in my opinion.
Still, Michiru Yamane, why did you leave?! Why?!