The Castlevania series is something I wish I'd grown up with more. I've played most of the older ones, and
enough of the newer crop to see the appeal, but it's the kind of history and
experience I wish I could track in relation to my maturing. The original Castlevania is a shining gold
star of level design and understands how powerful the simplicity of 2D linear
gameplay can be. And even with that, the
game still manages to be full of secrets.
Castlevania is a lot like Dark Souls.
Or perhaps Dark Souls is a lot like Castlevania. Mastery of the game comes from understanding
the limits of your character, and relying on a set of distinct rules you base
your play around. Rules like You can stop small fireballs with your whip
or If you can see an enemy from where you
are, you can kill it from there.
Castlevania: Circle of the Moon takes the newer approach to the series,
popularized by Castlevania: Symphony of the Night. Instead of linear action-platforming, the
game takes a sprawling, non-linear style and adds RPG elements such as
equipment, consumable potions and other items, magic spells, and a leveling
system.
I won't pretend I'm not a perfect target for this kind of game. Satisfying control, distinct advancement and
player empowerment lots of secrets, challenges, unique bosses... it's targeted
squarely at my joy department and massages with gentle grace.
But there's an itch this kind of game doesn't scratch. Circle of the Moon is a large enough game to
keep me entertained, but it's the kind that doesn't leave me with a strong
feeling of satisfaction. The original
Castlevania, Dark Souls, Vanquish to an extent, these games are frustrating and
difficult, they leave me beating my head against my controller. Sometimes I make the mistake of going to
these games for light enjoyment and some basic abnegation. Circle of the Moon is that kind of game. It's not easy, but it's not so complex that I
can't just tune out and wade through halls full of skeletons, whip out, spells
flying. The secrets and upgrades the
game has are almost never so interesting as to make me reconsider my play
style, and the few that would be are found so early that it feels like I'm deliberately
crippled without them.
Again, the game isn't easy, and it is entertaining, but it doesn't have
that sense of mastery that the original could manage. And this isn't just Circle of the Moon's
problem, either. Symphony of the Night
has the same issues. When I am so
powerful that enemies basically explode if they step into my country, I can't
go back to that original dis-empowered beginning without feeling a sense of
annoyance at how much work I need to do to have fun again.
Castlevania: Circle of the Moon
will entertain, and to its credit , beating the game unlocks new play styles to
vary the experience which is great. But
I don't see myself returning to it. Or
maybe even returning to this style of Castlevania game. I feel there are better venues to tune out
and do nothing, and while I respect the difficulty of designing all this game
to work with so many varied styles, I don't ever find myself trying tactics
more complex than "Whip it and jump away." I still think Symphony of the Night is the
better example of the style, but I haven't played all the myriad of games in the
style.
Next up on the 100 Games: Super Mario RPG: Legend of the Seven Stars.
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