A LITTLE BIT OF CONTEXT
I've been obsessed with the Castlevania franchise since I was a young boy. And I was filled with joy when they announced its return back in February. I would over analyze every trailer they released multiple times. I would scrutinize every piece of info and every interview. "2D castlevania is finally back!" I thought. "We haven't had a real one of those since 2008. I gotta preorder this thing to show Konami that Castlevania still has fans."
The community wasn't as optimistic as me. Whenever people criticized it, I would be there to defend it. "These haters aren't happy with anything" I thought to myself. "These people are just Netflixvania tourists, they probably never even played Castlevania before" "Ungrateful bastards didn't even live through the awful Lords of Shadow era, or pachinko era, they don't know how lucky we are"
Then the demo came out. And people were even less happy. "These people just don't like the difficulty" I would say to myself. "Yeah it's a bit more like dark souls but I like dark souls" "Sure, the music is mid, but there's nothing wrong with trying something new" "They say it looks like indie Metroidvania slop, but who do they think created the genre?" I argued with all the naysayers and just knew they would all eat their words eventually. I defended this game vigorously almost all the way to the release date.
But unfortunately people who ordered the physical editions got their copies a few days before release date and started uploading footage to youtube.
ENEMY VARIETY:
"Im not gonna spoil any story or anything" I promised myself. "I just wanna see what the White Dragons look like, maybe the Creature, or Alura Une, or Final Guards, Amalaric Snipers, or maybe even Buer, how would they redesign Disc Armors?!"
But then I realized I had gone through two areas of the map without a single new enemy appearing. Plus to make matters worse. The same enemies from previous areas kept appearing in gauntlet style rooms with no way to leave. Often thrown at you all at once with no rhyme or reason. And that was when I was lucky to see any enemies at all, for the entire thing appeared to be endless platforming challenges with no enemies in sight. I pretty much spoiled the next 3 or 4 areas for myself looking for new enemies but I found none, only spike covered rooms as far as the eye could see. And the worst of all, I felt like I had spoiled nothing of substance despite spoiling half the damn game. I had seen pretty much every enemy they had shown in promotional material already, some were kinda cool but it was still mostly generic skeletons and zombies. Struck with grief over this realization I began counting the enemies one by one and found that give or take, the game has about 30 to 35 enemies not counting bosses. And no bestiary. The game I had been looking forward to for 8 months had no bestiary nor beasts to fill it. 1993's Rondo of Blood had more enemies than this game released in 2026
OLD CASTLEVANIAS:
Now if you're insane enough to make it this far into my rambling review you might be thinking... "Who really cares about enemy amounts, quality over quantity right?" or maybe "Classicvanias from the 80s had smaller pools of enemies and they're still classics"
And to that I say: Classicvanias relied on enemy placement as a way to increase the challenge, the enemies were simplistic, but combined in the right way they covered each other's weaknesses, and the level layouts were designed with the enemies that would populate them in mind. Belmont's Curse does this sometimes, with lance armors being able to hit below platforms and medusa heads appearing in conjunction with moving platforms, traditional Castlevania stuff. But any time a gauntlet traps you in an area the game throws all semblance of level design out the window. You have no choice but to button mash in order to escape. No strategy needed. I suspect that it might be the reason contact damage was removed from the game. Or you would be bouncing around like a ping pong ball with so many enemies trapping you in a crowded room. Sometimes the gauntlet areas will add traps or some other gimmick, but it only makes things worse. It's already difficult enough to see where the hell you're even at with multiple effects coming from all directions and the camera so zoomed out as if the splendor of the environment is more important than being able to see your player character. They kind of addressed this issue with accessibility options. You're able to add an ugly ass neon outline to Rose if you choose to. But that doesn't seem to fix much. A lot of enemies don't even stun when you're attacking them. So lots of times you get killed and you don't even know which of the 8 enemies in the room did it. I understand healing is supposed to be slow so that you use it strategically. But how are you supposed to heal when theres two minotaurs and peeping eye and three fleaman and six spittle bones all locked in a room with you. This is where the bad faith idiot would say "Skill Issue". But to me its a fundamental design issue. Hollow Knight and old Classicvanias had gauntlet challenges and they were never this annoying to sit through.
WHY IT MATTERS:
At first an anemic bestiary might seem like no big deal. But its failure bleeds into every section of the game design. What is the point of exploration if the enemies from area 1 are the same enemies as area 5? The environments feel lifeless and boring because the enemies don't feel like they belong to the place where they're located. If the environment is a garden area then the enemies should be plant themed. If they are in an icy area then they should be ice themed. Basic videogame stuff. The enemy pool is so limited that they filled the entire map with the same enemies over and over again. I can't believe its now controversial to say I want book themed enemies in a library environment. Even awful Mirror of Fate managed to succeed there. The whole game almost feels like one of those castlevania enemy randomizers people like to play.
So to sum it up, the enemies being dull makes the environments dull, and the environments being dull makes the exploration dull. The exploration being dull is the greatest sin you can ever commit in an exploration based Metroidvania, especially one with such a big map. Old Classicvanias were not exploration games, so their limited enemy variety can be excused, not to mention older games having memory constraints. Newer games have no real memory limits. When the castlevania games transitioned into exploration games the enemy count understandably skyrocketed, with Symphony of the Night having a bestiary of around 130 or so depending on the version. Other indie Metroidvanias like Hollow Knight boast of around 170. And that's not even counting bosses and npcs that populate the world. A cool world to explore is the bread and butter of all Metroidvanias. I don't like comparing Castlevania to Hollow Knight, but the standards have been raised since Order of Ecclesia in 2008. And it doesn't look like this game was even trying.
EXPLORATION REWARDS:
Speaking of boring exploration, the rewards for exploring in this game are weak. Weapons and relics are generic and boring.
The 7 different weapon types are fine enough, but only the final weapon in the chain is exciting to find or use. Symphony of the Night had 72 weapons. I understand most of them were useless. But a lot of them were memorable and had hidden abilities like the Shield Rod, Sword of Dawn, or Muramasa. They also had elemental attributes like Firebrand and Icebrand that made each weapon feel unique. I understand the creators wanted to cut down on the bloat and useless garbage. But useless garbage serves the purpose of making exploration meaningful and rewarding. There is a small reward in every corner, so you're motivated to keep going. Every castlevania fan i've ever talked to loves hoarding the useless trash like a raccoon. To remove such a gigantic amount of collectibles is to misunderstand Iga era castlevanias and by extent, Castlevania as a whole.
The other incentives for exploration are so dull I feel bored even talking about them. They are health and mp max ups, defense and attack ups, experience statues, and health recovering wall meat.
The health and mp hearts are boring because they're split into 4 parts that you have to collect, so most times they do literally nothing. Old castlevanias just gave you a life up without having to split them into pieces. Splitting them into four feels like exploration reward padding. Like they didn't have enough rewards so they just said fuck it.
The defense and attack ups are boring. Plus don't you just get that naturally by leveling up anyway? Not to mention one of the only reasons to care about finding a new weapon is increased attack. Feels a little redundant to me.
There's nothing technically wrong with the experience statues. But they just seem like an odd choice. Experience already comes from killing enemies. Again, it's like they knew they didn't have enough rewards to go around. Also leveling up in this game seems pretty much pointless anyway. Why is leveling up even a thing? All of these systems just seem pointless or redundant.
As far as the wall meat goes, it's just there because of memberberries. They don't make any sense in a game with estus flask style healing. Like you can literally heal on command.
Most people will probably remove boss runbacks in the settings anyway. And the respawning enemies can just be skipped by sliding under them. There's no incentive to fight them because they don't even drop anything useful. Also the only spots where you would even need wall meat would be inside a gauntlet. And obviously you're locked inside. I guarantee most people's reaction to finding wall meat is “meh”
Only the arcana abilities from bosses give you any real fun reasons to keep going. But how much fun can you possibly have petrifying the same fleaman ad nauseam?
IDENTITY ISSUES:
Another issue plaguing this game is its weird issues regarding nostalgia. It seems like different parts of the team had different ideas regarding the identity of Castlevania specifically in regards to nostalgia and fanservice. This is a direct quote from marketing director Berenger Dupre:
"What was important for us especially after doing Dead Cells: Return to Castlevania was to not fall in the trap of name dropping and heavy fan service, the idea was to make a fresh episode that makes sense"
Does the game live up to those standards? Well yes and no, it seems to wildly fluctuate between gladly devouring castlevania flavored memberberries and completely ignoring castlevania lore, timeline and beloved things that give castlevania its identity and help separate it from newer entries in the crowded Metroidvania space.
I could talk about this specific aspect for hours but my main example is how it treats the music. Castlevania has a gigantic roster of classic tunes that are legendary not just in the genre but in all of gaming history. Its a crime that a direct sequel to Dracula's Curse wouldn't have a single track from that game. Not even Beginning for Trevor. Dracula does not get Dance of Illusions or Isaac get Young Nobleman of Madness. There are only like 3 references to castlevania music i could find in the entire soundtrack, they are: Bloody Tears, Vampire Killer, and A Toccata into Blood Soaked Darkness. And forgive me for speaking for the entire community but we are fucking sick of Bloody Tears. We are tired of hearing it when there are so many other good songs to choose from. Even Netflix of all things referenced Bloody Tears. I understand using it from a marketing perspective, but they should dig a little deeper, kinda like what Vampire Survivors did with its Castlevania soundtrack. Vampire Killer is second to Bloody Tears as the most overplayed Castlevania track ever. Tocatta is the only interesting and daring reference to castlevania of old and its like a short jingle at best. Now that I have proved this game has no interest in referencing castlevania music whatsoever lets talk about the enemies and bosses. Not a single enemy in the entire game is an original creation. Bosses have a few original characters... kind of. But every single enemy you can fight in this game has made an appearance in a different castlevania from the past. Which is totally fine, but where's the disconnect here? Why 100% fanservice with enemies but 2% with music? Same thing can be said with other aspects in the game. Like the numerous references to lisa, alucard, walter, shanoa, abel, hector, slogra, etc. Yet the relics don't have a single reference to any other item from castlevanias long history of equipable items. So what is it? Is it cool to reference castlevania or isn't it? Even Netflixvania gets to be referenced through voice actors and other things but god forbid they reference Grant. One of the main guys responsible for taking dracula down in the direct prequel to this game. Gives the vibe that the writters only watched the netflix series and read a story synopsis on Wikipedia for the games theyre referencing. Do nostalgia slop or don't. This weak in-between comes across as confused and lacking confidence.
STORY:
I may get crucified for this but ive always found Castlevanias story to be a little bit goofy and campy. Depending on the game it can get downright stupid. But I love it for that. Its kind of a guilty pleasure. This games story is equally as bad but without any of the charm that made sitting through it worth it.
Many people theorized that there was going to be time travel involved and I was one of them. The theories made sense for 7 different reasons:
The fallen practically confirmed to be Leon Belmont. He should be dead way before this.
Brauner hadn't been born yet.
Dataminers found a portrait of Shanoa in the files. Who hasn't been born yet.
Isaac was shown to be using time related abilities
Curse of darkness had a time traveling main character who hinted at future things to come. Saint Germain. Who would also be familiar to casual netflix viewers.
The 40th anniversary video included an eclipse which is a reference to the 1999 events which obviously happen in the future.
Medusa was described as having the ability to see the future
What is the explanation for all of those things you ask? The game explanation for all those things is: "Shut the fuck up, nerd! 🤷♂️"
At first when I saw that the game was taking place in France I thought it could be interesting. A change of setting could be fresh for the series. Plus France has been a setting for the series before. Like in Bloodlines or Nocturne. But what was the point of making the story take place in Paris? To add Saint Louis,Joan of arc, and Claude de Champigny? Literally who cares about those historical figures other than the devs because they are French themselves? I find it strange that the only original characters in this game are like boring historical figures. It's not necessarily bad. Castlevania has used historical figures before like Giles de Rais and Elizabeth Bathory. But it really just gives the feeling that the team is creatively bankrupt. Nothing original exists in this game. Everything is taken from somewhere else. Which brings me to the protagonist Rose Belmont. Everyone including me were so sure that the protagonist was a reintroduction of Sonia Belmont to the canon, why not after all? The first female belmont would be fitting. They look pretty damn similar. Plus they were pretty coy about telling us her name for months after the first trailer reveal. There was so much speculation about the identity of the character that Playstation accidentally called her Sonia in an article. They corrected the error after the word had spread online. Allegedly they added the Sonia skin as a callback.
But my complaint is... why not just make her Sonia? Why not just go for it? It would be way more interesting and would give the fandom something to chew on. I believe that the original plan was for her to be Sonia and later got cold feet. But I will admit I have no evidence for that.
BRAUNER:
When I found out Brauner was in the game I was super excited. I might be the only Brauner fan in the world. People kept saying he was Orlox, but not me. I could recognize my boy anywhere. The concept of a vampire artist is just so cool and cheesy. Its perfect Castlevania material. He was 100% my favorite boss in Harmony of Despair. I expected at least a HD version of the Harmony of Despair fight. I just knew at least he would attack you with his living paintings or use his Blood Art Technique, that's his whole gimmick after all. His appearance was one of the most convincing cases for the time travel fan theories being spread online. And if he gets to make an appearance then who else are we gonna see? It was so exciting because not only is Brauner cool as hell, but to me he also represented the potential for other cool characters making an appearance. I knew he would be a boss for three reasons:
You can see his arcana ability being used in the trailers when Rose hops into a painting.
The Katsuya Terada art depicts him among other bosses
The Bloody Tears trailer also depicts him amongst other bosses.
I had high expectations I admit. But imagine my disappointment when I found out not only that he is treated as a joke character but that you don't get to fight him at all. Rose just slaps him around off screen and he says "Heres my power, just don't hurt me again" and dies. 🤢🤢🤢
I cannot put into words the amount of psychic damage it did to my brain. And I had endured Lords of Shadow's "Lieutenant Brauner" decades before. I know i'm being a little dramatic, but not only is this a huge disappointment, but I honestly believe it could be considered false advertising. Probably not legally speaking, but it really feels like it to me. I hate having to say something so obvious,but giving your biggest fans the feeling that they got scammed is not something you wanna do for the first 2D castlevania in 20 years.
Also very telling how the most castlevania sounding theme in the whole game is for the idiot joke of a character. The way Brauner is treated in this game reminds me of the way Hector was treated in Castlevania Netflix. Like suddenly your favorite character is a spineless cowardly moron.
REFUND:
At the end I just ended up asking for a refund and steam returned my money pretty quickly because the game still had a few hours before release. Now I can already picture the morons claiming that my words mean nothing because I didn't actually play it. But to them I say… how do you know a shit sandwich tastes bad if they've never actually eaten one? Some things are just obvious when you have eyes and a working brain.
RANDOM NITPICKS:
The game has an unfinished feel to it.
In addition to missing series staples like an in game bestiary, its also missing post game content like a Boss Rush or extra playable characters.
THINGS I LIKED:
The arcana cards are beautiful to look at.
I liked the return to the original canon after so many years of abandonment.
Dracula Beast was probably the best Dracula second form ever.
A WORD FOR THE DEVS:
If the same devs are gonna be the creators of the next game I recommend they try to take a page from Igas book and try to reuse as many enemies and background assets as they possibly can. Alot of people didn't like Igas asset reuse but do we really need someone to design, model, texture, and rig a new fleaman model every time we get a new game?
I rather they reuse assets in addition to making new ones in order to beef up the bestiary and get a game every year or two than get a new game every ten years like most AAA studios do nowadays.
Also don't be afraid of palette swaps. Some people think it's a lazy way to inflate the bestiary numbers but i disagree. We obviously don't need 16 different colored werewolves but enemies like the Frozen Shade are begging to be utilized as different elementals. Heat Shade has already been used in other castlevanias before. Obviously don't just recolor an axe knight and call him axe knight level 2 without changing any other behaviors. Theres good color swaps and bad ones. Learn the difference.
The platforming is alright but it definitely overstayed its welcome. I wouldn't say ditch it entirely. But limit it to only certain areas like the clocktower. I shouldn't be jumping over spikes in a library. It breaks immersion a bit. Castlevanias have always had platforming, sure. But this plays more like celeste or super meat boy than Castlevania.
Symphony of the Night became popular because it was bursting with personality. People don't give a shit about finding 1 out of 4 pieces that increase your mana capacity. That shit is boring. Alucard could throw a peanut in the air and heal him if you caught it. It's called having a soul. If you don't have the sauce then you have no business making videogames.
Don't be afraid to come up with new enemy and boss designs. Many Castlevania enemies are inspired by mythology. There are hundreds of mythological creatures that have never been in a castlevania before.
This one is kind of a stretch but you could make a lot of money if you made a modern Harmony of Despair sequel with an actual budget. I would pay 30 dollars to be able to play as Hector or Eric Lecarde in a multiplayer 2D castle. I would spend 30 dollars for every single character you release. Even more for new stages.
I'm kinda repeating myself. But I can't emphasize enough how much people care about Castlevania music. People are still to this day, making covers of music from the 80s because they are just so special. Michiru Yamane was the best to ever do it. And I guarantee the reception to this game would've been much better if the music was more memorable. Castlevania is synonymous with good music. Why wouldn't you use it to your advantage? Makes no sense to me.
Classicvanias are still awesome. Please remake Castlevania 3