We Need A 3D Castlevania Collection. My Experience The Early 3D Castlevania Games.

For the past three years, I have dedicated the month of October to play different Castlevania games. Ever since Symphony of the Night, I have been trying to play as many games in the series that I can before the fatigue hits. Last year, I played through all of the Gameboy Advance games thanks to the Castlevania Advance Collection that came out last year. This year, I wanted to swim in the murky waters of the early 3D Castlevania titles. The only game in this “collection” that I didn’t play was Castlevania: Legacy of Darkness. Not because the first Castlevania game on the N64 dissuaded me from playing it, but because I do not own a copy of the game. Most of these games are foreign to me since I have never played them before. In total, there were three and a quarter games played and finished.


Castlevania (1999)

Release Date: January 26, 1999
Platform: Nintendo 64
Canon to Story: Non-canon

I was really looking forward to this game. This game is not foreign to me since I once rented it from my local video store long ago. I never made it far in the game since you are required to have a Controller Pack in order to save the game. So after all these years, I was ready to tackle the very first 3D Castlevania game. Unfortunately, I could not finish the game. I had reached a point in the game where I was just tired and frustrated with the game design, that I just put the controller down and moved on.

Castlevania (1999) was the first Castlevania game on the Nintendo 64, and the very first game in the series to be in 3D. For a first attempt, there were some ideas that worked to set the mood. The design of the stages and some of the effects are creative and interesting. I was impressed with the effects of lighting hitting the trees in the first stage, and watching them fall on fire until the flames extinguished. The stage within the mansion was a fresh change since no two rooms in the mansion were exactly the same. There were some good design ideas that we placed in the game that I unfortunately did not get to see.

The story of the game follows two protagonists that you choose at the beginning. First, you have Reinhard Schneider, an heir to the Belmont Clan of Vampire Hunters and someone who looks like he belongs in the 1980s and not the 1850s (when the game takes place). He plays like a normal (non)Belmont would with his trusty whip and sub weapons that are staples to the series. His plot device is that he is a vampire hunter and must do what his clan does best, slaying Dracula. Then you have Carrie Fernandez. Carrie is a gifted magic user who uses magical projectiles and is probably related to the Belnades Clan. Her plot device is that she senses evil energy coming from Vlad’s Pad and must go defeat it for her clan. Both characters’ stories are similar minus two different stages unique to each character. Other noteworthy characters in this game are Charles Vincent, a guy who really loves Jesus, and Malus, the guy who plays the violin at the start menu of the game that may or may not be Dracula (depends on the ending you get).

Once you start playing the game, that is when you can tell that this was a first attempt at making a 3D action/platforming game. Let me go ahead and talk about my biggest complaint about the game, the camera. Oh dear lord, the camera in this game. For a game that started development in April 1997, you would think by the time it was released in January 1999 that the developers would have seen how other developers handled the camera operations in their games. Out of all four C buttons, only one controls the camera, and it basically just shifts how the camera works. You have your standard “Normal” camera that is positioned a set distance from your character, but will adjust haphazardly to what it thinks is the ideal position. You then have an “Action” view which just spins the camera around so that you can see around you. It will still act like the “Normal” camera and adjust haphazardly to your character. Thirdly, there is the “Battle” view. Battle view keeps enemies in focus and will attempt to adjust the camera to how your character is looking at an enemy. Finally, there is the “Boss” view that is only accessible while you are fighting bosses. This camera keeps things focused on the boss at all times and will actively try to help them as well. What makes this camera scheme annoying is that you have to toggle between them one at a time to get the angle that you want. It is like the developers didn’t know which camera angle would be best for the game, so they opted to go with multiple angles that the player could decide on when needed. In theory, this is a good idea since it compensates for each players’ needs, but in practice it just doesn’t work in this game. There are many platforming sections in the game that require accurate landing or it will cost you an instant game over. For someone who has a hard time with 3D platforming to begin with, these moments were more stressful than certain other moments in the game that are designed to stress you out. If there is one element that made the game miserable to play, it is the camera 100%.

Another thing that felt off about this game was something I didn’t really realize until I did some research about the game. This Castlevania game implemented something in any other game in the series, horror. If there is one thing Castlevania is not is being scary. There are a lot of horror elements sprinkled in this game straight from Horror Movies 101. This is evident in a beginning scene where you open a gate and a giant skeleton greets you with a “jump scare.” This didn’t click to me that it was supposed to be a jump scare since I knew it was coming, but other instances did invoke that stressful feeling. When you first reach the villa, there is a fight where you have to fight a Cerberus in complete darkness. At first I thought that it was some weird glitch, but no. It was an intentional game design to frighten the player. The moment it really clicked for me however is when you are escaping the garden maze. Not only are there two dogs chasing after you that you cannot kill, the developers decided to throw in Frankenstein with a chainsaw to add to the nightmare. The inclusion of these suspenseful moments in a series that is not scary at all is something I was not expecting from this game, and may be another factor that made me put this down. I play Castlevania for the exploration, cool gothic design, and bumping soundtrack. Raising my heart rate with these cheap scare tactics was not on my list when I decided to play this.

Will I return to Castlevania (1999) at some point? Maybe. At the time of playing, I was just getting increasingly frustrated with the enemy respawn rate, the stress level of annoying platforming and racing the clock to get the good ending, the questionable mechanic of waiting for specific things to happen with the in-game clock, and the FREAKING CAMERA. I wish I had a copy of Castlevania: Legacy of Darkness so that I could compare the two to see if some of the frustrating bits got ironed out. If I do return to this game, it will probably be on my own time where I can take things slow without the pressure of finishing within a time frame. I won’t say that it is the worst game that I played in the series, but it is definitely not one of the greatest.


Castlevania: Lament of Innocence 

Date Released: October 21, 2003
Platform: PlayStation 2
Canon to Story: Beginning of timeline

Castlevania: Lament of Innocence was the second attempt of creating a 3D Castlevania title (Legacy of Darkness was mostly made with assets that the developers could not put into Castlevania 1999). In a GameSpot interview in 2003, Igarashi mentions that the developers had learned from the Castlevania games on the N64, and wanted to make a 3D Castlevania that actually felt like a Castlevania game. They definitely succeeded in that effort, but there are glimpses in this game that make it feel like a safe, second chance at making a 3D Castlevania game.

Lament of Innocence was created to tell the origin story of the series and how the Belmont clan became involved in this eternal nightmare. Set in 1094, Leon Belmont hunts a vampire named Walter Berhard who has kidnapped his betrothed, Sara (as you do as a vampire). In order to reach the dastard, Leon has to defeat five bosses in order to gain access to Walter’s Lair. Leon receives assistance from an alchemist named Rinaldo who gives him a whip that will later become the famous Vampire Killer. There is also Leon’s friend Mathias who is one who informs Leon about Walter, and only shows up at the end of the game (I will get into that later). 

I was really excited to finally have an excuse to play this game. My final thoughts are that it is a good Castlevania game that’s a mix between the old and new format of the series. Lament of Innocence tries to be a Metroidvania game like Symphony of the Night, but due to the design of the gameplay it feels more like the linear games with branching paths that may or may not have items for you to collect. All six areas of the game feel the same. You move from room to room connected by hallways, where you then have to fight all the enemies in a room in order to unlock the next door to progress. There is a lack of detail that distinguishes each room unless it holds some importance and wants the player to know that something may be different about this room. Ninety percent of the game just felt like I was moving from one end of the map to the other, while retracing some steps in order to unlock my way to the area boss.

Lament of Innocence has some really good elements. Combat is fun even thought it can get repetitive at times. Like any Belmont, Leon uses his whip primarily while using sub weapons that can be picked up. Leon can find different elemental whips to take advantage of weakness, and orbs all you to change the effect of sub weapons. These items help with taking down trickier enemies and solving puzzles. The soundtrack is also on point with House of Sacred Remains and Leon’s Theme being some of my all time favorites from the series. An interesting tidbit is that the composer of the game, the beautiful and talented Michiru Yamane, was instructed to not include many familiar tunes in the game since this was the beginning of the series and the things we know and love hadn’t been established yet.

So let’s talk about the things that broke me in Lament of Innocence. Please welcome back to the roasting pit, the camera. After learning that having four different camera perspectives does not make the game better, Instead, Lament of Innocence takes all camera control away from the player and will adjust to help keep Leon at the center of the screen. This is not an issue since it doesn’t make fighting and running from room to room painful, but it does make one part extremely difficult, platforming. There are platforming sections in this game, as well as a mechanic where Leon can latch his whip onto guard rails to clear some distances. The camera in this game does not make some of these platforming sections easy as it should. Since my brain only has the information that the camera can show me, there were many times where I would overshoot or completely miss where I was trying to land. This makes things even frustrating when you need to use the whip latch mechanic for certain speed challenges, but can’t get the distance or timing right to get past these parts (I forgot to mention the game is very stingy with timing your whip latches).

Outside of my camera and platforming issues, the only other issue that I had with the game was the story (mostly towards the end). My grudge is about Leon’s closest friend, Matthias. In the prologue, we learn that Matthais’ wife Elisabetha dies suddenly and he falls to despair. We learn at the very end of the game that he orchestrated Leon battling Walter in order to absorb Walter’s soul and become the Vlad Dracula Tepes that we know and love today. My problem is Walter’s reveal feels like it comes out of nowhere and doesn’t fit narratively. You never see Matthais in person until this moment at the end of the game when he pops in and then peace out. You don’t even get to confront him at the end. Instead, Death appears and becomes the final boss of the game. What makes this frustrating from a narrative point of view is that the reveal is supposed to be a twist that the player is not supposed to see coming, but the twist fails because there were no hints given that this would happen. You can make the argument that Matthias planned this since he was the one who told Leon about Walter in the prologue, but for me that is a big detail that should be reminded in the story and not just in the prologue. I may have appreciated the reveal more if Matthias was more present in the story and was helping Leon throughout the journey. It would have made the ending a more tragic one after watching along with Leon losing his betrothed and best friend in a single night. I wish we got a follow up to this story from either Matthias point of view, or something that happened in the 300 years between this and Dracula’s Curse (maybe we would have if Iga had the chance). 

Finishing Lament of Innocence took no time at all. I do own the strategy guide book to this game, so I referred to it to check on any items that I may have missed (there is one hidden item that is really easy to miss without a guide). In my eight hour playthrough, I was able to explore 92% of the entire castle and missed out on four relics and one orb that you get for fighting an optional boss. With an extra hour or two, I could have 100 percent the game on my first playthrough. You do unlock another vampire named Joachim as a playable character when you enter his name when creating a new file; and you can play in Crazy mode when you enter @CRAZY as your name in a new file. I’m glad I finally got to play this game after all this time. If this game were to get the same remastered treatment, I would definitely dip my toes back into it.

Games Stats:

Date Started: October 1, 2022
Date Finished: October 9, 2022
Total Play Time: 8 Hours
Percentage Completed: 94.3%


Castlevania: Curse of Darkness

Release Date: November 1, 2005
Platforms: PlayStation 2, Xbox
Canon to Story: 3 Years after Castlevania III: Dracula’s Curse

I had no expectations when I started this game. Like Lament of Innocence, I had no prior knowledge to this game or how it operated. Now that I have finished it, it is the best 3D Castlevania game in the series. I wouldn’t put it over the 2D Metroidvania games (maybe Circle of the Moon), but it is pretty high on my rankings. From gameplay, story, and progression, this game felt well crafted and kept me engaged from start to finish. 

Curse of Darkness takes place three years later after the events of Castlevania III: Dracula’s Curse. In Dracula’s Curse, Trevor Belmont defeats Dracula along with his companions. Curse of Darkness tells the story of Dracula’s actual curse that is spreading across the land due to his defeat. The narrative follows the struggles of two Devil Forgemasters; Hector, a former servant of Dracula, and Isaac, another servant of Dracula who is trying to revive him. After setting the stages for his plan, Isaac edges Hector to regain his former power and defeat once his powers have returned in full. Hector accepts as he seeks revenge for the death of his fiancée by Isaac’s schemes. Hector meets different allies and foes in his journey, including Trevor who seeks to stop Dracula’s resurrection by his own means.

I have come to learn that my favorite Castlevania games are the ones where you don’t primarily play as a Belmont. Symphony of the Night has Alucard, Aria of Sorrow has Soma, Order of Ecclesia has Shanoa, and Curse of Darkness has Hector. Being a Devil Forgemaster and a former subordinate of Dracula, Hector uses more than just a whip and the power of Jesus to fight his battles. Like a non-Belmont, Hector uses a range of weapons from swords, axes, lances, his fist, shuriken, and an electric guitar (that one was weird to find). What makes Hector different is that no two items of the same family operate the same way. You have your one-handed swords that are different from the two-handed variety, but Hector’s moveset will alter slightly based on the principles of that weapon. It is a great detail that shows understanding how that weapon would be used effectively instead of just this one is for stabbing while this one is for slashing. Hector is able to use combos with each weapon, making using each weapon type available valuable and gives incentive to switch out from time to time (that and another mechanic).

Hector has more than just his weapons. Being a Devil Forgemaster, he is able to summon monsters (Innocent Devils or I.D.s in this case) to help him in battle and navigation. Familiars in Castlevania games are not new, but they are far more useful and reliable in this game. There are five different types of I.D.s: Fairy, Battle, Bird, Mage, and Devil (also Pumpkin as a joke). Fairies are used mostly for healing and support, but they are also responsible for opening treasure chests for Hector. Bird I.D.s help protect Hector from flying enemies and provide a general barrier for him, but also help Hector glide over large gaps. Along with this, there is a monster raising mechanic that helps level up your I.D.s and eventually evolving them to more powerful demons with more abilities. In order to evolve your I.D.s, you need to farm Evo Crystals from monsters that you defeat on the regular. Crystals drop in different colors depending on the type of weapon that you are using. This is where changing your weapon from time to time comes in handy since each I.D. has a branching path to the next evolution that corresponds to a weapon type’s evo crystal. This made the I.D. system fun to use since certain I.D.s can only be obtained in a specific evolution path.

You are all going to be shocked about this next comment. It only took the developers three games to get it right, but the camera in this game actually works. No longer are we restricted to a fixed camera. You have full control of the camera in this game, and it made me jump for joy when I discovered this. There isn’t a lot of platforming in this game, but just having the ability to turn the camera around just so I can see everything around me was something I really missed. This alone makes it the best 3D Castlevania game.

I also had a fun time with the bosses in this game. Typical monsters didn’t give me too much trouble, but the humanoid opponents felt like intense dances to the death. The two Isaac and Trevor fights put me on edge since they are both fast and resourceful. Isaac will summon his own I.D.s to fight with him, so it felt like a game of summoning the right I.D. to counter his own. With Trevor, he fights like a true Belmont. His whip and sub weapons are brutal, but are not hard to avoid or see coming. I am not the type of person who is good at parrying, but parrying their attacks felt so good since it always opened the path to pass their defenses. The fight with Dracula may be the hardest Dracula fight I have ever been in. Like every Dracula encounter, he has two phases where you fight the elusive spell caster in the first part, and then the brute devil in the second. This fight took a lot out of me since I had to pause for a moment and come up with a strategy to tackle both phases with the limited amount of healing items that I had (I forgot to mention that you are only allowed to buy 5 potions, 3 high potions, and any other healing items can only be obtained by finding them or dropped from enemies). I brought in two fairy I.D.s with me for some healing options, but there was only so much they could do when Vlad does so much damage. I was only able to defeat him when I decided to not summon any of my I.D.s during the first phase, and pile on the assault during the second phase. It also helped that I remembered that I had other weapons that did way more damage than the sword I was using; and that a more powerful weapon would do more damage…

I do have my share of complaints since the game isn’t completely perfect. While the environments are more distinguishable this time around, I found the enemy variety completely repetitive. From my memory, there are around 20ish enemy designs in the game that just get slightly altered throughout the game. Not the biggest complaint, but Castlevania is known for having a lot of monster designs that feel unique. I was just getting tired at some points fighting the same horde of skeletons, but this time with bluish bones. I also wish Hector was a bit faster. There are times where you can backtrack to obtain items you skipped since you didn’t have the right I.D. for the job. Going back to some of these places can be a slog since there is no way (at least in my playthrough) to increase Hector’s movement speed. Another small complaint, but other Castlevania games around this time (including Lament of Innocence) had ways to make you really zoom around the map.

Overall, I would say that Curse of Darkness surprised me with how good it was. I don’t know if playing Castlevania 1999 or Lament of Innocence helped make this an enjoyable time, but I am glad for it. Without using a strategy guide or the internet to help me much, I filled out 92% of the total map. I didn’t grab every accessory in the game, nor did I craft every single weapon and armor in the game. Some items for crafting require special items that I had no idea how to farm or which enemies to steal them from; so I just used what I had and just went with it. You do unlock Trevor and Crazy mode for betting the game. This game was also a bit longer than any other Castlevania game that I’ve played. It took me twelve hours to reach the end where two of those hours was me just grinding a bit to defeat Dracula. This is a title that I can see myself revisiting at some point since it has all the elements that I enjoy from my other favorites in the series. I will also say that if you are familiar with the Castlevania series on Netflix, I think that they are cowards for not sticking with Isaac’s original design.

Games Stats:

Date Started: October 23 , 2022
Date Finished: October 29, 2022
Total Play Time: 12 Hours
Percentage Completed: 89.01%


Bonus Round!

Castlevania Judgment

Date Released: November 18, 2008
Platform: Nintendo Wii
Canon to Story: HELL NO!

“Right on time. Welcome to the time rift.”

*Pause**Camera Pan*

“Time rift? I thought I was done talking about the 3D Castlevania games?”

*Pause* *Camera Pan*

“You thought you were done. But there are other trials that you need to face before ending.”

*Paaaaause* *Camera goes to lunch*

“Fine then. Let’s make this one quick.”

*………………….*

“My name is Aeon. Shall we begin the first trial?”

(Every cutscene in the game is like this…)


Ok. I’m sorry that this post is way long, but I have to talk about this game real quick. Back in 2008, Konami decided to throw everything at the wall and decided to make a fighting game based on the series. On paper, this seems like an interesting title, but when you see the words “3D fighting game only on the Nintendo Wii,” you can’t help but to immediately assume it’s going to be bad.

Castlevania Judgment is a 3D fighting game that is not fun to play. Characters find themselves in a time rift for different reasons that do have no connection to anyone else. Some fight to prove themselves to others, while some are searching for an answer in all the wrong places. And then you have twelve year old Maria Renard who just picks fights against anyone who has a bigger chest than her. I would say that there is a story, but there really isn’t. Nothing is connected since most of the fights just happen without an explanation to why they are fighting (like in an Arcade mode). At the end of each character’s story, an original character named Aeon shows up, says he’s acquired a key, and then stares at you lovingly until he fades to black. You can’t technically finish a character’s story until you finish every other character first, and then replay the character’s story to fight the final boss to end just their story. It’s a “story” mode just to unlock characters and nothing more.

Did I mention that the game is fun? Because it is not. This is a 3D arena fighting game, so let’s talk about what doesn’t work. There is no sense of balance between characters. You have characters that like to spam moves that are impossible to block against, some who are large and will deal more damage with their regular attack just because they are big and strong, and then you have the children who are a bane to my existence. No game has ever made me say the phrase “Just please let me murder these children” before, but Judgment made the impossible possible. I will give credit for making each character feel unique like how Simon and Trevor operate differently despite being the same character, but the moveset on some of these characters can make some fights feel one sided. 

I hope you bought a Wii Classic Controller or Gamecube controller, because playing this game with a Wii Remote and Nuncuck is not recommended. While normal controllers have actions mapped to the different buttons available, the WiiMote’s lack of buttons makes you play in a different way. Start practicing those maraca skills, because almost all attacks are done by shaking the WiiMote. The buttons on the WiiMote are just used to change what your character does while you are shaking uncontrollably. Because of this, combos require you to know which attack chains into the next one; unlike using different inputs just to do certain attacks. It’s not fun. Especially when you are going against hard A.I. opponents who do not need to worry about these restrictions. If you haven’t figured it out yet, using any controller besides the WiiMote is the only way to play the game in a “comfortable” way.

Stages don’t fare any better. Each stage can come in two flavors, tolerable or bullshit. Some stages will just be your normal 3D environment where you can break objects to find hearts and sub weapons. At times, these stages will change to add “fun” mechanics to utilize during the fight. There is one stage that is just a torture chamber, and they made sure to make it feel like one. I’m talking about spikes on the floor, poison water that you and your opponent can just walk right into, guillotines swinging in the background, and a giant buzz saw in the back just for good measure. This is the worst stage in the game, but it doesn’t stop there. Sometimes in the graveyard stage, it will just be a normal graveyard. Other times, you have to deal with zombies that will pop out of the ground, and then leave a pool of acid when they get killed that will poison you. Or how about the bridge where a giant fish will come out of the water, knock you to the end of the bridge, and then you ring out since the bridge is falling apart as well. This does not make the fights exciting. It just makes me want to play Castlevania 1999 since that was a less painful experience. 

There are a few positive things about the game that I like. It is short. I unlocked and defeated the Time Lord in four hours. I do like the character designs in the game. If the design looks familiar it is because they were designed by the mangaka Takeshi Obata; who did the artwork for Death Note, Bakuman, Platinum End, and currently Show-ha Shoten! (one that I am currently enjoying monthly). It takes a while to get used to, but I would be lying if I didn’t say that I appreciated his take on the characters (even though Simon is just too pretty for the character he truly is). The soundtrack in this game is a standout. Each fighter’s song is a remix from a popular song from their respective game. Hearing tunes like Bloody Tears, Dracula’s Castle, and Dance of Illusion really help me forget that I’m stuck in one of Eric’s combo loops that is just instant death if you are stuck in it. Seriously, the soundtrack is wonderful and easy to find online.

But yeah. That’s about it for Castlevania Judgment. There are other modes like Arcade, Castle Mode, and unlockable, but it would be bold of you to think I would put that much effort in playing this game more than I had to. It was an interesting experience and a concept that could work, but little to expect from a game that could have used a bit more time in development. If I had to pick a favorite character to play as, it would be Dracula because you can stand in one spot and just assault your opponent with powerful spells from a distance and teleport away if they get too close. Yay game balance!

Game Stats:

Date Started: October 22, 2022
Date Finished: October 23, 2022
Total Play Time: 4 Hours
Best Character: Dracula
Worst Character: Golem (I just don’t like playing big, slow fighters)


And that should finally do it. Only three more sets of Castlevania games to go. Tune in next year to see which set gets covered next.

Backlog Report – October 2022

Hello all.

This month has been very slow. I have come home every day this week after work and just completely shut down once I get a moment of rest. There are a lot of things that I have not been keeping up with. I barely got the games I wanted to get done this month due to this exhaustion that I’ve been feeling. I also have this new foot pain that I should definitely get checked out if I wasn’t so scared about future medical bills (USA! USA!) Overall, this month was less stressful than last month’s gauntlet of work training. 

Not everything was doom and gloom this month. As a challenge for myself, I decided to make a conscious effort to save as much money as I could. If I could save a set amount, I would reward myself with something I found that I really want. I am happy to say that I meet my goal with flying colors and I now get to treat myself to this special item. The strange thing is, I’m not sure if I want my reward or not anymore. If I do end up getting it, I’ll mention it in next month’s post.

Other than that, I decided to get a new case for my computer. My original case is not completely compatible with the new motherboard, and I knew at some point I would have to correct this. I am nervous about having to move every component from one case to another, but I’ve done it once already without blowing up anything, so I should be fine this time around.


Finished Games

Castlevania: Lament of Innocence

I was really looking forward to playing this Castlevania game this month. It had been sitting on my shelf for five years, and it took me about eight hours to finish it. What were my overall thoughts about it? You will have to tune in next week when I write up my thoughts on the early 3D Castlevania games that I’ve played. 

Castlevania: Curse of Darkness

The same goes with Curse of Darkness. While I will say that I enjoyed this more than Lament of Innocence, both games have their good and bad qualities that make them fun to play. Again, I will have more details next week.


New and Finished Games

Castlevania Judgment

I had no intentions of getting this game, but I did once I found a brand new copy for less than $20 USD. It’s….not that bad, but far from a good fighting game. I like the attempt they made, but you can tell that more work needed to be put into this game. That is all I will say for now.


New Games This Month

Lost Odyssey (X360)

Not that many new games this month. I already own a digital copy of this game on my Xbox 360, but I keep forgetting that I have it since I never touch my 360. I found the strategy guide to the game at a used book store, and they had the game as well. So now I have a physical reminder that I have this game. I really should get around to playing this.

The Legend of Heroes: Trails from Zero (PS4)

It is almost time to continue my journey through this series in reverse order. I have been told that Trails from Zero and Azure are two of the best games in the series. Hopefully it doesn’t take me months to get through this game. I still have the Sky trilogy on standby for me to get through at some point.

Toukiden Kiwami (PS4)

I managed to find a PS4 copy in the wild for less than $10 USD. It will be interesting to compare this to the Vita version.


Currently Playing

I am biding my time until Pokèmon Scarlet and Violet comes out on Nov. 18. Something about the game is preventing me from being super excited for it, but I do plan on playing it day one with Kat and my younger brother. The co-op function will be interesting to try out, and I’m slowly warming up to the new battle mechanic. Until then, I need to work on something. I started Live A Live a few weeks ago and may continue that. It is a short game, so I should be able to get it done by mid-November. If anything else, I might start Trails from Zero and try to get that done before Trails from Azure releases. Plans are up in the air right now.

Plans for Next Month

Like I mentioned earlier, I do plan to have a post about the early 3D Castlevania games that I played this month. I will definitely have that ready next week. If I don’t you can all call me a liar liar pants on fire liar. The only other post that I have ready is continuing the series where I talk about gaming devices from my past. I am excited about this one because it is on a system that kept me playing games throughout the mid 2000s. It will be ready next month after some editing has been done. After that, things may start to slow down further as we somehow hit the holiday season. It feels very weird that we are about to enter the holiday season. The slow time will help me work on what might be my biggest end of the year post.

And that is all I got this month. Hip hip hooray for November!

My Games of 2021

Ugh. What year is it? 2021 is over, so now I can talk about the games I played throughout the year. I was originally going to rank the games that I came out in 2021 that I played, but I ended up playing a lot of uninteresting titles. If you want me to talk more about Mario Golf: Super Rush again I can try, but that was already a struggle previously. So, this year I am going to shake things up and talk about my top ten favorite games that I finished this year. There is a good mix of new and old titles in here and it makes for a more interesting write for me. To give you an idea of how slow I am with things, here are two honorable mention list with games I wanted to play and games I started but haven’t finished.

Games Released in 2021 That I Had Interest Playing, But I Never Bought

Disgaea 6: Defiance of Destiny
Pac-Man 99
Poison Control
Nier Replicant ver. 1.22474487139…
Returnal
Resident Evil: Village
Chivalry 2
Cris Tales
Famicom Detective Club: The Missing Heir
Famicom Detective Club: The Girl Who Stands Behind
Legend of Mana (Remake)
Pokemon Unite
The Great Ace Attorney Chronicles
Psychonauts 2
No More Heroes III
Sonic Colors: Ultimate
WarioWare: Get It Together!
Cruis’n Blast
Kena: Bridge of Spirits
Metroid Dread
Far Cry 6
Demon Slayer: Kimetsu no Yaiba – The Hinokami Chronicles
Voice of Cards: The Isle of Dragon Roars
Forza Horizon 5
Dungeon Encounters
Grand Theft Auto: The Trilogy – The Definitive Edition (For the lols)
Monster Rancher 1 & 2 DX
Super Robot Wars 30
Wildermyth
Potion Craft: Alchemist Simulator

Games That Came Out In 2021 That I Played, But Didn’t Finish

Persona 5 Strikers
Bravely Default 2
New Pokemon Snap
Monster Hunter Stories 2: Wings of Ruin
Scarlet Nexus
Super Mario 3D World + Bowser’s Fury
Scott Pilgrim vs. The World: The Game – Complete Edition
Back 4 Blood
Shin Megami Tensei V
Yu Gi Oh! RUSH DUEL: Dawn of the Battle Royal!!


Top Games That I Finished This Year

10. Etrian Odyssey III: The Drowned City

“Hie thee to the ocean city… To the Yggdrasil Labyrinth. A journey to the blue depths… To conquer the shadows of night. Though you know not what this means, you go towards Armoroad. What awaits is time’s end; death’s demise. A tempestuous dream… To push away the unfathomable dark and bring light to Armoroad… A stormy adventure begins…”

Creating my list was hard, but I knew I wanted to include this game. Etrian Odyssey III was one of the hardest games I have on the DS. My gaming knowledge was new to dungeon crawlers and understanding party compensation.10 years later, I have become an adult with a better understanding of how things work. I went from not understanding how certain abilities could be helpful to finding ways to make my party unstoppable. The mix between dungeon crawling and finding treasure out in sea made the game enjoyable for many hours. The game left such a big impression on me that I went out and got the other games in the series to slowly play through the story canon games in the series. I will report my thoughts when I finish the series twenty years from now.

9. Dragon Quest XI: Echoes of an Elusive Age

The trend this year was finishing games that I’ve put off for years. I was really excited to play through this game when it first came out, but I found myself playing chunks at a time since I had started grad school at the time. Motivation went south fast when the definitive versions came out and sour my mood when I learned that you couldn’t transfer your progress to the newer, shinier version. So instead of starting all over, I chipped away at the base game and finally finished it this year. 

Dragon Quest XI is a comfort game for JRPG players. It is simple and friendly for newcomers while also engaging for series veterans. The story and setting make this an adventure worth playing while never feeling stale. There is always something to see, something to do, and challenges around every corner. I still need to finish the post game and eventually play through the definitive edition one day, but that won’t be until a while from now. I did write a post about this game back in October.

8. The World Ends With You: Final Remix / NEO: The World Ends With You

Yeah I’m cheating with this one. I couldn’t decide on which game I liked more over the other since they both have their high and low points. Ultimately I decided that if you put both together, you get a great game. The World Ends With You took me places that I wasn’t ready to go. The themes of your world ending when you refuse to live in it struck a chord that I never really thought about. It opened a new viewpoint that I was unaware of and kept the optimistic flame in me going. It’s sequel doesn’t do the theme justice, but it did deliver an improved gameplay formula that irritated me in the formal. Both games had me playing them whenever I had the free time to do it, and that’s coming from someone who ignored the original game when it came out. I am sad that NEO didn’t do well enough to Square’s expectations, but here’s hoping that the series can continue with new characters, locations, and a stronger emphasis on its theme.

7. Castlevania Advance Collection

I’m still cheating! When I learned that the Gameboy Advance Castlevania games were being rereleased, I got excited. Symphony of the Night is one of my favorite games and the advance trilogy share the same formula. While most games in the collection were better than others, I enjoyed my time playing through all four games. If you would like a more of my thoughts on the games, I wrote a post about them last month.

6. SaGa: Scarlet Grace – Ambitions

This was a surprise to me when I was looking over my options. The more I thought about this game, the more I remembered my playthrough and the adventure I went on. SaGa: Scarlet Grace has the charm and formula of a SaGa game that is also friendly for newcomers. The almost endless possibility of how your journey could play out makes finding and making decisions fun since you have to figure it out yourself (almost literally since there are not many guides). My journey with Urpina was a daunting one, but rewarding in so many ways. The other three protagonist are still waiting for me to take them on, but I am in no rush to get through theirs (especially since I started playing other games in the series). I wrote about my experience with the game back in August, so you can get the full read there.

5. Xenoblade Chronicles

The award for the game that took the longest time for me to beat this year goes to Xenoblade Chronicles. In hindsight, I could have finished this game a long time ago, but similar to Etrian Odyssey, my dumb young brain didn’t understand how to play the game logically. Xenoblade mimics a MMO game style where understanding how abilities and status modifiers matter. Once I understood this, the game became much more enjoyable to play and finish. It was a bit bittersweet to finally cross this game off my list since I was really feeling it. My advice if you want to play the game is to get the definitive edition on Switch. It is a really good game and worth playing. And yes, I did write about it as well as part of Love Your Backlog month.

4. Dark Souls Remastered

This is one of my proudest gaming achievements. I had no intention of finishing this game anytime soon, but the more I played and got into it, I was determined to see it through. I’m glad I did since the reward was definitely worth it and I felt accomplished. The original Dark Souls may not be my personal favorite out of the series, but it is now the one I am most comfortable with. There are parts in this game that I dread doing again, but I’m not afraid of facing them anymore. It is somber that I finally get to cross this off my list, but with other games in the series to keep me busy for the next four to nine years, I think the experience will make me a better player.

3. It Takes Two

There is a reason why this game won Game of the Year. It is a well-developed game. I played this with Kat the entire way though to the point where we couldn’t stop playing it. Everything felt well designed from the locations to gameplay to how everything relied on how cooperative you and your partner had to be. The story still irks me in several places, but certain moments make it up for being heartbreaking or hilarious depending on the type of person you are. I wish the game had more to do after the campaign since Kat and I were eager for more. If Hazelight Studios can expand on this gameplay and create something more inline with this, then it would be an instant buy from me.

2. Monster Hunter Rise

A new year, a new Monster Hunter game to play through. For me personally, I enjoyed Rise way more than I did with World. Rise fixed a lot of my personal issues with scaling down the bloated environment and making them smaller and more interesting. I like exploring the maps in Rise since there are things to discover like artifacts from the previous era and remnants of epic battles. My favorite is the Frost Islands where you can explore a destroyed ship and follow the skeletal remains of the monster it was fighting throughout the entire map. It’s details like this that I wish existed in World to make my time getting lost more interesting.

Besides the map, the mobility and how fast the game plays now made for interesting hunts. The Wire Bugs are one of my new favorite additions to the series and offers a lot of elements in and out of battles. I felt “meh” at first with the Wyvern Riding mechanic at first, but once I figured out how take advantage with the controls, it became fun to use. Rampage quest are still a struggle for me. The idea is to have multiple people with you during them, but my lonely self had a hard time maintaining everything that was going on. They do present a nice change of pace and strategy, but it does feel like it was meant to be played with others.

Other than that, the new monsters introduced had their fun gimmicks and quirks. I thought the Magnamola would be a pushover since I had no real difficulty up to it, but it quickly put me in my place when it decided to fly all of a sudden. The two new elder dragons are no pushovers either since they utilize Rise’s gameplay and your understanding of them. They are neat fights and made me say a swear or five. Outside of all of that, I’m happy Rise brought back interesting and creative designs for weapons and armor. It was something I was missing and happy to have back.

I never did write a post on Rise for one reason or another, but there is a lot that I can talk about. I originally didn’t have this game high on my list, but after replaying it this month, I feel in love with it all over again. On the fence if I might double dip and get the PC version when it comes out. I may actually finish Sunbreak when it comes out. The offer still stands if anyone wants to play online.

1. Tales of Arise

Tales of Arise is not a perfect game. If I had to rank it with the rest of the series, I would put it as maybe my fourth or fifth personal favorite. The game has a lot of good qualities in it, but there are glaring issues that hold it back from being up there for me like Symphonia and Vesperia. So why is it my number one game this year? From beginning to end, I could not stop thinking about this game. I wanted to explore everything this game offered and complete each difficult challenge that was available. I tend to avoid doing ridicules challenges in Tales of games, but Arise kept me engaged throughout. I didn’t find the characters annoying outside of battle and their struggles kept me invested. Even though I felt the story wasn’t on par with other titles, it did through me off guard at times and only decided to get complicated at the last minute.

Even as I write this, I still find it hard to explain why this was my favorite game I played and finished this year. There is something to say here about acknowledging all the faults it has while still finding some enjoyment out of it. I may never write about this game because I can never find the true words that I want to say. The best I have is that it is good despite its flaws. Rather that is good or bad is left to the individual. All I know is that Arise was my favorite game that I finished and completed this year.


So that’s all I got. Sorry if it is not the follow-up from last year’s presentation, but there wasn’t a lot of excitement from my gaming bubble. Let me know what some of your favorite games were this year that you finished.

Advancing Through Four Castlevania Classics (Backlog Tale)

I have been enjoying the Castlevania games ever since Castlevania: Symphony of the Night won me over. The castle labyrinth with its secrets and fun gameplay made me wish I got into the series earlier and play other games in this fashion. While I would later play Castlevania: Order of Ecclessia and some of Castlevania: Dawn of Sorrow, there were older games in the series that I missed out on completely (especially for someone who loved the GBA). Castlevania: Circle of the Moon, Harmony of Dissonance, & Aria of Sorrow were three Castlevania games that came out on the Gameboy Advance. All three games followed the structure of Symphony of the Night with the core gameplay of explore a castle with various rooms while finding items to increase your abilities and clap Dracula’s cheeks at the end. All three games are regarded as great games for the GBA and have high standards in the Castlevania franchise. Originally, I was going to purchase all three games via the Wii U Virtual Console (because good luck getting them for cheap physically), but one magically day, rumors started flying around about an Advance collection that had all three games in one package. Great for me, sad day for my Wii U. So for the month of October, I set out to complete as many of the games that I could. I finished all three GBA titles plus Dracula X which was included for some reason. Each game gave off different impressions for me, which made playing each a good different experience than playing the same game with a different skin. I will be going over all four games in the order that I played them. This post may get long, so get comfy and play any of the Castlevania soundtracks for background noise (all of the soundtracks can be found on Spotify)

Castlevania: Aria of Sorrow

Intro

It is the year 2035. Since that is 14 years from now, I am not surprise that the threat of Dracula still haunts us. Soma Cruz and his friend Mina Hakuba are enjoying the lunar eclipse when they are suddenly transported to Dracula’s Castle. Meet by not Alucard, Soma finds himself drawn to the castle as if he was a teenager who likes to trespass onto people’s property. He soon learns that he can absorb the souls of monsters if he is lucky enough, and has to stop a man named Graham from becoming the next Dracula.

This All Feels Familiar…

I will be completely honest here. This is not my first time playing through Aria of Sorrow. I played it back in the day when I first discovered emulation and it was one of the first games that I played with that method. That didn’t disrupt my experience with replaying this game since I had mostly forgotten the layout of the castle. The only thing I remembered were the three souls required in order to get the true ending of the game (for clarity I went for the true ending for all three games). Castlevania games have a tendency for including multiple endings with specific requirements in order to obtain the true ending. Just know for this game you need to obtain and equip the Flame Demon soul, Succubus soul, and Giant Bat soul during your fight with Graham to unlock the true ending route.

Mechanically speaking, Aria of Sorrow is the best out of the trio. The controls, movement, and items that you can obtain are similar to Symphony of the Night while standing out on its own thanks to the Soul Absorption mechanic. You can absorb the soul of every enemy in the game and it will add a new ability for Soma. There are three different types of souls: Bullet Souls shoot projectiles for long range attacks, Guardian Souls that can either transform or provide offensive or defensive buffs, and Enchanted Souls that provide stat boosts. What the three different soul types provide are multiple play styles that you can choose from during each playthrough. There are definitely certain souls that you want to utilize for effectiveness, but having the option to make your playthrough easier or more difficult is something I like to see in games. Along with souls, Soma can equip different weapons that change up his basic attack. Weapons range from shortswords, lances, hammers, brass knuckles, and even a gun. Each weapon also changes how you go about fighting enemies since they each weapon has a different animation, range, element, or aliment attribute to them. Just because one weapon has the higher attack value doesn’t mean that you can tackle all enemies and bosses with ease. During my playthrough I had to switch up weapons since some were harder to hit certain weapons. That all changes once you find Claimh Solais and start murdering enemies since the sword takes up most of the screen.


Difficulty is present in this Castlevania game. Throughout my playthrough there were definitely times where I felt outclassed or the enemies were just kicking my ass over and over. Being a Castlevania game, you are encouraged to explore each area you visit to ensure you find weapons, armor, and souls that can help you get through some of the castle’s challenges. The game is an RPG, so it tricks you into thinking that you need to grind levels in order to be more powerful to tackle these areas. If there is one thing that you take from me about almost all the Castlevania games is that you do not (I repeat DO NOT) need to grind levels. Obstacles require patience and understanding of how certain enemies more, what their weaknesses are, and understanding the best way to overcome their BS. The solution is not thinking that once you get to a higher level you can go on a killing spree. Just like the boss fights, the enemies in this game require your respect and a well thought out plan will get you through their obstacles.

Overall, Aria of Sorrow provided me with a good challenge and a great time navigating Dracula’s Castle (which felt like the shortest out of the three). Collecting souls, finding hidden areas, and blazing through the castle always feels good and the game provided. If I had to complain about something it would probably be the length of the game. I finished the game in about 5 hours across five sessions. I found navigating the castle to be simple and I hardly had to stop and consult a guide on where I had to go to next. Each area is very telling if you should be here on not, and once you find an ability soul for a specific ability, you pretty much know where to go to next. The game is super fun and replayable; I highly recommend playing this in the collection.

Castlevania: Circle of the Moon

Intro

The year is 1830. While the Belmonts were off playing dead or something, Dracula took the opportunity to plan his resurrection for the seventeenth time with the help from Carmilla. Because this tale is non-canon to the series, a vampire slayer by the name of Morris Baldwin, accompany by his apprentices Hugh Baldwin and Nathan Graves, storm the castle to stop the ritual. They fail as Morris is captured so that his blood can be used in the final ritual, and Nathan and Hugh demonstrate what you will be doing for most of the game by falling down a large pit. Hugh rushes off to save his master/father while leaving us with Nathan to ponder why the fall didn’t crush their tendons.

Oh boy….

Easily the worst game in the trilogy. I had high hopes for this game since people were talking good things about the game; the collection proudly features Nathan on the title and home screen, and it had high reviews at the time. This was the biggest let down for me and I was hoping that the game would turn around for me at some point, but it never did.

Let’s get my biggest complaints out of the way. I understand that some people may not like the long hallway sections in these games since they are giant time wasters that have nothing interesting in them except hordes of zombies or skeletons. Now, take those horizontal hallways of nothingness, set them up vertically, and make most of you map based on that. The game is essentially a repetitive notion of climbing up sections just to go through a few rooms that make up climb us less, to then climb up some more until you eventually need to go back down to get somewhere else. This wouldn’t be an issue if they included some cool enemies to challenge you on your way up or vary up the platforming a little besides the clock tower. Each ascent just feels the same and their are hardly any enemies or platforming tricks to make the climb feel engaging. It is interesting to have a Castlevania game focus on vertical progression over mostly horizontal exploration, but if there is nothing interesting to do or see while climbing, then its just a waste of time. This bothered me the most during my playthrough since I would get lost often on where to go next; only to find that I need to be on the other side of the castle and will have to backtrack mostly on foot (since there are no warp points at the bottom of the castle) to continue progress. Just writing about it makes me mad and makes me dread playing it again in the future.


Another thing that baffled me was at the beginning of the game. When you start off, Nathan has the classic slow walk like in the classic Castlevania games. You cannot run, you cannot get running starts to some platforms, and it is a slow experience to start the game with. This would deter most newcomers as it seems ridiculous to play a game at this speed until you found the ability to run. What I found to be bad game design is that in the third room that you go into, you find the boots that make you run. What was the point of not having it at the beginning if you are just going to get it without a fight or trial. It feels completely useless to start you off without the ability to dash, only to go through one room with where you fall and get pass a couple of enemies to then be rewarded with the privilege to play the game at a distant speed. If I hadn’t committed myself to play the game all the way through, I would have stopped playing the game right then and there out of spite and worried what other questionable game design choices the devs made.

Okay. Some non-negative things about the game now. I did enjoy the Dual Set-up System (DSS) mechanic that Nathan uses. Defeating certain enemies will make sometimes make a card drop representing an action or attribute. By choosing different combinations of action and attribute cards, you can turn Nathan’s main weapon into a different type of weapon or create spells that can help you offensively or defensively. My favorite spell was to combine the ice attribute card with the barrier action to create a rotating shield that helped me defensively as well as with offense. It made traversing much more tolerable and made some boss fights a joke since my barrier would destroy any projectiles they had. I hardly used any other skill once I had access to this.


Another enjoyable feature that is included in the Castlevania Advance Collection is the ability to create save states and rewind. I didn’t mention these features when I was talking about Aria of Sorrow since I hardly utilized them but would occasionally use the rewind function if I did something stupid. In Circle of the Moon I abused the hell out of these two mechanics. Since running around the castle was a pain, I would use a save state on one side of the castle, and if I realized the path I took was a horrible mistake, I would just reload the save state and choose a different path. No shame in doing that. I would also save state outside of boss rooms since I didn’t have the patience to restart the fight if I somehow lost. This didn’t matter since I abused the hell out of the rewind function during boss fights since I wanted to be done with this game as soon as possible. This made the final Dracula fight so much better since he had this stupid one hit kill rush that you have to avoid or start the whole fight again. I didn’t have the time or patience for that so I became a time wizard and just rewind time to avoid my untimely deaths. Again, I have no shame in using those tools. Without them I probably would not have finished them game and would have caused some minor property damage.

Overall, Circle of the Moon was a chore to get done and I hated every minute of it. I get why some people were excited to revisit what was possibly their first Castlevania experience on the GBA, but with so many better games that came before and after this game, I don’t get it. The slow start, boring level design, and worthless vertical progression just makes me want to stay away from this game forever (knowing me however I will probably stupidly want to go back and 100% it).

Castlevania: Harmony of Dissonance

Intro

It is the year 1748. Juste Belmont gets an invitation to a party in Dracula’s Castle. Attending the party are Maxim Kischine, Juste’s friend who went on a self-discover quest only to forget who he was, Lydie Erlanger, the damsel in distress plot, and the typical rose gallery of monsters you would find in these games. Juste and Maxim work together to find their friend Lydie who is held captive somewhere in the castle. While zooming through the castle, Juste realizes that the castle keeps changing, and Maxim goes from chum to chad depending on where he goes. It’s up to Juste to use his Belmont powers to crash the party, save his friends, and maybe murder Dracula along the way.

Better Than Expecting

I won’t lie. I thought this was going to be the game that I would hate in the collection. I found the pixel art for the characters to be awful and one of the driving factors to why I never bothered to play this game. Once I got past that issue, I found this game to be enjoyable and now one of my favorites in the series. Who knew that if you look past a game’s visuals you can find a fun game underneath?

I think the first thing that made this game for me was the speed at which Juste can move. Unlike Soma and definitely Nathan, Juste starts off with a forward dash that he can do with a push of the trigger buttons. It is about the same speed as doing a backstep in Aria of Sorrow or Symphony of the Night, but you are able to spam the dash to make Juste fly through some of the rooms. This made retracting places so much better in my opinion since instead of backstepping my way through places, I could keep a forward momentum while facing forward in case I had to dispatch enemies on my way. The speed at which Juste moves is also a good thing considering this has the biggest map out of the GBA trilogy. Iga wanted to bring back the feel of going through the same castle like in Symphony of the Night. The only difference is that Castle B isn’t upside down like in SoTN. Castle B is more than least the same as Castle A, so it makes you flip through two copies of the same map with the only thing that are different are enemies, background visuals, and items that you have to find. This may be disappointing for some who believe this to be lazy game design just to inflate the length of the game, but I didn’t mind it.


One of the reasons I didn’t mind it was because for the first time in a good while, I got lost on what to do next. The game doesn’t really spell it out to you on where to go next like in the other two games. It gives you plenty of guesses on where to go on the map, but most of the times it is an impassable wall or requires a certain item to get through it. Harmony of Dissonance took me the longest to finish by only an hour, but it was mostly because I was constantly getting lost at certain points, and then when I found my correct path it was a euphoric moment. For context, I didn’t use a guide at any point during this game until it came down to finding one item. When I consulted the guide, it basically told me that I was at the end of the game, and I felt good about figuring things out on my own up to that point. This does make the game hard for newcomers who are not use to the gameplay flow of Castlevania to retrace steps to find hidden secrets and retain knowledge on how to get back to certain areas. I did feel good that I am used to this type of gameplay, but I would find this game tortures to anyone playing it for the first time.

Going back to Juste. I found him to be extremely powerful for having nothing but his whip and sub weapons to mostly rely on. Harmony of Dissonance is still an RPG, so you will have to spend some time outfitting Juste with armor and accessories to boost his stats. I did find this game to rely more on the RPG aspect as it gives you four slots to outfit Juste with head, body, arm, and leg armor with you picking and choosing what fits best for your playstyle. Juste only has the Vampire Killer whip at his disposal, but that is all he needs to kick ass. During your journey, you will find certain tips that you can equip to the Vampire Killer. This tips are mostly elemental tips that you can change out to deal elemental damage to enemies, but some have special properties like the Crash Stone that can destroy certain walls and the Platinum tip that adds a +20 attack to the whip. Classic sub weapons are present like the dagger, axe, holy water, bible, knuckles (which is new), and my favorite, the cross. If your basic whip attack is too short, these projectiles have you back as always, but can be helpful in other ways. Another mechanic that Juste has access to are spell books that can be used to change how sub weapons are used. I would like to be honest and tell you which each did, but there was only two that I used. Those were the cross + fire book spell which creates a giant flaming cross that can stay in one place until you input the command again, and the cross + lighting spell that turns Juste invincible for a moment and summons a giant pillar of crosses that deal massive damage. Boss fights became a joke with that last spell since I would use up most of my magic just casting that and then finishing the job with my whip. The spell book system is something that you can turn off and on when you need to, and it is wise to turn it off when you don’t need it. Sub weapons require hearts to use them, but spells require MP in order to be used. So if you are in a fight and run out of MP, turn the spell book off and you will be able to use the sub weapon no problem since you didn’t have to waste hearts while combined with a spell. This versatility may seem simple, but it makes Juste feel deadly and one of the strongest Castlevania characters that I’ve ever played.


If there is one more complaint I could make it would be the lack of secrets that you can find and things that you could miss. I spent a lot of my time hitting walls thinking that one of them would be a secret room, but in my entire playthrough I didn’t find a single one. Breakable walls have been a staple of the Castlevania series, and if I knew this game didn’t have any besides the visible ones that you need a certain item for, then I wouldn’t have wasted my time checking everywhere I went. Instead of breakable walls, you do discover that some walls have an invisible path that you just have to discover on your own. To my knowledge, no other Castlevania game features invisible walls, so it trips up both newcomers and veterans to check for stuff like that. Going along with this, there are relics around the castle that help you travers different areas. There is a point in the game where you get the high jump ability, but you will sometimes find barriers that you can’t get through. You would think that you would need to find a relic to help you get through that barrier, but that is not the case. There are random boots that you have to find located off the beaten path that gives you the ability to break those barriers when equipped. The same thing happens when you come across one dark area and have to find night vision goggles to get through the area. For something as important that you need to get the things you need to unlock the final area, I wish it was a little bit clearer that these boots were important. If I didn’t read the description of them, I would have missed the fact that performing the high jump while they are equipped will destroy the barrier. Something minor that most people won’t have a problem with, but I could have spent another hour searching for something that I already had in my possession.

Overall, I was surprise that I enjoyed this game. Looks were very deceiving and I was not expecting to have a good time. So far, Juste may be my second favorite Belmont right behind Richter (his game on the other hand makes me rage).

Castlevania: Dracula X

Intro

One day while watching people suffer while playing Castlevania 3, Toru Hagihara was displeased that he didn’t have a bombing soundtrack to go along with his entertainment. He decided to task Akira Souji, Keizo Makamura, Reika Bando, Koji Yamada, and Satan himself to create on of the best soundtracks that they could come up with. After months of work, they created one of the best soundtracks that blew everyone away. To market on this great soundtrack, Hagihara had the great idea to program a game around it and sell it as a video game instead of a music CD. The team decided to call this album, Akumajō Dracula X: Chi no Rondo (Castlevania: Rondo of Blood) and release it as a computer game to get pass customs and dominate the PC music genre. While they saw great success for the PC version, they quickly realized that they didn’t live in the era of the PC master race and not many people played/listened to music on their home computer. The team then decided to re-release the soundtrack two years later in a cartridge format to fit into people’s cars. The cartridge wouldn’t fit into most commercial car radios, but it would fit perfectly in Nintendo’s Super Nintendo at the time. They were also lucky that Hagihara’s game program was also on the cartridge so that listeners could do something while jamming out to the music. Thus, Castlevania: Dracula X came to existence. Oh yeah and I guess the game has something to do about a guy named Richter Belmont storming Dracula’s Castle in order to save his lover Annette or something…

I am bad at this game

I played this entire game without figuring out how to perform the Item Crash ability. That should set the tone of how badly this playthrough went. I will admit that when it comes to Castlevania, I am a bigger fan of the “metroidvania” design over the 2-D platformer. The difficulty curve that they can throw always infuriated me with how bad I am with platformer games to begin with. It is all about trial and error and knowing how to utilize the tools that are at your disposal. None of that really translate to my brain much as I’m just trying my best to get to each goal as best as I can. It doesn’t help that health is hidden in each stage and there are limited. Thus, this creates a stressful environment for me where I am trying to play my best while avoiding hits that make me unprepared for the next screen or boss fight. I like to play games to relax and not send me to my therapist office every Friday evening.

But, Rondo of Blood/Dracula X felt different from other classic Castlevania titles. Sure there were some unfair enemy placements to create that artificial difficulty, but the game didn’t feel impossible or cheap like the time I played Dracula’s Curse. I could actually tell that the game was trying to help me get through the stages with helpful sub weapon placement and telegraphed enemy movements that makes playing the game easier if you notice these things. Of course there were times where I felt like my own skill level was preventing me from tackling things better, but once I took my time to analyze things and work at my own pace, I found the journey rewarding and manageable. I still don’t like the idea that Richter will jump back like a meter to the nearest pit if he gets hit, but all of this became manageable once I started utilizing the best feature of the game.


Yup, I used the reset function like crazy in this game. I probably used it more here than in Circle of the Moon due to my zero patience for platformer games. Does this diminish some of the difficulty of the game? Absolutely. Do I give a flying fuck? Absolutely not. When you are garbage at platformer games like me, you take all the advantages that you can take, and since the rewind feature is built into this version of the game, hell yeah it becomes a game mechanic. This doesn’t mean that I was going about rewinding after every hit or death. There are such things as strategic defeats in order to gain the upper hand. This mostly came in when I was low on health and couldn’t get past the onslaught of obstacles in my way. Dying will put you at the beginning of that screen, and then from there it is just practice to find the best ways to get past enemies. Randomly on like Stage 6, I finally discovered the backflip ability that you have access to at the beginning of the game…so that helped me out a lot going forward. Bosses can either be challenging or a joke if you can see their attack pattern coming ahead. Surprisingly, boss fights weren’t difficult to me since instead of platforming I just had to learn their pattern and attack when the opportunity came. The Dracula fight however is extremely tedious and requires you to jump on several platforms just for the change to attack him, and the time it took me just for the chance to hit him almost killed me before he got the chance to do so. The second phase however is a joke if you came to the fight with the cross (the cross will always be my favorite sub-weapon).

So with all of that, it would be no surprise that I didn’t like the game for being a challenging platformer game right? Well, as a shocker to myself as well, I came to enjoy this game once I got a feel for it all. The soundtrack to the game definitely helps since it was one of the driving forces that kept me pumped for more. Of course Vampire Killer and Bloody Tears are instant bangers, but other tracks like Richter’s theme Blood Relations and the Cemetery just struck a cord with me that boosted my moral. Without the rewind function, I probably would not have finished this game as fast as I did, but with it, I discovered what is now probably my favorite classic Castlevania game. I will have to play the game one day without the rewind feature, but hopefully by then I will know the game well enough that I don’t have to rely on it (and my blood levels can stay stable).

Advance Collection Overall

Honestly I am really glad that I experienced these games in this format. Playing the original games with an actual Game Boy Advance will probably feel like the best way to play these, but this collection makes these so easy to play. I played the collection on my Switch and the first advice I can give is to play these games with a comfortable controller. I played everything with my 8bitdo controller since it is in the shape of a Super Nintendo controller and felt comfortable playing games like this on. You do have the ability to customize your button layouts and that was a saving grace for me for attacking and jumping comfortably (its an available option, use it). Each game has a built in tracker that helps keeps tracks of relics that you find, cards and souls that enemies drop if you are trying to collect them all. This is super helpful and makes collecting items so much easier. There is also the after mentioned save states and replay functions. If you are having problems playing through the games due to their difficulty, please please please use these features to help make the games more tolerable. They are built in functions for you to use; use them to the fullest and never feel bad about it.

Overall, these are all good games that are worth playing (even if I think one of them is technically bad). They take no time to beat and can be replayed over again. If I had to rank them out of my personal enjoyment it would go as following:

1. Aria of Sorrow
2. Harmony of Dissonance
3. Dracula X
4. Circle of the Moon

Thanks for reading this really long post!

October 2021 Report

This has arguably the most productive month I’ve had in a while. I have been on a roll of releasing a new post every week (not originally my intention) and I still have content to keep that trend going. This is a good thing since I have notice that my foot traffic hasn’t been the same as it use to. This could just be a down time for most readers, or my content isn’t what it used to be. Either way, I’m happy with where I’m at right now so the drop in engagement doesn’t bother me that much.

Outside of blogging, other habits have been improving in a big way. I have finished the most games that I have in a single month since last April and it has been a wonderful feeling. On top of that, I haven’t had the desire to buy many new games unless I happen to see them in passing. With the holiday seasons coming up and more time off of work coming soon, I think I’m going to enjoy my first holiday season without much stress coming from school and work. That could all change is something stupid happens along the way, but I’m stupidly optimistic to see it happen.

Finished This Month

Castlevania: Aria of Sorrow

Like every October, I went on a big Castlevania kick for the spooky season. Aria of Sorrow is still as good as I remembered, and may be my second favorite out of the series. I will need to finish the sequel, Dawn of Sorrow, at some point, but that may have to wait until next October (calling it now a DS collection is going to come out by then).

Castlevania: Circle of the Moon

Easily my least favorite out of the Gameboy Advance trilogy. The vertical layout of most rooms and boring design just made it boring for me to play towards the end. I can see why some would hold this game in good favor since they probably played it when it first came out, but with how much Harmony of Dissonance and Aria of Sorrow improved the gameplay and how Symphony of the Night was designed better than this, I don’t know why Konami degrade this game when the GBA could handle it. I’m rambling, but know that I’ve played it and experienced it, I have no need to replay it again (unless I get sick in the head and want to 100% clear it).

Castlevania: Harmony of Dissonance

The final game in the GBA trilogy that I finished. I had mixed feelings going into this game since I wasn’t the biggest fan of the character sprites, but once I looked past that I realized that this is a solid Castlevania game. If I enjoyed Soma for being customizable and flexible, I quickly learned to appreciate Juste’s fast movement and overall powerful arsenal that mostly focus around his whip, Vampire Killer, and spells with sub weapons. I definitely want to play this game again and go for that 100% completion rate. It was that good.

Tales of Arise

Honestly debating if this is my GOTY of the year. Tales of Arise surpassed my expectations and delivered one of the best Tales of experiences that I’ve had since playing Hearts R. This is also the first Tales of game that I’ve gotten the platinum trophy for just because it was so much fun to do so (and one of the easiest one’s to complete). I do have some grudges with it that existed all the way through the postgame, but the other systems of the game kinda balance them out for me to the point I can tolerate it. My full post will be out soon once I can get my right words and feelings out.

Pokémon Trading Card Game (GBC)

Photo by Caleb Oquendo on Pexels.com

Sneaking in on the last day of October, I finished this game after realizing I was right there at the end. This is a game I picked up recently to play during my lunch break, and I don’t remember why I stopped playing when I was so close to the end. The Pokemon TCG is something that I never knew how to play before playing this, and I feel that is the case with some people who collected the cards, but never learned how to play the actual game. I would normally post a picture of my victory screen, but since I do not have a reliable source to screenshot my 3DS, then you will just have to take my word that I did in fact finish it.

New Additions

Xenoblade Chronicles 2

Up yours scalpers! I knew my patience and scouting would pay off one day to get this below normal retail and scalpers ridiculous pricing. I have been looking forward to playing this after I finally finished the first game a few months back. It will sadly have to wait a little bit longer since I already have my next long RPG planned, but I’m glad I now have it in my possession.

Pilotwings Resort

When getting Xenoblade Chronicles 2, this game caught my eye and I said “sure why not.” I enjoyed Pilotwings 64 back in the day, but never had the opportunity to play Pilotwings Resort until now. Just one of those games that have been under my radar for a while that I’m finally getting around to.

Captain Toad: Treasure Tracker

This is a game that Kat was interested in playing, so we decided to go at this in co-op. I let her take the lead and adjust the camera when needed (to my frustration sometimes) and so far we have been having a fun time with it. I can see why some people wouldn’t mind a follow up to this game with more levels and mechanics that will really make you think.

Super Monkey Ball: Banana Mania

I have a friend from college that got me into this series. I have more experience playing Monkey Target than the regular game, but the main game provides good fun and challenge in the later stages. So far their hasn’t been a controller flung across the room yet.

Back 4 Blood

Another game that Kat was really looking forward to that I got to play along with her. It definitely hits all those Left 4 Dead vibes and provides new things to keep you on your toes. I still have no idea what to do with the card system since when I was first introduced to them I was half awake at that time…

Mario Party Superstars

I was originally on the fence if I was going to get this or not, but after looking at footage and reviews, I couldn’t help myself. Kat and I will have a good time playing this regardless, but as soon as my brother and our friend gets it, it will be fun to play with them online. Being in the same room and giving death stares will always be my preferred way of playing honestly.

Currently Playing

After getting the platinum trophy for Arise, I was left in a dead-zone period. I didn’t have anything lined up next, so I’m spending the time with just a free-for-all at the moment. Starting Friday, I know my days are going to get busy with a certain update coming out. As for now, Kat dared me to replay Kingdom Hearts: Re:chain of Memories since I like to boost that it is not a difficult game and people don’t like it because it requires them to think and not just mash. It has been a while since I played it so I am a bit rusty, but if you know what you are doing for the most part it is not difficult to play. It takes patience, but not as bad as people point out. Outside of that, I have been playing online multiplayer games with one of my friends out-of-state. We got into GTA 5 online after years of putting it off and found the experience to be more enjoying than we thought. Other than that, we play the occasional Warhammer rounds where I pretend to know what I’m doing.

Plans for Next Month

This month is going to be fun. This Friday the Animal Crossing: New Horizons update is coming out, so I will probably spend my entire Saturday unlocking the new things that you can do. I enjoyed the base game, but this update was long overdue and I’m looking forward to spending 300 hours of my life on this game again. That should keep me busy until Pokémon Brilliant Diamond and Shining Pearl come out on November 19. Gen 4 may be at the bottom of my favorite generations, but it has some merits that I’m looking forward to revisiting. Other than that, I need to get back to The Legend of Heroes: Trials of Cold Steel 4 and get that done by the end of the year. Those are my current plan, but things can change depending on my mood.

50/50 Challenge Update

I have been bad about keeping a routine. Motivation quickly came when I went to the gym and weigh myself. I had gained one pound from where I originally began. If this didn’t motivate me like hell I don’t know what did. I am working my butt off now to the point I’ve lost 6 pounds (according to last weigh in). I’ve stopped drinking sugary drinks and slowly getting desserts out of my sight. I bought a resistance band that I use in my office when I’m at work. I am trying hard right now without pushing myself to limits that I need to rebuild myself to. Now I just can’t get lazy about it next month 🙂

As for gaming, I am mostly satisficed with my progress. I’m seven games in, so I need to pick up the pace a bit. I should have been over twelve games at this point, but life is life (and I can’t stay awake pass 10:30 pm). This month is going to be a challenge, but I hope to keep up the same pace like I did last month.

Challenge Statistics:

Weight loss: 6 pounds
Pounds to go: 44

Games Finished this Month: 5
Total Games Finished: 8/50


Okay. Back to sleep I go.

DanamesX