78| Castlevania: Rondo of Blood

Released: October 29th, 1993

Definitive Version: PC Engine CD; Also on: Virtual Console for Wii, PSP

When one brings up Castlevania the first thing that comes to mind are the recent "Metroidvania" games. Essentially side-scrolling action-adventure games with RPG elements. While these games are certainly great, they aren't what the series was originally known for. Castlevania built its name by being a side-scrolling action series that was focused on airtight level mechanics and design. Armed with a whip and a choice of a special sub-weapon, the player guided their vampire hunter as they scaled platforms and fought enemies along the way until they reached the boss at the end of the level. A criticism could be given that this was all very simplistic, but that was the beauty of the games. There were no distractions or gimmicks, just tried and true gameplay.

Castlevania: Rondo of Blood is seen as many as the not only the magnum opus of these style of games, but also the swan song. Released on the PC Engine CD n Japan in 1993, it brought Castlevania to the disc age as it took advantage of the CD medium by having animated cutscenes, voices, and a killer soundtrack. Castlevania was widely acknowledged as having some of the most catchiest and memorable music in gaming and  the developers capitalized that on the CD medium by composing what is arguably the best soundtrack in the series. However, the game didn't stand out due to its presentation. The gameplay is why it gets so much love. Rather than continuing down the path set out by Super Castlevania IV which made the game easier and more accessible, Rondo of Blood lines up closer to its NES counterparts as it offers more limited mobility and tougher difficulty. It takes the "less is more" approach and manages to pull it off strikingly.

Of course mechanics can only take a game so far, design is a crucial part of games too, and here Rondo of Blood also excels. The levels are carefully crafted as it seems that ever inch of them seem to be tailored around the player's experience. No platform is close enough to be too easy of a jump, no enemy is placed where they will be a sure kill, no sub-weapon is designed to be abused for too long. The game makes you work to progress and it makes completing each level that much sweeter. To be honest though, the same is true in inverse. No platform is too far away to be nearly impossible to get to, no enemy is placed in an area where they'd surely kill the player, and every sub-weapon that the player receives will find some use in its area for some time. The game may be tough, but it is also fair.

Yet another category where this game impresses is with the bosses. They aren't the greatest bosses in gaming, but they are all unique, memorable, and challenging. From a golem, to a dragon, to a werewolf, these bosses may seem cliche but they all behave differently and require the player to retool their strategy. The game might not be Dark Souls, but nevertheless fighting the bosses is still one of the most enjoyable parts of it.

It's really easy to see why this game is so loved. It is not only arguably the last high quality entry in the same vein as the classic series, but also for the longest time the lost entry. Up until the PSP remake in 2007, which also included the original game, there was no English release of the game available. Sure one doesn't exactly require the knowledge of Japanese to play it, but unless you imported the game from Japan you were shit out of luck. On top of that it was only available on the Turbograffx CD, which in the West was seen was one of those "other" platforms. These two things combined resulted in the game gaining a mystical status among the gaming community. Does the game live up to the hype? It certainly does.

Posted by Punk Rebel Ecks Thu, 14 Apr 2016 06:56:27 (comments: 2)
 
Thu, 14 Apr 2016 07:59:48

I've never played this one. Would of liked to have played it back in the day.

 
Fri, 15 Apr 2016 11:35:54
Same.
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