Thursday, November 14, 2013

Castlevania 64

Castlevania is one of those series that could never quite make the jump to 3D. Castlevania, much like Mega Man, had nearly mastered the 2D side of things but always struggled to find its footing when the Z axis was introduced to the equation. Konami has tried to bring the series into 3D several times since their first attempt in 1999 to varying degrees of success but most of their ventures failed to impress critics or longtime Castlevania fans. Castlevania has always been a series that worked best in 2D and there’s no shame in that. However, it is unfair to disregard the 3D installments as if they never happened. Even the oft-maligned Castlevania, colloquially known as Castlevania 64, has some neat tricks up its sleeves that make it worth paying attention to.

            The transition into 3D was a difficult time for gaming as it required developers to figure out what they wanted to do with their beloved series. Some series, like Mario, made a drastic change to their formula and others tried to change with the times while keeping what made the 2D games so special. And despite first impressions, Castlevania absolutely falls into the latter category. Castlevania clearly wants to be a full-fledged 3D game but it’s stuck with the old classic Castlevania formula. So, we have a game that wants to be both rigidly linear and open. The classic Castlevania formula (henceforth referred to as “Classicvania”) is not one that works in 3D, an unfortunate lesson Konami learned the hard way.

            It’s an intriguing experiment though. Quite frankly, aside from its pseudo-sequel, Legacy of Darkness, there is no other game like this. That alone makes at least one of the two N64 titles worth checking out if you’re interested in either gaming history or Castlevania. The approach isn’t entirely without its merits. The game has some interesting levels and the team was obviously trying their hardest to find the perfect balance between the two gameplay styles. Perhaps it’s possible to accomplish a marriage between Classicvania and the open-world style that 64’s team was gunning for. It’s entirely possible that Castlevania 64 was a project that was too complex and too difficult for a newer team to handle.

            Castlevania 64 made the laudable choice of having two playable characters, a whip wielding Belmont stand-in named Reinhardt Schneider and young magic-wielding girl named Carrie Fernandez. These two follow the Richter/Maria model in which Reinhardt’s mode is more for die-hards while Carrie’s mode is for younger, less dedicated players. Truth be told though, I feel it’s been reversed in this game as I found using Reinhardt to be far easier and far less clunky than Carrie’s imprecise magic. Still, the two playable characters have different levels, different endings and different play-styles which should appeal to people looking to get the most out of the game.



            Castlevania is plagued with problems, most of which have to do with the bad camera and iffy lock-on system. Castlevania has three different modes for the camera, all terrible. Most of them don’t really feel any different from the regular mode only being really useful for tracking your enemy. They all share the annoying habit of going haywire whenever you’re near a wall or on the ground and they’re all very difficult to reposition. The auto-aim is some help but it’s widely inconsistent and not entirely reliable. You can rely on it to get you out of a tight spot but whipping with wild abandon will not yield positive results. The lock-on also has a nasty quirk in which it’ll randomly decide to target a projectile or another enemy instead of the one directly in front of you. At times, it’s like the lock-on has a mind of its own. If Castlevania had a few months to cook, this is something that could have easily been improved.

            The camera has more problems than simply clinging to walls though. The camera makes platforming even worse than it would already be if the camera was good. At points, it feels like the camera is actively working to hinder your progress and trying to get you killed. Make no mistake; you’re going to wrestle with the camera constantly in your journey.


            Castlevania’s platforming is an unfortunate relic brought over from the past Classicvania titles. In those games, the stiff jumps and awkward movements were okay because the games were designed with the limited flexibility of the player characters in mind. But that’s not the case in Castlevania 64. Both Reinhardt and Carrie feel so stiff and jerky that it’s almost like they deliberately trying to evoke the feeling of old Classicvania titles but the amount of platforming that this game throws at you makes it clear that this was not the case. The problems with the platforming are multi-layered. For starters, it just isn’t fun. Nerve-wracking, yes; fun, no. Secondly, the controls are very counter-intuitive and have a bit of learning curve. Thirdly, the camera is more of a hindrance than a help during platforming sections and lastly, the platforming just isn’t well designed. There are an innumerable amount of platforming sections that are literally just a bunch of slightly smaller platforms stacked on top of larger ones or something to that effect. It’s almost comical how inept it is.

            Castlevania’s combat fares a little better though. Much like the platforming, it’s marred by lock-on and camera issues but they are far less detrimental here. Combat is mostly about landing successful blows and avoiding enemy attacks. Avoiding enemy attacks is imperative because many enemies are in such a precarious location that their attacks can send you falling to your doom. There’s definitely a certain legitimate challenge there. The game’s boss fights also feel like a natural progression from the previous 2D titles. Many of them take advantage of the new plane offered and most of them are a reasonable challenge.



            Castlevania 64 is similar to Simon’s Quest in many respects. Both titles take a more open-world approach to the series, both titles also have a greater emphasis on story and both games have a day/night mechanic. It’s handled a little better here than it was in Simon’s Quest but it’s not very interesting and it’s actually more stressful than anything else. And no, it’s not that “good” kind of stressful that makes the game tenser; it’s that “Ugh, it’s nighttime again” feeling. The reason for this is because Castlevania 64 puts you in a race against the clock. If you don’t finish within 16 in-game days, you get the bad ending. And since the game doesn’t tell you how many days have gone by, it’s constantly hanging over your head. The day/night mechanic also introduces time sensitive events to the mix which are kind of cool but since you’ll probably be rushing through the game, you won’t catch many of them on your first playthrough.

Castlevania is, for the most part, an action title however it was definitely bitten by that survival horror bug that was floating around in the late 90s. For starters, the game’s got a very distinct tone that’s both eerie and empty. The lack of music definitely drives home a desolate feeling and the sound effects and scripted events help to hammer it home even farther. Even when the music does start up, it’s very quiet and not super noticeable. It’s a far cry from the music of past Castlevania games whose soundtracks were always front and center. And don’t get me wrong, the soundtrack isn’t bad. It’s actually really good but I’ll say that it’s much underutilized. Castlevania also encourages item hoarding and exploration. While it’s true that there is a shop, it’s never really around and the game heavily discourages purchasing items from the shop. As a result, you’ll spend quite a bit of time looking for hidden pieces of meat or antidotes. It’s a neat twist on the formula that helps to keep the old spirit of the series alive while accommodating the changes made in 64.

            One of the biggest turn-offs about Castlevania 64 is the graphics. Frankly, they’re vile and I mean that in the nicest way possible. Nothing about them looks good. Castlevania has always looked great in 2D but for whatever reason, they tried to go for a realistic look for the 3D installments and it blew up in their face. Ugly textures, bland color palette, jerky movements and massive amounts of draw-in all make for a decidedly unappealing game. There are parts of the game that look alright, such as the Vampire Manor and the Tower of Execution but they’re few and far between. Castlevania 64 is not a pretty game by any stretch of the imagination. It lacks any of the style and flair that made other Castlevania games look so good.


            I’ve been bashing Castlevania 64 since the beginning but there’s actually quite a bit to like about the game. For instance, the game has a ton of variety. Some levels are huge and sprawling, others are small, straight forward levels. Sometimes there’s a mix. I was never bored while I was playing Castlevania. Each level felt fresh and exciting. And like I mentioned before, Castlevania 64 is certainly unique. I’ve never played a game quite like it. It’s the game that perfectly encapsulates the transition period that gaming went through in the mid-to-late 90s. Castlevania 64 is also a challenge. And yes, while it is true that some of the game’s challenge stems from the camera and weird physics, there’s some legitimately challenging stuff in the game that will put your skills to the test. While some of my deaths felt unfair, many more of my deaths were purely my fault. But my favorite thing about the game has to be had unabashedly goofy the whole thing is. From motorcycle-riding skeletons to a chainsaw Frankenstein to a nuclear bull, it’s obvious that the Castlevania 64 team liked to revel in the absurd. At least, I think they’re supposed to be funny. Christ, I hope they’re supposed to be funny.

            Castlevania 64 is one of the most fascinating games on the Nintendo 64. Konami was one of the few Japanese developers who were still behind Nintendo in the late 90s and they clearly wanted to show their support. Castlevania 64 has a lot of problems in its framework; it’s not really a game that could have ever been a classic as the foundation of the game is far too shaky. As it stands though; Castlevania is a unique title in the Nintendo 64 library and deserving of the Castlevania namesake. Its “black sheep” label is one that should be dispelled before people get the wrong idea.  Castlevania is by no means a terrible game; it’s simply a rough one.


Final Score: 5.0

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