Castlevania: Harmony of Dissonance

Castlevania: Harmony of Dissonance

released on Sep 23, 2021
by Konami

Castlevania: Harmony of Dissonance

released on Sep 23, 2021
by Konami

A port of Castlevania: Harmony of Dissonance included in "Castlevania Advance Collection." Harmony of Dissonance introduced a lot of new features to the franchise, such as "Boss Rush" mode and the "Spell Fusion System" that lets players combine Sub-Weapons with Spell Books to cast devastating spells. New Quality-of-Life features for this port are included, such as Rewind, Quick Save, and Record/Replay. The new Encyclopedia feature offers helpful information that helps you keep track of items, equipment, enemies, and the Spell Fusion System. With the new Collection Gadget option, you can get on-screen pop-ups that display the obtainable collection items in the current area. Play as Juste Belmont, the grandson of legendary Vampire Hunter Simon Belmont!


Also in series

Castlevania: Rondo of Blood
Castlevania: Rondo of Blood
Castlevania: Symphony of the Night
Castlevania: Symphony of the Night
Castlevania: Harmony of Despair
Castlevania: Harmony of Despair
Castlevania Puzzle: Encore of the Night
Castlevania Puzzle: Encore of the Night
Castlevania: The Adventure ReBirth
Castlevania: The Adventure ReBirth

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Castlevania: Harmony of Dissonance is a true metroidvania style castlevania. I didn't play this originally and now replaying it on ps4 through a collection. It is a solid game in part of a series, good music and good controls. I think my main issue with this game is that it is slightly too easy, I believe that this can be because it was originally for gameboy advance, where one of the main struggles would have been the poor backlight and visibility, which seems to be helped by overly kind hitboxes on weapons and massive special attacks. I 100% completed the first run with all endings in relatively short time (also no extra modes or new game plusses). However, in the end the whole playthrough was enjoyable so can't complain too much.

This review contains spoilers

Castlevania: Harmony of Dissonance is clearly an ambitious games with a lot of neat ideas, and in fairness, it does partially follow through on its vision. It is the most expansive, open, and non-linear Igavania entry I've played thus far, and for a series that often requires, or at least heavily incentivizes finding one "correct" progression path among innumerable, this is a welcome change when it works. It's really refreshing to be given not just the ability, but the encouragement to devise your own route through the map, and though some enemies can be a bit spongy depending on the order you choose to explore, nothing felt quite so over tuned as to deter me from any particular decision. In general, you can commit to the direction of your imperative and be rewarded for it— if not with main path progression then at least with decently substantive optional content. What's more, the game even sports a Link to the Past style alternate map overlapping the initial castle, and while I don't exactly believe this works in its favor (as I will expand on later), for better or worse it practically doubles the game's content, and is nonetheless a cool twist revealed in a novel way.

Of course, I would also be remiss not to bring up this game's gorgeous visuals— Castlevania games have consistently looked great, and even if a bit oversaturated to me, Harmony of Dissonance is no exception. Alas, one shame of this title's aesthetics is its (perhaps somewhat titular) poorly arranged score— while some of the melodies themselves are still bops, all of them are compressed and bitcrushed into the ground, headache inducing chiptune on a system home to some of the best and most polished video game music to this day. Good soundtracks are in my eyes cornerstones to Castlevania, and while this entry's failure here is undeniably unfortunate, I also by no means see it as the game's main detractor.

Rather, I think Harmony of Dissonance is a game stretched far too thin. It is volumetric yet hollow, fluffed out by a frankly superfluous amount of long repetitive hallways with nothing meaningful in them. It has by far the most backtracking of any metroidvania I've played— while there are warp points, they are spaced ludicrously far apart, and mostly only discovered until the endgame. By the point they are unlocked, they will have been made largely obsolete, save perhaps for hunting down previously missed secrets and map completion. In terms of movement, if you thought Circle of the Moon's double-tap to sprint was bad, you will be sorely disappointed to find that Juste moves painfully slowly and rigidly, lest of course you mash the evade buttons repeatedly and incur a stress fracture. Upgrades are also few and far between, and really don't serve much more of a purpose than progression keys. There are few places to high-jump beyond the rooms that require you to. Even more of a let down is realizing that the alternate castle is almost exactly identical to the first, for though it features remixed enemy and item placement and different visuals, its architectural layout is EXACTLY the same. Of course, you will still likely have to explore every inch of both to beat the game, especially so if you wish to attain the true ending. Desolately empty corridors are simply not conducive to this title's gameplay, and regrettably, its moment-to-moment level design isn't its only uninspired aspect.

There are a total of 19 bosses in Harmony of Dissonance, and at least to me, very few of them are all that memorable. Reminiscent of, albeit inferior still to Dark Souls II's boss design philosophy, most of them are just big guys, at best, reused bosses and enemies from prior titles with maybe an extra little twist, at worst, larger and tankier versions of common enemies that do almost nothing to differentiate themselves otherwise. Who can forget such iconic designs as Max Slimer (big slime) and Peeping Big (big eyeball)? Some are even just marginally different forms of other bosses in the alternate castle: There are 2 minotaurs, 2 legions. Movesets are also typically quite sparse, and should the need arise, all of them easily trivialized by spamming dodges every time the boss takes a step. I wonder how much more interesting each of them would be had there only been half as many.

In terms of RPG elements, there's also nothing to write home about. Finding new gear and leveling up amount to nothing more than stat increases, and given the game's non-linearity, I'm kind of confused why these were in the game at all. Upon completing the game, players unlock Maxim mode, allowing you to play as Juste's cooler ninja rival. Funnily enough, this mode remedies almost all of my issues with the game by just removing numerous mechanics and significantly increasing the player character's move speed. Stats are removed, progression items omitted, all areas are opened from the start, and they are now balanced consistently and intentionally. One need only defeat all the bosses to complete the game, able to move freely about the map. I think it really cemented all the issues I have with the standard game mode, for to me, Harmony of Dissonance is plagued by bloat, sluggish, repetitive gameplay. Surely it's still worth a shot for those craving Castlevania, but in my experience it's hands-down the worst Igavania, if not the worst series entry I've played.

Played this through the Castlevania Advance Collection.

Don't have a whole lot to say about this game. I think Juste is one of my favorite Belmonts despite being labeled as a "nothing" character, since he doesn't bring too much as far as lore goes with the Belmont family tree. I think I'm just really into how he uses the sub-weapons and spellbooks with them as well, creating unique and fun-looking attacks.

The game does suffer from horrendous backtracking and it's very easy to get lost. I know you can do whatever you want with whatever order you get the relics in the game, but in my opinion, it just felt weird where things were placed, and traversing through the castle felt weirdly paced.

Also the music is awful.

I mainly played this game because I thought of an old friend of mine, and wanted to see if I could finish the game legitimately since the last time I played the game (easily over 10 years ago), I used an Action Replay, haha.

Awesome game with the only aggravation of having the awful compressed soundtrack. There were no excuses, Konami, beside lazyness and releasing the Advance Collection asap.

It is wild that Koji Igarashi thought the previous Castlevania games developed by Kobe were so bad as to write them out of the canon and give us something as mediocre as Harmony of Dissonance. For every step forward Harmony brings in the wake of Circle of the Moon, Circle maintains a far more consistent experience than the peaks and valleys on offer here. The ability to dash with the shoulder buttons feels fantastic to pull off and immediately increases the speed of Circle, yet that is rendered mute with how much slower the player receives progression items in contrast.

Harmony of Dissonance is the most repetitive and sluggish entry of this "Igavania" direction with literal copy/paste map design and how painfully slow the player acquires meaningful upgrades. On top of a teleporting system that is not explained well in the slightest, this means repeatedly being subjected to the same hallways and enemies. I got to the point where the castle design was baked into the back of my head, and not for a good reason. The number of times I got lost looking for a specific upgrade I needed to progress in the game was frustrating, leading to multiple instances of consulting online walkthroughs. "Walkthrough games" are not inherently bad, especially considering physical manuals are all but dead, and digital ones are so muddied by menus you never think of their (alleged) existence. The sheer amount of consultation needed to overcome fundamental obstacles and reach the "true" conclusion is far too much for my taste. The game's not good if a YouTube video and/or GameFaqs needs to be constantly open in the background while I'm playing.

Despite my negative overall experience of this game, I can give credit for how it plays and offers variety on an enemy/boss front. While one could reasonably argue that Harmony has too many boss fights, the fights that are present are fun and offer enough of a challenge if you haven't cheesed the merchant for near-infinite potions. The issue is, for the sheer amount of backtracking the player does, there is no reason not to go hog wild on healing items to tank through even the most brutal battles. You will be swimming in what feels like near-infinite wealth on top of your rapid leveling up, trivializing what should be meaningful, challenging encounters.

A lack of challenge paired with poor progression pathing leads Harmony of Dissonance on a rollercoaster-like playthrough. The highs will feel phenomenal, and you'll be treated to smooth gameplay and neat bosses. The lows of being stuck for over an hour finding progression items feel as unfun as the entirety of Castlevania Legends.

من بين كل الاشياء اللي قدروا يرجعونها من سمفوني ليش رجعوا القصر المقلوب
لعبة جيدة ما عدى اواخرها