Some would say that all this ''vanishing you'' thing is getting tiring, Dracula, but I must say... I like to think I’m just getting the hang of it.

I didn't know what the hell to expect from Castlevania III. As a stranger to the monster-whipping saga till now, it's by far the game I've heard the least about regarding the original Famicon/NES trilogy, tho that may have been a given since the debate around Simon's Quest and praise for the original Castlevania have been pretty loud on online discourse, especially some years back.

But when I saw that III was going to completely backpaddle on everything II did, I would lie if I said I didn’t feel disappointed; I may not think highly of Simon’s Quest’s as a complete package, but that game did some incredibly genius stuff with its tone and design, and even if I don’t have anything against continuist entries in a franchise, returning to the closed walls of Dracula’s castle once again and play the same dance around from the first time felt like throwing out an insurmountable potential, to throw out the window a more aggressive a wild look into Transylvania for the sake of the jumping and falling that worked on the first go.

So yeah, you could say I was pretty cautious going in, I never expected to hate it or even dislike it, in fact the little I heard was pretty positive, but I was still scared that I’d end up not getti- Oh who am I kidding, you know where I’m going with this and it’s exact same rant I said for Hi Fi Rush, let’s cut the shit, time to gush!

Also, as you may have noticed but I failed to acknowledge till now, I ended up playing the original Japanese version of the game, since I was told that the NES version went absolutely batshit insane with its difficulty, even more than the usual I mean, so this is not Castlevania gaming, this is Akumajou Densetsu gaming and, I’m sorry, but that name actually goes pretty hard and is what I’m gonna call it from now till the end of times.

Now, where was I?... Oh yeah, I was about to START JAMMING!

I… is it too exaggerated to say that Akumajou Densetsu is one of my favorite, if not my absolute preferred, Famicon game? I cannot thing of other 8 Bit adventures with a similar structure that compare, it is so impressive both a sequel and even a stand-alone game that I’m still SHOCKED at the technical and design prowess it shows, and not because I didn’t think the team behind these games wasn’t capable of something like this, but because it goes further beyond what the series stablished, a series already accustomed with perfectioning and exploring new visual and gameplay ideas.

We may have returned to the 2D linear platforming roots, but that just means we have another way to explore Transylvania; Simon’s Quest managed to create a fairly grounded, sad world, full of villages and cycles, secrets and dungeons, that Transylvania had seen and suffered the effects of the first game and it showed and perfectly worked for what it was. But now we go back 100 years to the past, to the rise of the Belmont name and the adventure of Trevor, and this Transylvania is very different from last time, but so hauntingly familiar at the same time. We return to the vibrant, outstandingly looking visuals from the first adventure, scenarios beautiful as a painting and designed to each fit a different part that conforms this damned land, from overtaken resting grounds to ever rising mechanical towers. Long are the days of being confined to a singular building, or rather, it’ll be long before that fate catches up to Simon, and right now openness is the name of the game. Paths that branch with each level beaten feel exciting, like a constant plunge into the unknown that rewards you with new faces or progress; this goes beyond just being replayability candy, this is an honest to god odyssey that gives you the lead, and can go one way or another depending which way you decide to go.

It wouldn’t be a Castlevania game without some bullshit which, charming as it may be, it’s still bullshit, and Akumajou Densetsu, even in its not as completely deranged original version, it still provides some challenge that walks dangerously close into the ‘’unfair barrage of crap’’ zone, but for every moment like that that it has, it doesn’t take too long for me to be swept away by the artful platforming. This may just be my favorite collection of hazards and challenges I’ve seen a platforming sequel in my entire life, things like the giant spinning gears, the acid tears that melt blocks or the no-jump platforms are, too put it lightly, unbelievable amazing. More than ever before, every platform, every enemy, every giant swinging pendulum, it has a tangible real place in this world, it fits, and it’s so much fun to jump across and whip through. I still cannot believe the scrolling sections, which tend to be parts I do not enjoy in any game, were something I loved to see and beat each and every time, and the rewarding feeling I got from beating them was the same as beating Dracula in the first game, which is getting me in a boss fighting mood

I never really cared for most of the bosses of the series so far, the original Castlevania had a pretty great roster with some foes that made the overall quality sour, and you could argue Simon’s Quest doesn’t even have bosses, just really big, really slow big targets that damaged you more by contact than through their actual attacks… And now I’m struggling to think about one boss I disliked even a bit! All new big bads are aggressive as hell, and that makes the challenge come to one thing; either be patient a find a spot that helps you to take your chances, or never. Stop. MOVING. They are all some memorable I could praise them all in different ways, like how much I love Frankenstein and its slow movement but hardhitting throwing blocks, the gauntlet of already seen faces and an amazing callback to the final boss of the original game that the Fire Spirit poses, the sheer terror Death produces with a rerise of its original fight a brand new phase, Fake Dracula being a super cool callback and a fun fight of its own that’s amplified by the platforms… I could go on and on, hell, even fights like the albeit simple Monster Grant stuck out in my mind as really exciting encounters! …oh wait, that reminds me… hi Grant!

Trevor is not alone is its voyage, even if I wouldn’t have bat an eye if he was; he controls exactly the same as Simon (or at least so similarly I didn’t noticed any differences) which might as well mean that he controls smooth as butter, he walks with the same calculated heaviness and jumps with requiting the same commitment as ever, he even still has the same tools as seen in the first game, which I kind of like, I’m probably thinking about it too much but I like how these items go so back in the timeline and how they still fit so well to the design. And still… there’s space for surprises. New faces show up as playable companions, always available to change into once you meat them, even if you can only have one at a time: they fit perfectly into the world, saving each in a different way and meeting them in completely different places, which is yet another way the game shows just how much freedom it lends you and the routes you can take, and no matter if you only come across to one in your entire playthrough, it always feels like you gain something. Grant is a fun slippery bastard, being able to cling into walls and roofs, he can go through places boring Trevor never could and go past enemies with so much ease it sometimes feels like another puzzle in itself; Sypha has a lot of potions available to obtain, and there’s a reason many players beat the game when being accompanied by her, the potions and special abilities make her eat through entire hordes of enemies and even bosses with the right the chance… but I’m sorry, my favorite has to be Alucard. As I said, all helpers are useful on their own ways and all are super fun, but there’s something so satisfying about going ‘’you know what, fuck this room in particular!’’, turning into a bat and skipping the entire challenge, and also his fully upgraded attack is like, the absolute best, my favorite just behind Trevor’s own whip.

Akumajou Densetsu is so far above being just a sequel that even when I was nearing the ending I was expecting it to surprise me yet again. The continuous levels and special challenges that go far above the usual 3 sections of the past, having to go back in a few stages which SHOULD feel tiring and boring, but instead is just another way the way poses a challenge in a different way, with even some surprises along the way. New enemies, new phases that make the original Dracula fight look archaic, with is easily the best evolution regarding boss fights the game could have ever hoped for, the path system, the different characters and item holding…

If Castlevania made me feel determination and Simon’s Quest a profound feeling of curiosity and sadness, Akumajou Densetsu combines all those emotions and adds pure excitement into the mix, excitement for the unknown, yes, but also to see this adventure of the past come true, to see things that shouldn’t surprise me completely awe me, the opening cinematic, as if a movie was beginning and the beautiful music enveloped my ears, perfectly encapsulates everything this series strived for and then some, being an epic as much as a sad tale, but once I reached Dracula’s castle, the emotions I should have felt like terror and caution weren’t there, instead, only a thought crossed my mind as I smiled…: ‘’I’m home’’

Reviewed on Feb 27, 2024


6 Comments


2 months ago

I agree, this is the best NES game I've played. It's also probably my second or third favorite Castlevania game.

2 months ago

@DeltaWDunn I still got a long way with the Castlevania series so I don't know how it'll hold up when I play IV, Rondo of Blood, Aria of Sorrow and others so I can't say for sure, but when in comes to Famicon and NES games I can't think of any other that quite compares; granted, I have some major games left to play, mainly Mario 3 and the MegaMan games, but right now this is my favorite by a long shot

2 months ago

Akumajou is alot more fair, but i still prefer the american Castlevania III only because of the HELP ME code. Sending you back to A-02 if you die on Dracula is kinda bs though

2 months ago

@2manyW I want to beat the american Castlevania III in the near future and honestly, if the going gets though , I might use the code as well XD. I really want to give it a fair try tho 'cause is still the same game at its core... but yeah being set so far back if you die is terrible, thank god at least the final phase in Akumajou Densetsu isn't that hard...

1 month ago

Feel pretty much the exact same about it myself; an insane improvement over the previous titles in just about every way that easily stands alongside games such as SMB3, Kirby's Adventure and Ninja Gaiden as one of the best NES platformers around. I do feel like it suffers a bit from that classic 'final-stretch bullshit' that's frustratingly common in the classic games (it's thankfully nowhere near as bad in CV3 as CV1 or The Adventure mind you but still annoyingly noticeable nonetheless) so I personally rank it at about an 8.5/10 but still: what a bloody fantastic game >:)

also I went with the original Japanese version for my initial playthrough as well and I'm so glad I did because HOLY SHIT
@Fizza The Famicon's ability to produce the most incredible sounds in such a limited hardware will never cease to amaze me, what a bloody fantastic soundtrack...

I'm also super happy to see so much positivity towards the game, I still have yet to play a few NES/Famicon games, but so far this one is my favorite by a long shot, and not even its most annoying segments distract me from the maestry at play, tho I wholeheartedly agree the ending strech can be pretty devious XD