Equal parts interesting and jank. Truly a product of early Kickstarter.

Every cool thing here is countered by something that really needed a QoL pass. Or just an extra couple of "no new features" development sprints. While playing you can see issues stemming from an ambitious team, lead by industry vets, that were all learning UE4 while making a tight budget, multi-platform release. (Seriously, did you know they were trying to also release for Wii U and Vita for a while there?) There is a lack of polish that it would be easy to argue exists because instead of addressing issues during dev, the team instead has to prioritize Kickstarter stretch goals (they even had to resort to getting a publisher anyway because they absolutely didn't budget in enough of a safety net).

I don't regret kickstarting this back in 2015 (holy shit time is crazy), but I wouldn't say it should be high on anyone's list of Castlevania game's they need to play.

I would however love to play a sequel that hopefully learned the lessons the indie scene already figured out. While getting to put the time in to polish the core instead creating public funded stretch goals.

Reviewed on Jan 15, 2024


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