Playing this really drove home that I was right about Dark Souls being the almost note-perfect translation of the search action template into 3D that people wanted from the 3D Castlevanias, only it refuses to compromise or accommodate in certain areas (save and warp point placement most obviously, but also enemy mob rooms that are never as lacking in any actual strategic options for dealing with them nor as frustrating by just knocking the player around, albeit with negligible damage) where SOTN practically bends over backward to such an extent that it terminally borks the game's difficulty curve after the first few hours and renders the entire inverted castle as effectively just busywork, especially with its weapon damage scaling (e.g. some of SOTN's game-breakingly OP special weapon abilities such as Shield Rod + Alucard Shield). From an aesthetic and production design standpoint it absolutely deserves its reputation as a masterpiece, and Alucard feels luxuriously satisfying to play (ridiculous knockback when damaged aside) but as a game it feels - whilst highly enjoyable - surprisingly three quarters baked and at once a bit too eager to avoid alienating anyone for its own good while simultaneously demanding a level of bullshit pixel-hunting obssessiveness to actually fully complete the map that I cannot conceive how people did it without guides. I'm glad I finally gave this a fair shake but I can see how the slavish devotion to the formula established here would go on to frustrate people down the line. Still, looking forward to jamming Aria of Sorrow next to see how they refined it further.

Reviewed on Nov 03, 2021


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