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Review: Castlevania: The Adventure ReBirth photo

One of my New Year's resolutions is to cut to the chase, so here goes.

If you like traditional Castlevania games, buy Castlevania: The Adventure ReBirth right now. You will enjoy it. Contrary to common assumption, it is not a remake of a crappy old Game Boy Castlevania game. It's also a lot longer and more substantial than the other ReBirth games released thus far. If you like games like Super Castlevania IV and Castlevania: Rondo of Blood, you will like Castlevania: The Adventure ReBirth. That said, if you dislike either of those games, you will hate this game too. It makes a few changes to the Castlevania system, but not many, and certainly not enough to please non-fans.

As for the rest of you; those who have never played a Castlevania game or don't have an opinion about them, you guys should hit the jump. That's where I won't cut to the chase, and actually explain what makes traditional Castlevania games what they are, for better and worse, richer and poorer.

How was that? Concise enough?

Castlevania: The Adventure ReBirth (WiiWare)
Developer: M2
Publisher: Konami
Released: December 28, 2009
MSRP: 1,000 Wii Points

Okay, so if you’ve really never played a traditional Castlevania game, here’s a quick rundown: these are games about whipping stuff. The Belmont family likes to whip candles, whip midgets who ride giant eagles, whip brick walls for meat, and eventually whip Dracula in the face until he gets pissed and turns into a giant bat-monster. The king of all Vampires, Frankenstein’s monster, dragon skeletons, mud zombies, and giant bats made out of other bats are all frequent fliers (lolpunlol) in the Castlevania world. The games are mostly known for these traditional Gothic horror elements, classic monsters and mythological beasts, but Hell, so are half of the action/adventure games of the ’80s and ’90s. They’re not what makes the Castlevania series special.

If a 2D platforming series is going to survive for 20-plus years, it’s got to have more of a hook than that. Sonic has speed, Mega Man has the strategic boss weapon acquisitions, Mario has the constant jumping, but what does Castlevania have? What’s its shtick? I’ve been playing these games for more than half my life, and I still don’t know for sure.

That doesn’t mean I don’t have a guess, though. After some hardcore pondering, here’s what I’ve come up with. From what I can tell, every traditional Castlevania game is about one thing at its core: getting about six in-game feet away from something (which is about a jump/whip length’s distance) and staying there long enough to whip it to death or jump on it (respectively). You never want an enemy or an obstacle to be too far away, because then you won’t be able to hit it or jump over it (respectively). Likewise, you never want stuff to get too close to you, either, because touching just about anything in Castlevania means taking a hit (even the back of a blue bat’s ass). Most of the game’s enemies are constantly trying to get close enough to you to hit you, while others do their best to keep their distance and lob you with projectiles. Getting close enough, but not too close, is the constant dance that makes Castlevania games interesting.

Castlevania isn’t alone in this type of gameplay. Rygar, Strider, Rastan, and all the old melee-themed 2D action/platformers were like that. It’s the way that Castlevania games limit you from doing anything else but get within whip/jump length’s distance from something, and the many ways the game’s enemies circumvent your efforts, that makes the them special. The classic Castlevania games are an exercise in both variety and economy. That formula is why we’re still playing this brand of Castlevania game.

There is a slight variation in the “whip length’s distance” paradigm. Just like the Game Boy game with the same name, Castlevania: The Adventure ReBirth stars Christopher Belmont. Visually, he looks pretty much like every other Belmont. The thing that makes him special is his fireball-flinging whip, which temporarily allows you to attack from farther than a whip’s distance away. This gameplay upgrade is actually what caused me to realize just how much these games center on the task of getting whip-close to stuff. The fireball whip is time-sensitive. It only works for eight or nine seconds, just long enough to show you how hard it actually is to take on a castle full of ghosts and demons with nothing but a whip (and the occasional sub-weapon).

So that’s the economy part of the formula. The variety comes in the form of the game’s six stages. Each has a specific theme, be it relentless, sentient, giant ghost eyeballs (yes, that is a theme); dark and foreboding, waterlogged caves (complete with giant, flying jellyfish); blood spike-laden dungeons; a lost woods-like maze; or the traditional Castlevania clock tower (complete with functioning, but illogically placed, giant pendulums). No two stages feel the same. Though there are a lot of familiar trends to be found here, there are also quite a few surprises. If I told you what they were, they wouldn’t be surprises anymore, but I will say that just about every boss in the game has a desperation attack that they only pull once half of their health is gone. It was during these attacks that I most often saw myself burst into a airborne puddle of blood.

Speaking of bosses (and puddles of blood), the game has multiple mid-bosses as well, at least one per level. You won’t see them all in one play-through. It took me at six plays to find them all, and even now I still feel like I’ve missed something. Just like in the fan-favorite Castlevania: Rondo of Blood, these large and unpredictable levels do a lot to make the game’s world feel like a real place. Another nice “realistic” touch is the variety of environmental hazards that can hurt both you and your enemies. Luring a group of skeletons into a giant spear trap or cutting a chandelier free to see it crush a skinless snake-dragon below is always a good time.

As for the graphics, first things first: if you’re playing on a widescreen TV, adjust the game’s display (in the options menu) to fit your screen as soon as you start playing. This will go a long way towards helping you enjoy yourself. The game’s characters don’t have quite the same level of animation as those found in Symphony of the Night, but it’s definitely up there. Occasional polygon-based effects and detailed, parallax-packing backgrounds give the game a lot more pop than the other ReBirth games Konami has released thus far.

The game’s music, on the other hand, didn’t suit me all that well. I know a lot of fans love it, and are already clamoring for the release of the soundtrack (which should be coming out in Japan in March of this year), but for the most part, it took a while to grow on me. The compositions themselves are great; all are taken from past Castlevania games and all are packed with neo-classical, pop-goth panache. My problem is that all the synth and wah-wah found here is really in-your-face. It’s purely a style gripe, and has nothing to do with how well the music is crafted, but it’s still worth mentioning. Turning down the music’s volume to half-power did a lot to alienate any troubles I had with the way that it’s orchestrated. That also helps you to hear the game’s sound effects, which are way more awesome and bizarre than they deserve to be.

As for overall length, it took me about four and a half hours to beat the game the first time on normal difficulty (after dying at least sixty times), and about five more to play through it again enough times to see all of the hidden paths. I expected something to happen for all my effort, but so far I haven’t found anything. Unlike Konami’s two other two ReBirth titles, Castlevania: The Adventure ReBirth doesn’t seem to have real unlockables. Other than a “classic” mode (which doesn’t do anything except make your jump harder to control and your flame whip more temporary) that you unlock after playing the game and restarting once, there’s nothing in terms of bonuses. No extra characters, no secret boss rush mode. Nothing. This is a game that that expects you to play it because you enjoy it, not for Achievements or other faux-collectibles.

When I say this game expects you to enjoy it, I mean it. This game thinks that you want to start playing it again from the first level each time you boot it up. It has no save system. Just like in the original Castlevania, you can continue as much as you want, but if you turn your console off, you’re going to have to start over from scratch next time you play it. For me, that worked fine. Being forced to replay the game led me to more quickly explore levels I’d already seen, to find new paths and expand my overall experience. It also didn’t take very long to play through things the second (and third) time, as once you learn how to take on a given level or last boss, they won’t give you half as much trouble as they did the first five or six times they killed you. Still, I can envision a lot of people being extremely annoyed with the game’s refusal to let you save. Not giving players options is always a bad idea.

That design flaw and the synth-y soundtrack are my only real problems with Castlevania: The Adventure ReBirth. Otherwise, it’s a great game (superb, even) and is sure to satisfy any and all people who like this sort of thing. It also makes for a great $10 jump-off point for people who have never played a Castlevania game before. In just a week, Castlevania: The Adventure ReBirth has become one of my favorite games in the series. Good job, Iga and company. Now if you (or Kojima) could just make a 3D Castlevania game that’s this fun, then I’d really be impressed.

Score: 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)

[UPDATE: Turns out there is a secret stage select trick that effectively lets you restart from any level that you've beaten. This fixes my initial complaint about the game's lack of a save feature, but seeing as this is information that players (like myself) wouldn't necessarily know when first playing through the game, I'm not going to change the game's official score. In my mind, the score has infact changed from an 8.5 to an 8.6985472123, but actually telling you that would be sort of silly.]

(Oops, almost forgot to tell you: the game is also motion control-compatible. It’s redonkulous.)









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Jonathan Holmes is the most lovable Associate Editor on Destructoid. Catch him on videos, original editorials, and on back episodes of the Destructoid Show and MTV's Road Rules. Jonathan is a retro gamer's gamer. Likes Mega Man 2, Resident Evil, Katamari Damacy, Bit.Trip, Metal Slug 3 Meet the rest of the team



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66 comments | showing # 1 to 50
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Roager's Avatar - Comment posted on 01/03/2010 18:25
Roager
I started playing through the PSP Dracula X Chronicles. Pretty fun, but the use of 3d models for everything feels like it changes the experience. This looks like a lot of fun, hopefully I'll enjoy it as much as I did the older games I played.
TheCleaningGuy's Avatar - Comment posted on 01/03/2010 18:26
TheCleaningGuy
Sounds pretty great to me! I'll probably pick it up when I'm not freshly backlogged with Christmas games.
-PL-'s Avatar - Comment posted on 01/03/2010 18:36
-PL-
This is an excellent game, but I can't help but think that it was once meant to be a DS metroidvania. The sprite artwork is pretty high contrast and has thick outlines like the portable Castlevania games (and lots of other DS games) have.

The level design in some sections also seems like it was pulled out of something that was once a metroidvania game. Some of the levels have branching paths that take you through completely different parts of the same level, but this is common in older Castlevania games too. The main thing I noticed with the level design is that there are certain openings that look like you'd be able to pass through leading to another room, but the screen just stops you at the edge. I noticed at least a couple of these, and usually right before bosses. Looks like they may have been save rooms at one point.

I agree with Jon about the music... it's not up to par with the Castlevania series. The first level music sounds like it's ripped directly from Bloodlines with no changes at all. I was rocking out to the the level 2 music, but it still doesn't sound like Castlevania music. Too FM-synthy.

Overall I think it's totally worth the $10, gives me a reason to turn on the Wii again after squeezing the life out of NSMB:Wii. And unlike NSMB, this game actually allows the classic controller, so you're not forced to use something designed for people with hands the size of a six year old.
Jonathan Holmes's Avatar - Comment posted on 01/03/2010 18:57
Jonathan Holmes
@ MkShiranui - Crap. You know, there are more attacks in the game. I've been playing Castlevania games for so long, I forgot to mention them. Ridiculous oversight on my part.

Through out the game, you can grab one of five sub-weapons (time stopping watch, bommerang, throwing knife, throwing axe, and molatave cocktail/holy water) they don't come into play that often, as they have limited ammo (which takes the form of hearts).

The aren't a major part of the gameplay, but they are definitely worth mentioning and I feel like an ass for leaving that out. Sorry!

@ Roager- You can unlock the original Rondo (and special version of Symphony of the Night) by finding some random item in the 3D Rondo.

I really didn't care for the 3D version at all, but having the original Rondo and SotN unlocked made the game totally worth buying.

@ PL- What you're saying makes a lot of sense. If I ever get to talk to Igarashi again, I'm going to ask him if this was originally going to be the DS's Chronicles game. That would make a lot of sense, seeing how different C:TAR is from the other Rebirth games, and how much it's like the other Chronicles titles.
Chibi_Zero's Avatar - Comment posted on 01/03/2010 18:59
Chibi_Zero
I'll have to download this after I recover from the Steam sale.

Roager: You could always unlock the original and play that. It not a perfect port but it's still nice to play.
Dr Light ate your Magicite's Avatar - Comment posted on 01/03/2010 19:19
Dr Light ate your Magicite
Great review. I'll be picking this up as soon as I finish Crystal Bearers. IV was my absolute favorite of the original style, so this is exactly what I'd want from a ReBirth title. And maybe someday we'll get Rondo on the virtual console.
Los255's Avatar - Comment posted on 01/03/2010 19:59
Los255
Sounds excellent. Nice review.
norm9's Avatar - Comment posted on 01/03/2010 20:15
norm9
Ill be buying this. The reason I loved the original Castlevania is because it was the first game I played that successfully combined Gothic horror elements. As a little kid, I didn't know why Dracula, Frankenstein, mummies, and Medusa were doing in the same game, but I knew I liked it and somehow that made sense.
The Silent Protagonist's Avatar - Comment posted on 01/03/2010 20:17
The Silent Protagonist
I could never bring myself to enjoy the older Castlevanias for one specific reason - the Belmont's lack of agility. I remember back when Ninja Gaiden for the NES came out - it pretty much subscribe to the design of Rygar and Castlevanie before it, but it was so much faster and required you to get in the face of your enemies then run away.

When SotN came along, Castlevania finally got the agility of the Metroid games. Alucard wasn't even trying to be another Samus, they assimilated the RPG element from Castlevania II that people liked so much and meshed it with the Metroid-style exploration.

Now, as of Portrait or Ruin and Order of Ecclesia, it seems Castlevania has veered back to the "Stages" element, but has kept the lessons learned from the "Metroidvania" phase of the series. The characters have the agility, bosses are challenging, it has the feel of the older games and you don't need to grind like crazy just to beat a challenging boss.

Of course, just when they get it perfect with Ecclesia they go and try to make another 3D one.
Tubatic's Avatar - Comment posted on 01/03/2010 20:20
Tubatic
What a coincidence: I was just coming over to my desk from the living room to add Wii Points to get this game. Right now!
randombullseye's Avatar - Comment posted on 01/03/2010 20:33
randombullseye
There is one good 3D castlevania. It's on PSP. And its a remake of a PC-Engine game.
lovemana23's Avatar - Comment posted on 01/03/2010 20:54
lovemana23
I`m definitely going to give this a whirl when I, er, get a Wii. Which will be soon, goddamnit!
Jonathan Holmes's Avatar - Comment posted on 01/03/2010 21:08
Jonathan Holmes
@ The Silent Protagonist- I still thought of Portrait of Ruin as a Metroidvania. Order of Ecclasia is on the border, but it still involves a fair amount of backtracking and using new powers to get to new places (especially when looking for stray cats).

But I definitely see what you're saying. And just so you know, this Castlevania has a Belmont who can change the direction mid-jump. He's no Alucard, but he's not half as stiff as Simon.

@ randombullseye- Yeah, and even that wasn't as good as the original. Polygons and Castlevania just don't splice.

@ Tubatic- Definitely let me know what you think of the game after you've played it for a bit. In particular, I want to know what you think of the slime boss who makes a cameo in level one, and a starring appearance in level 2. Given your love of random occurrences in games, I figured you'd get a kick out of that thing.
MrPibb's Avatar - Comment posted on 01/03/2010 22:30
MrPibb
Thanks for turning an already maybe into a must-buy. As for why the series is great, I always enjoyed the setting, which is really my favorite of the one man wrecking crew themed games, especially given the multiple familial generations. Zelda does it, sort of, but these are often real-year defined and I always dug that light but present background story element. I can sense the upcoming enjoyment once this download ends, but I just hope there isn't any kind of "no save option backlash" that might turn people off from these types of games, because its an underdone but effective enjoyable retro theme.
Ball Buster's Avatar - Comment posted on 01/03/2010 22:31
Ball Buster
"If you like games like Super Castlevania IV and Castlevania: Rondo of Blood, you will like Castlevania: The Adventure ReBirth."

Sold. I'm hungry for some more gimp-jumping, medusa-head-busting action after playing through everything in Dracula X Chronicles.

Now here's a question for you all: We know Simon Belmont can't swim, he's too manly to run, and he's not cool with jumping either. Why is he in Konami Track and Field games then?
Artemus's Avatar - Comment posted on 01/03/2010 23:25
Artemus
Swell review, sir!
Just downloaded the game, after what seemed like months of waiting for it's release. I wasn't disappointed, just irritated at the exact same points that pricked you. The synth music was good, just not great. And the lack of a save feature was just plain mean. Other than those minor mishaps the game is, so far, Castlevania.
Still, for ten bucks it was well worth it! Castlevania fans need this installment. Now all I gotta do is put aside five hours, or so, to beat it in one damn sitting. Or, like back in the day, I could just leave my system on until I find the time! Don't think I forgot about you, Rygar! Never.
Drack48's Avatar - Comment posted on 01/03/2010 23:30
Drack48
It's awesome. Plays like the 8bit games but looks 16-32bitish, great combo. It has that super tight control that really sells it I think.
Tubatic's Avatar - Comment posted on 01/03/2010 23:39
Tubatic
To paraphrase a quip from GiantBomb "That's a Castlevania-ass Castlevania game!" I like it. Feels good. But I don't have the fortitude on a Sunday Night to grind in on it real good.

I got about half way through Stage 2, I reckon. Those giant eyeballs brought back alot of memories of how stupid hard the original gameboy version was. If that slime mid boss grows legs later in the level, I'm gonna flip out!
Jack Maverick's Avatar - Comment posted on 01/04/2010 01:22
Jack Maverick
The lack of game completion goodies is a small turn-off, but it still looks like it's worth a go. Good review.
Camiwaits's Avatar - Comment posted on 01/04/2010 02:34
Camiwaits
How come this looks so poor?

I'm playing Castlevania : Dawn of Sorrow (DS) and it looks fantastic. Plus the character has like a million different attacks.
Excel-2011's Avatar - Comment posted on 01/04/2010 03:30
Excel-2011
That introduction was very concise and provided an excellent preview of your review. You should feel proud.
fuze54's Avatar - Comment posted on 01/04/2010 09:29
fuze54
I got the game and it's really fun, but that lack of save is kind of annoying, I don't have time to game as much as I used to be able but can still manage to fit in about an hour or so a day to play something...which means I might never be able to beat Castlevania...well at least until the weekend or something...
Wintersocks's Avatar - Comment posted on 01/04/2010 11:16
Wintersocks
Considering that I am one of those few people who though Sotn was meh, and preferred the classic formula much more, I can safely say hells yeah, and do want.
FistfulOAwesome's Avatar - Comment posted on 01/04/2010 14:33
FistfulOAwesome
This game is totally mostly worth the wait.

Nice analysis on the basic gameplay of Classic Castlevania games. I've always imagined that the only reason there even is a whip (hilariously called Vampire Killer) is because the developers wanted their game to be based around the mid-range combat you (Jonathan Holmes) described and that is the best weapon they could think of to serve to that end (also Indiana Jones is a great movie series).

Speaking of that, playing this game made me come to the conclusion that the series as a whole is simply a playable version of Universal Monster movies and a touch of Ray Harryhausen, with the Belmonts playing the role of Van Helsing. It's the only way to explain the stupidly awesome idea of combining Frankenstein's Monster, The Wolfman, Mermen monsters, Mummies, Animated Skeletons, a demon king version of the Vampire Dracula, and far more into one mythos (also, Monster Squad is awesome). Most of the older mythos-rich games were essentially playable permutations of other medium's stories (Mario = Alice In Wonderland, Zelda = King Arthur/LOTR, Mega Man = Astro Boy) so I'm satisfied to finally have found what Castlevania is standing in for.

While there is little to compliment the game for, by which I mean it's a great Castlevania game so it would receive the same compliments any other great Castlevania game would (blah blah interesting level design blah unique bosses blah blah blah), I do have a few more complaints to add to the list on the off chance that a series developer would even be reading this.

*The first three levels are a bit too similar in look (especially 1 and 3). A little more variety in color scheme (like part of level 2 and all of 4 and 5) would have gone unappreciated (because I wouldn't have noticed it, thus I wouldn't have complained about it)

* As John mentioned, this is not likely a game that will increase the series's fanbase. One of those reasons is because the Castlevania series seems to refuse to make Super Castlevania's changes permanent. I have two brothers who like the Castlevania games, yet have never finished a single game in the series. However, the closest they came was in Super, which they both agree is great. I watched one of them play some Rebirth (quitting partway through level 5) and he spoke two things loud: "Damn it! Why is the Subweapon Up+Attack?! I accidently keep using it." and "Screw that bat! If I still had the Super Castlevania whip, I would have hit it!". Those Super changes made a lot of the moments less skilled players would have been annoyed by (The ones they would call bullshit) disappear. Plus, the 8-way whip is awesome.

* Level 5 is insultingly long. Why is that level so long? They could have easily split it in half, made the first half level 5 and made the second half level 6. Instead, you have to struggle through how insultingly long it is. Seriously, you could have taped any of the first 4 levels together (with their secret paths going one after another) and they probably still wouldn't have felt as long as level 5. Holy crap!

Otherwise, this is a great addition to the series, and like Wintersocks I have to cheer on the return of the Classic Castlevania games over those mostly boring skrulls that had taken over the name since 1997. Long live the beefy Conan dudes!
Jonathan Holmes's Avatar - Comment posted on 01/04/2010 21:59
Jonathan Holmes
I love you guys.
FistfulOAwesome's Avatar - Comment posted on 01/05/2010 17:11
FistfulOAwesome
Oh Snap! This guy on on a GameFAQs thread (http://www.gamefaqs.com/boards/genmessage.php?board=973241&topic=52944933) found out that there is a level select in C:TAR. Simply hold right while highlighting Game Start for about 5 seconds and you'll be prompted to save, after which you'll be able to go to any level you've beaten and continue from there. You'll be able to select any level you've beaten on whatever difficulty setting you've chosen (for example, if you've gotten to level 4 on Hard Mode, you'll only be able to choose from levels 1-4). This should eliminate the "no saving" problem.
Jonathan Holmes's Avatar - Comment posted on 01/05/2010 18:42
Jonathan Holmes
just saw that on GoNintendo. Posting (then updating the review) now.

Thanks FistfulOAwesome.
kaocrat's Avatar - Comment posted on 01/09/2010 16:02
kaocrat
I would highly recommend playing this game on Hard mode. The level layout is different, and there are different enemies within the levels as well. The game feels kind of dull and empty on the "Normal" setting.
Retrofraction's Avatar - Comment posted on 01/09/2010 16:52
Retrofraction
yay KONAMI strikes back again!!!
Udir Arashikage's Avatar - Comment posted on 01/19/2010 06:53
Udir Arashikage
Oops, fail.

I'm sold.
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jaysonrexs's Avatar - Comment posted on 06/14/2011 03:41
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