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Unlike a certain princess-saving plumber, you can always count on
a new Castlevania game to hit Nintendo handhelds about once every
year to eighteen months, bringing with it classic non-linear, 2D
gameplay sprinkled with just the right amount of RPG elements. 2005
saw the series making its first appearance on the DS with Dawn
of Sorrow, an excellent game that, for better or for worse,
brought a large spotlight of accessibility with it, in the form
of lenient difficulty and less foreboding level and character designs,
all to attract a younger audience.
This
year's entry, Portrait of Ruin, stays the course laid out by Dawn
of Sorrow but adds the ability to change between two characters,
which has led to the series' first two player co-op levels. Other
than that, the majority of change between the two is arbitrary at
best as Portrait of Ruin proves unable to separate itself from Dawn
of Sorrow. For a series of a lesser caliber that could have spelled
disaster, but the tried-and-true Castlevania formula still provides
hours of enjoyment and is well worth the price of admission - just
be prepared to feel the hefty touch of retread and the feathery
touch of the aesthetics.
Picking
up where the Sega Genesis/Mega Drive classic Castlevania: Bloodlines
left off, Portrait of Ruin puts you in the shoes of the teenage
son of Bloodlines' protagonist, Jonathan Morris, as well as his
childhood friend, Charlotte Aulin. As descendents of the Morris
and Belnades/Fernandez families respectively, they have accepted
their roles as protectors of humanity from the demonic forces. Set
in Europe in the middle of World War II, the game begins with Jonathan
and Charlotte attempting to discover why Dracula's mythical castle
has reappeared. Portrait of Ruin tells a decent tale that gets lost
under a boring script and cookie-cutter characters - not that any
Castlevania game has really pushed the limits of storytelling, but
the simplistic, afternoon-anime-show-for-kids style script and unimposing
characters fail to delight, scare or invoke any truly positive emotions.
Everything is just so bright and silly that it's hard to take any
of it seriously. When Death loses his badass status and is changed
into a laughable stand-in for Skeletor, things are very, very
wrong. Please, drop the accessibility act and bring back the stellar
Gothic-style artwork of the previous games.
Other
than the all-too-wholesome art design, the rest of the graphics
and overall presentation throughout the game are wonderful, as Konami
continue to prove their DS prowess. Pushing the combination of 2D
sprites and 3D effects further, such as the wings of certain enemies,
giant polygon objects overlooking your actions from the background
and many of the special attacks, there are a few awe-inspiring moments.
Giant boss creatures that span multiple screens make a return, bringing
with them plenty of spectacular graphical effects, including Brauner's
blood painting, Aguni's massive fire fits and the ultimate tag-team
final boss (wait till you see it) - all of which amazingly cause
zero slowdown. But then you'll run into more than a fair share of
creatures and bosses making a pixel-perfect transfer from Dawn of
Sorrow, as well as some unintelligible 3D backgrounds that will
cool the burn of admiration. I have to wonder if time restraints
led to these more lackluster graphical moments.
At
times it may be overshadowed by other elements of the series, but
there is no denying the power of a Castlevania soundtrack, and Portrait
of Ruin brings its A-game. Consisting of individual tunes for every
section of the map, each complex piece is layered in a way that
only a set of headphones can truly do justice. Sound effects are
plentiful and varied, with most weapons having their own specific
noise (I love the horse noises that come from Charlotte's Don Quixote
weapon!) There is a small amount of voice acting and anime-style
video clips that continue to tease players with the possibility
of a completely voiced story, with multiple video clips sprinkled
throughout.
But
as every fan of the series knows, what really determines a Castlevania
game is the gameplay. Continuing to eat from the "Castleroid/Metrovania"
style of non-linear progress with RPG sprinkles ice cream sundae,
Portrait of Ruin brings back Dracula's castle in a new and less
restrained way. By having the vampire Brauner draw power from his
own paintings, Konami was able to develop levels that take place
far outside what could normally be done strictly inside the castle
walls. Hence we have, among others, desert-themed and carnival-themed
levels that really stand out. Why, then, did Konami drop the ball
towards the end of the game, lazily rehashing the original four
portraits with only slightly different variations? Again, that sinking
feeling that this is the result of time restraint returns, bubbling
with acidy disappointment.
The
dual character system, however, will only bring about joy and smiles.
Instead of creating one powerhouse character who can mix and match
all weapons and magic (ala the hero of the past two Nintendo Castlevanias,
Soma Cruz), Konami broke the melee and magic types into two styles
and developed characters around them. Jonathan Morris has access
to all of the hands-on fighting weapons and spells, while Charlotte
receives all the magic spells and books with weapons bounded within.
Not willing to stop there, you can choose to use one character at
a time, with the other waiting to unleash a quick attack or spell
with the press of the R button, or both at the same time with the
game controlling your partner. If that is still not enough for you,
the pair can team up for screen-filling, battle-turning team attacks.
There are also some dual character puzzles, but they are few and
uninspired, hardly being worth this sentence.
All
and all, Portrait of Ruin plays exactly like Dawn of Sorrow, minus
the gimmicky touch screen puzzles and plus dual characters - which
is not a negative statement in any way. Refined to a point, you
will be hard-pressed to find another set of controls that feel as
fluid, natural and instinctive as what's on offer here. Taking the
replay value to a whole new level, Portrait of Ruin has more than
enough enjoyable hooks to keep players interested way beyond the
ten hours or so needed to finish the game; there are plenty of secret
rooms, items and areas to discover and conquer, not to mention multiple
endings and multiple replay modes (including different sets of controllable
characters). You could easily play through the game three or four
extra times and not see and achieve all it has to offer, making
this one excellent investment of money and time.
Co-op
and Wi-Fi internet play, on the other hand, do little to extend
the lasting appeal, feeling more like last minute gimmicks than
fleshed out ideas. Co-op mode, online or off, does not contain the
obvious feature - being able to play the main game with another
person. It instead is condemned to the Boss Rush mode, where tight
rooms and limited amounts of enemies make your player-controlled
partner only slightly more effective than one under A.I. control.
Shop mode varies only slightly better, as a clunky interface and
the inability to set your own prices sap much of the usability and
fun out of it. Both of these ideas deserve a second look and I can
only hope that next time the development team have enough resources
to make these actual features instead of unrealized gimmicks.
Had
this game followed through with more of its new features other than
with the dual characters, it would have set itself apart from Dawn
of Sorrow. Instead, it simply falls in line behind it as well, letting
many of its individual traits fall short of their full potential.
But a mediocre Castlevania title is still light years above many
companies' greatest efforts, and Castlevania: Portrait of Ruin again
proves that equation. What I am not sure about is how, when the
inevitable sequel to Ruin is announced, another simple variation
on the Dawn of Sorrow style will be met. Portrait of Ruin leaves
plenty of threads of potential to be pulled and tightened, including
the dual character system, co-op and shop modes, but simply seeing
them to their end might not be enough. I can only hope that Konami
takes a careful look at the direction of the next game before committing
to it, as well as providing the development team with what they
need to keep rehashing to a minimum.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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