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Home » Video Game Review Rewind: Castlevania II: Simon’s Quest
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Video Game Review Rewind: Castlevania II: Simon’s Quest

FM ContributorBy FM ContributorSeptember 12, 2015No Comments5 Mins Read
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If there’s one thing CASTLEVANIA has in common with SUPER MARIO BROS., THE LEGEND OF ZELDA, and other classic NES series, it’s that the sequel was a major departure from the original game.

While CASTLEVANIA II: SIMON’S QUEST contains the whip, monsters, and vampire hunting of its predecessor, the similarities end there. Gone are the linear gameplay, famous monster bosses, and straight action/adventure formula of the first game. CASTLEVANIA II goes a completely different route with non-linear RPG/action gameplay.

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Is it good? Yes. Is it bad? Yes. Truth be told, it’s a mixed bag, like many other NES sequels that took a radical turn.

Like I’ve said, while this retains similar action, it adds some RPG elements—most notably the ability to buy important items/upgrades, occasionally level up (health), and explore small towns. It’s nice to finally be able to retain items throughout the game rather than constantly swap them or lose them when you die, though you do lose all of your currency (hearts) when you die, turning what could be a fun shopping element into a dull grind as you farm for hearts early on in the game to get your necessities.

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CASTLEVANIA II would be the first game in the series to not have linear style gameplay. No going straight from point A to point B. Rather, it’s a journey back and forth between towns, forests, and manors. It makes for an interesting new approach, although the problem is that many of the empty areas, traps, and false floors turn into painful trial and error rather than giving clues of where not to go—or at least reward players for exploration.

The art direction is a mixed bag. On one hand, it feels like much of what made CASTLEVANIA unique is sadly missing. Most of the enemies now are cut-and-paste cliche monsters, and the only three bosses are not only extremely dull fights, but lack any of the movie tributes the first game had. On the other hand, the color scheme gets it completely right, and the new manors and towns make you feel like you’re stepping into the world of DRACULA (both the 1931 and 1958 versions).

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Speaking of mixed bags, the music also has its pros and cons. There are some catchy tunes, most notably “Bloody Tears”, but Kenichi Matsubara‘s compositions feel a far cry from the brilliance of Yamashita‘s score. With a preference for quick, catchy riffs over CASTLEVANIA‘s complex melodies, CASTLEVANIA II‘s soundtrack is a far cry from the first one.

Perhaps the most polarizing aspect is the day and night sequence. Call me crazy, but part of me likes it. It’s true that the long text and transition is annoying, and the fact that you can’t go into stores impedes your hopes of doing a speed run. Yet the fact that the night makes enemies more difficult gives the game an unpredictable challenge to it.

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However, CASTLEVANIA II does have some improvements. It’s true that the mechanics can be a major pain, notably that you have to be on the edge of a block in order to successfully make it across a gap (and trust me, there are many blocks and gaps that will kill you throughout this game). But at least the combat mechanics feel more fine tuned. It’s much easier to line up your whip for a hit (even if there is an annoying delay between pressing the button and getting your whip to strike), and while some situations get hairy, it rarely feels like it’s impossible to avoid a hit, unlike in the first CASTLEVANIA.

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CASTLEVANIA II might have been a great game, but if there’s one thing that keeps it from being a classic, it’s the fact that you absolutely need a strategy guide in order to beat the game. Not because its enemies are difficult, but rather because there is no possible way that you could ever figure out what to do next, whether it’s using holy water to break bricks or selecting a red crystal, kneeling down in front of a cliff for five seconds, and letting a tornado whisk you away to a new manor. The few pieces of advice throughout the game, such as “hit Deborah Cliff with your head to make a hole,” won’t help you one bit. Even if the clues made sense and you could complete the game by yourself, let’s be honest: if I want a game that challenges me to stop and think, I’ll play MYST. If I want a game with plenty of monster madness action, then I’ll stick to CASTLEVANIA.

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The fact that CASTLEVANIA II was released less than a year after CASTLEVANIA might explain things. Perhaps hot off the success of CASTLEVANIA, Konami rushed production with its sequel, rather than take the time to thoroughly execute new innovations and gameplay. And that’s exactly what CASTLEVANIA II: SIMON’S QUEST feels like. A half-baked classic. Entertaining, but falls short from being great.

RELEASE DATE: December 1st, 1988 (North America)
PUBLISHER:  Konami
DEVELOPER: Konami
ESRB: N/A

February 11, 2015 By Andrew Hudson

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