I have memories. Horrible, horrible traumatic memories. They date from a
time in the late 80s, when a friend who shall remain nameless dragged
out his NES, fired up the original Castlevania, and handed me the
controller.
As those who have played it will know, the original
Castlevania is a hardcore game. It is not for those faint of heart, or
slow of wit, or really for anyone who doesn't have thumbs of Mercurian
speed and a nearly bottomless tolerance for frustration. In the course
of my time with that game, I honed my pre-existing loathing for
platformers to a new and nigh-on superhuman level. Oh, how I hated that
game.
So you can understand that I was a little skeptical when I
started hearing talk that these "new-wave" Castlevania games of the last
half-decade or so were really quite good, actually.
Our story
jumps to about three months ago, when I was cruising the bargain bin at
the local Games Wizards and happened to come across a little
late-release GBA title called the Castlevania Double Pack. This modestly priced package promised to deliver not only Castlevania: Harmony of Dissonance, which by all accounts was rather good, but also its purportedly superior follow-up, Castlevania: Aria of Sorrows. The
prospect of two complete games in a single game-pak, priced to please
and portable to boot was too much. I decided to give Castlevania another
chance.
And I'm glad I did. Harmony of Dissonance is
definitely one of the better games in my non-small collection of GBA
titles. Gone is the punishing difficulty of its ancestor. Instead, Harmony of Dissonance offers free-roaming exploration of not one but two giant castles, with gameplay more than a little reminiscent of the 2D Metroid titles.
You wander around, finding keys to doors, increasing your abilities to
be able to jump higher and slide through tight gaps (and so forth), and
then exploring the new areas that these discoveries unlock. The hero
this time around is Juste Belmont (descendant of the original game's
Simon Belmont) and he's supposedly on a quest to save the beautiful
Lydie. (Actually he seems a lot more emotionally preoccupied with his
buddy and rival Maxim than with anyone in particular of the female
gender, but whatever.)
If anything, Harmony of Dissonance is too easy.
You acquire several sets of magical power as you progress through the
game, which combine with the game's "subweapons" (of which there are
six, although you can only carry one at a time) to produce powerful
magical attacks. Some of these attacks are so powerful that they will
connect with a nearby enemy five or six times a second for significant
damage, and continue doing so for some five or six seconds (after which
you can immediately recast the spell). This turns the majority of bosses
into less of an exercise in skill, and more of an application of brute
force. In the unlikely event that something goes wrong, you are able to
carry around a disproportionately large stock of healing potions which
can be consumed at the drop of a hat to set you back on your feet.
Still, the fun in Harmony of Dissonance
comes less from the combat and more from the exploration, and the game
definitely shines here. It's always clear whether you can or cannot
reach a new area with the skills you possess. Your travels are marked
out on a set of very clear maps of the castle,which make it easy to see
where you haven't been to yet, and there's very rarely a point where you
don't have several new things to try out. The castle itself is quickly
revealed to actually be two castles, one hovering in a somewhat generic
"dimenson of darkness", each castle possessing a parallell layout to the
other. Predictably, solving problems in one castle occasionally yields a
result in the other, and switching between the two castles is often key
to progressing.
One place where the exploration could have been
better crafted becomes more and more apparent as you play through the
game, and that is the matter of backtracking. You are regularly required
to travel from one remote location in the castle to another, often
passing through long stretches of terrain you've already conquered.
Luckily, the design of the game and its lack of difficulty means you're
never faced with having to re-face a frustrating section you didn't
enjoy the first time, but nevertheless this could have been better
crafted. There are a range of teleporter-style rooms to facilitate your
travel, but these are ever so slightly less frequent than would be
ideal, and there are a particular couple of locations that always take
several minutes of travel to return to whenever you want to try
something new.
Graphically, the game is well suited to what it
claims to be, but excels neither technically nor artistically. The
castle contains a somewhat predictable array of gothic hallways,
spiralling clocktowers, and skull-lined catacombs, but you never really
need to take a moment to admire how good it looks. Interestingly, it was
clearly decided at a late point in the game that certain of the game
sprites (including the protagonist, Juste) didn't sufficiently stand out
from the background, and so these characters bear a strange blue
outline to enhance their visibility on screen. I suspect this would have
been more an issue if I were playing it on the original GBA that didn't
feature the backlit screen, as opposed to my significantly more
friendly DS. Still, congratulations to the developers for being willing
to so quickly sacrifice the visual aesthetic to create a more playable
game. It's a shame about the sound, though, which is really quite bland
and forgettable.
The structure of the game is perfectly suited to
a handheld. Rarely does any single task or point of exploration take
more than a couple of minutes (including boss fights), and although
there are discrete save rooms that must be discovered to record your
progress, you are also given the option at any point to save your game
to your last save room, including all achievements since you last
visited it. This allows you to travel to distant locations to check if
you can move past them without worrying about the long trek back if it
turns out you can't.
In addition to the obvious goal of finshing
the game's plot, there are also side goals which include achieving 200%
map exploration (that's 100% in each of the two castles), discovering
each of the game's three alternative endings, discovering and defeating
one of every monster in the game, and (for some reason) collecting a
full set of furniture to decorate an empty room in the basement. Not
all of these tasks give any sort of reward, but they're clearly marked
and still kind of fun to shoot for.
I can thoroughly recommend Harmony of Dissonance
to anyone who hasn't already played it, particularly if you like the
free-roaming exploration-based gameplay made famous by such classics as Metroid and The Legend of Zelda, and although I'm a bit Castlevania-ed out for now, I'll certainly be coming back to play Aria of Sorrows in the near future.
This review has been edited from one previously posted at The Dust Forms Words on 25/06/2006.
Score: 14 out of 20 (A great game, but not exceptional.)
For fans of the Metroidvania genre: 14 out of 20
For fans of the Castlevania franshise: 16 out of 20
Release date: September 2002
Developed by: Konami
Published by: Konami
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