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Konami and Mercury Steam Redefine Castlevania's Traditional Formula

Enric Alvarez and David Cox sit down with a group of unruly game journalists to discuss the upcoming 3DS Castlevania, Mirror of Fate, at E3.

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We were lucky enough to sit down with Konami's David Cox and Mercury Steam's Enric Alvarez at E3 to discuss their upcoming 3DS sequel to Castlevania: Lords of Shadow, but not before we got some hands-on time with the game first. After tackling the demo, we were left with many questions regarding the game's direction, and they were more than happy to set us straight.

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Obviously you guys are trying to incorporate the old style of Castlevania gameplay with a little bit of your own flavor. Apart from making a side-scrolling game, what other things are you incorporating to bring the classic elements back to Castlevania?

David Cox: What we're trying to do, with the success of the first game, we have people we need to satisfy who have really enjoyed what we've done, so we're developing that and making that more interesting. In terms of combat, for example, we're making that more interesting, but a lot of the audience said they want more in terms of exploration, so that's something that's going to be in the game, that we're trying to improve. Lords of Shadow Mirror of Fate and Lords of Shadow 2 will be much more focused on exploration. Having been vindicated with the most successful Castlevania ever released, we feel that were going in the right direction, and a lot of fans have asked for this, so we're trying to meet fans halfway, but we're not trying to make a Metroidvania. We're trying to take Castlevania forward. Both titles are very much set within the Lords of Shadow universe in the sense of the gameplay, but I guess you will see more kind of Castlevania-y elements coming into the mix. Certainly with Mirror of Fate, with the maps, people might be fooled into thinking we're making a Metroidvania. We're not looking to make a Metroidvania, but we are taking some influences from those styles of games. I guess for us, it's something more similar to Castlevania III: Dracula's Curse, where we want branching paths and multiple characters. That's kind of where we're coming from with Mirror of Fate.

How exactly are you moving the series forward? I know you are still doing a classic kind of Castlevania, but what mechanics, what little bits are you adding that will take it to the next level?

DC: Well combat, for example. They are much more combat-focused games in the Lords of Shadow universe, so we're very much focused on the combat-specific games that can be played, giving the player the weapons and the tools they need to take out enemies. Giving them points, so when they defeat enemies, they get experience that they can spend on more combos and more abilities. We'll have a very similar structure to Castlevania: Lords of Shadow, where you have a travel book, you're going to buy new things and new abilities, but also with the exploration aspect of the game you can find new weapons, new secondary weapons, restock your items, and all of that, and it gives you a reason to explore the castle more. So I guess in some ways it's a meeting of the two worlds, if you like. The other big focus for us is the story, the characterization of the characters. The whole purpose of doing the Lords of Shadow saga was to focus on Dracula as a character. In the old games, he was just at the end of the game. We were like who is this guy, what's this character all about? That's kind of the reason we got into this, you know, Dracula is the center of this universe in our games and the Belmonts kind of circle around him. Lords of Shadow 1 is sort of "Dracula Begins," if you like. Lords of Shadow 2 will be the end of the saga where you play as Dracula and you know there will be a conclusion. Mirror of Fate is more focused on Belmonts and their relationship with Dracula. So in that respect, we are going to try to focus on the emotional element of the characters, which is something perhaps that hasn't been focused on in previous Castlevania games before.

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You're talking about all the stuff you are building up and on, but what are you taking away or leaving behind from the first game that looked great on paper, but fans ended up complaining about?

DC: Well, you say that, but it's the most successful Castlevania ever released, so there are a few people moaning about it, but… [Mercury Steam dev interrupts]

Enric Alvarez: I think that what we're doing is improving on aspects that, for example, exploration, in Castlevania Lords of Shadow, you've got to reload specific levels to reexplore them. Both in Mirror of Fate and Lords of Shadow 2, exploration is going to organically grow from the structure of the game, you know what I mean? So no need to load--just go. I think that more than doing things well that we did bad, I think that what we're doing is more like, OK, here, we think that can be better right now. Of course it's a matter of opinion, but I think that we are building on the base, on the foundations of Castlevania: Lords of Shadow. If you've played the demo downstairs, it feels very much similar, but from a different perspective, and with the great addition of the 3D, it feels like a diorama. The combat feels familiar for people who played and liked Castlevania: Lords of Shadow.

Both in Mirror of Fate and Lords of Shadow 2, exploration is going to organically grow from the structure of the game.
Many longtime fans of the series are going to be attracted to the new perspective, but there were some elements when I was playing the demo that seemed to differentiate from the past games, specifically, if there was a lantern or a candle, you couldn't actually whip that and get a subweapon recovery item, and likewise, when there was a low-level enemy like a skeleton, it took maybe four or five hits to take them down. I'm assuming this has a lot to do with the emphasis on getting new abilities and making it feel rewarding. Are design decisions like this final, or are they still in development?

DC: What we're trying to do is create a unique take on the Castlevania universe. We're not trying to make another Castlevania game that's like all the others; we're trying to do something new and something different here. You do get replenishments for your secondary items from barrels and chests, so you don't whip candles, but you do get your hearts, if you like, from those environmental objects. I think one of the things that we're trying to do is make something that's stand-alone, that has the essence and feeling of Castlevania but is new. That's really important to us. We're not looking to remake, or retry…when I say I'm influenced by Castlevania IV, I'm not saying I'm remaking that game, but there are things from that game that I really like, and I'm incorporating them. What's important to me now is that we address the fans of Lords of Shadow. The fans that bought the first game, you know, what do they want? They want more of the same; they want to know about the Belmonts, they want to know about Dracula, they want more of the cool combat that they've had. I want to give them something that they're going to be attracted to. At the same time, I want to bring over some of the fans that might not have liked it. I want to bring them in too. There's always going to be people, you know, that don't like what we do. You can't please everyone all of the time, and we would be crazy to try and do that, but what we're trying to do is leave our own mark on the series. When people look at Lords of Shadow 1 and 2 and Mirror of Fate, when it's all said and done, I think they'll have a better perspective on what we've tried to do here in terms of the series itself. And after that, we'll pass the torch on to someone else and let them bring their creative vision to it, let them do what they want to do with it. This is going to be something that's kind of unique. Let me say that if you liked Lords of Shadow, you are going to love Mirror of Fate and Lords of Shadow 2.

How closely entwined are the two universes in Lords of Shadow 2 and Mirror of Fate?

DC: Lords of Shadow 1 focused on Dracula as the main character, how he became Dracula. Lords of Shadow 2, you play as Dracula, and it will be the conclusion to the story. Mirror of Fate is more about the Belmonts and their relationship to him. You know, why is it they have to go against him--what is their curse? We're trying to answer that question within that separate universe.

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Why did you feel that needed a separate game, to do the Belmonts. Is it just such a totally different story?

DC: It's integral to the actual plot of the story. We already had the end of the story mapped out. That's why we included the epilogue in the first game. We obviously didn't know if we were going to get to do another one. We put that in there to basically say, look, this is where we would have taken it. Luckily the game did very well, so we get to do two extra games, and we knew the story from the get-go. We knew there would be family history between Dracula, Trevor, and Simon, so we wanted to tell that story. I think it's worth pointing out that each story, although they come within the Lords of Shadow universe, they are sort of self-contained, so there is a story within each one that the player can play if they want to when they pick it up without having played the previous ones. But if you play all three together, you're going to have a much richer understanding of the characters' motivations. I think in Lords of Shadow 2, Dracula will be a character you can sympathize with and understand. You may not agree with what he does or you won't agree with his motivations, but you can understand how he got to that point.

So with Lords of Shadow 2, can we expect the games to follow up on the epilogue in the first game, or are you going to adjust things as you see fit?

DC: I can't say at this point, sorry. It will be a very satisfying conclusion to the saga, that's for sure. We want to go out with a bang. Let's put it that way.

Do you expect some of the same voice actors to come back as well?

DC: Yeah, as well as some new ones.

When you say go out with a bang, you mentioned earlier that you want to hand this off after Lords of Shadow 2 and Mirror of Fate. Is that a strict limit on your involvement with the series?

No Caption Provided DC: Yeah, after that it will be up to someone else to take it. We want to do other things. We know the story we want to tell, and once it's told, that's the end of it.

EA: Imagine as a gamer you are playing the same game over and over again. As developers, we feel the same. As we said, we are trying to tell a story. It's like a book--it has a beginning and an end. We don't want to bore you with more of the same, over and over. Of course, Castlevania doesn't belong to us, so perhaps other people will take the torch and bring it to an even different place. Once this is over, then we can go on to do the other things that Mercury Steam wants to do.

Once you guys close the book on Castlevania, what other worlds do you want to create?

DC: Mercury Steam has a couple of really cool ideas that would be fantastic to work with. It's no secret that I'm a big fan of Contra, and I'd like to do something in that universe, but there are so many exciting possibilities. At the moment, all of our focus is on Lords of Shadow and trying to bring that legacy home. We want to exceed everyone's expectation. That's what we want to leave behind.

EA: If you remember the impression you get from Castlevania: Lords of Shadow, we aim to maintain that freshness for the whole saga. That's our intention.

Are you taking advantage of the 3DS hardware in interesting ways, say, using StreetPassing, or making clever use of 3D during the game?

DC: There will be StreetPassing and other clever uses of the hardware, but at the moment we can't talk about that. In terms of using the 3D, one of the advantages this provides when making a side-scroller is avoiding the flat presentation and giving it a grittier look. One thing we really liked about the 2.5 presentation on a 3D screen is that it's very deep, kind of like a miniature diorama. Some of the boss fights end up giving you a different perspective with the camera. Giving that extra dimension brings something to the game, and that's what attracted us to the 3DS. Not to mention, as a fan of Castlevania, it's exciting to bring it back to a Nintendo platform. We actually built a brand-new game engine just to bring it to the 3DS.

EA: We've adapted the same engine from the first game because it worked so well on the PS3 and Xbox 360, but of course we had to adapt it to the 3DS, which was quite challenging. the internals of the 3DS make it a very special console, very powerful, but having two cameras instead of one changes everything. You have to be very wise when placing cameras, otherwise you'll cause headaches. The strange thing is that a 2.5D game works wonderfully in 3D, but even with the fixed perspective, the layers of effects are very pleasing. Even though many people switch off 3D when playing, we bet with this game, this isn't going to happen. People are going to be willing to play with the 3D because it's going to be a very satisfying experience.

DC: One of the cool features of the touch screen with the travel book is the added option of the huge map where you can leave notes for yourself of areas of interest. For example, if you play through as Simon, there may be a certain area that you can't get to because you need double jump. Trevor has double jump, so playing as him will open up whole new areas of the castle. Because you are playing as different characters in different times, things you did in the past will affect characters in the future when they reach the same point.

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In essence, that sounds a little bit like a Metroidvania, in that you use a character rather than a tool or item to open a different section of the map.

DC: I'm afraid to say that we are borrowing some Metroidvania elements, because people are going to say, "It's a Metroidvania!" But it's not. We've taken on board some of the comments from our fans, and we are trying to mix them into our games and take them seriously.

In the same vein as taking advantage of the 3DS hardware, have you considered taking advantage of the Kinect or Move? I would think that the whip attacks would easily lend themselves to that.

DC: We did actually consider taking advantage of Move for the first game, but it ends up being more of a gimmick. You know, Lords of Shadow is 20 hours; you can imagine waving your arms around for 20 hours getting tiresome. I'm not really into gimmicks, and we didn't think it would work with the gameplay style we designed. It's like multiplayer. A lot of people said they might like that, but it's a character-driven game, and we really want to focus on that and not take the player away from that, so they feel the character's story and not feel taken out of it.

Is Mirror of Fate going to be comparable to Lords of Shadow in terms of length--say, 20 hours?

DC: Yes. We've got a big story to tell, so we want to cram in as much as possible. We want to give fans of the series something they would really enjoy.

Did the 3DS hardware present any limitations for your ideas? Did anything fall by the wayside simply because the system couldn't handle it?

EA: Well, it happens every day. Every day on the design table, you are throwing out ideas, and it's not a problem with the platform. These are the tools you are given. It's like painting and someone complaining about it not being 3D. It's a painting, so express your creativity with that. I think our approach is, OK, this is the platform we can do a lot of things with. Let's do that and solve problems. We are never going to complain that the platform is not powerful enough for our ideas. If it doesn't work, it's not the platform's fault; it's our fault.

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Trenchman

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"Having been vindicated with the most successful Castlevania ever released," I this true? Is it based on sales or what? Also, I find it strange that they seemed so determined to separate it from a "metroidvania" game, as though that's a bad thing. That type of game design is why I love Metroid and the post-SOTN Castlevanias, I still love the pre-SOTN ones as well, they just don't have the same game design.

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bgranli

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@Trenchman According to vgchartz.com, Symphony of the Night sold 1.27 million on Playstation, while Lords of Shadow sold 1.19 million on PS3 and Xbox 360 combined. These numbers do not count digital sales though. But I'm pretty sure SotN outsold LoS if you count XBLA, PSN and Saturn sales as well.

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Mister_Zurkon

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@Trenchman Successful could mean anything, But it's far from the best reviewed CV, and I'm certain SotN sold quite a bit more.

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aragornp

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@Mister_Zurkon SoTn only came out for one console in a time where less people owned a console. Statistically, it probably didn't sell more.

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nate1222

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@Trenchman

Yeah, I'm getting that vibe from Cox too.

I like that Mirror of Fate will do some things differently, and I intend to get a 3DS for games like this. But, I still very much love Portrait of Ruin, Dawn of Sorrow and Aria of Sorrow. This guy is losing massive cool points with me by taking swipes at them.

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Ecco6t9

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Sounds like a bunch of people scrounging on the scraps of past victories.

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accesdenied

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@Psychokillaz i really like the story of los1 I am looking forward to two

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MAILER_DAEMON

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David Cox is now a jerk in my book; he kept talking about how successful LoS was and using that as justification for all that's happening in Castlevania.

I still haven't had any interest in playing anything Lords of Shadow, and I've been one of the series' biggest fans and apologists for years.

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tesseract77

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@MAILER_DAEMON Lords of Shadow was a fantastic game and only the nerdiest and most myopic of Castlevania fans whine about it. I will say though that David Cox sounded like a sniveling child throughout the entire interview. He repeated himself several times, never provided anything of true substance, and was pretty much begging, "Please respect me!"

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Mister_Zurkon

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Oh, They want to work on Contra next?Can't wait for the gritty brown cover-shooter...

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Mister_Zurkon

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Most successful Castlevania ever released?

I'm pretty sure SotN sold a lot more, and probably cost a lot less to make and advertise.

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aragornp

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@Mister_Zurkon Then why don't you go and play your precious SotN and let us who aren't stuck a decade back enjoy a nice piece of storyline.

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elancion

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man, i was hoping for a 2d style castlevania,sad times indeed

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Printul_Noptii

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looks beyond epic :O last game order of ecclessia was also a blast :D

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nate1222

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That's it! I gotta get a freaking 3DS now!

I own, and LOVE, all of the DS and GBA Castlevanias. Now, the 3DS is giving me yet another reason to stick with Nintendo handhelds. Thanks, Konami.

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Psychokillaz

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@nate1222 Vita blows it away but ok it is your money

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coco83

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A good reason to get a 3DS now I think. XD

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ydnarrewop

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Well this could be very interesting :)

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DuskMirage

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It's funny how whenever there's an article about a Castlevania game, there are a ton of comments from people begging for another SotN style game. When I see these I'm just like 'hello?! Did you people not play the half dozen handheld SotN style Castlevanias?! Or the one that was released on XBLA???' Bleh...

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Dark_Metamorphosis

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@DuskMirage I played all of them and with the Exception of Order of Ecclesia (which was crap IMO) I enjoyed all of them quite a bit. But what we've all been saying all along is that (due to handheld limitations or whatever) none of them have quite managed to be what SoTN was. And also, even though I've played all the GBA and DS ones (some of them multiple times), I'm still ready for more. I just love those games that much. And what we're also saying is "imagine, with the power of today's consoles, what an AMAZING 2D Castlevania game they can potentially make. And we want to see that come to life.

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Dark_Metamorphosis

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@DuskMirage Sorry I meant Portrait of Ruin not Mirror of Fate

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Trenchman

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@DuskMirage The handheld games, although good, aren't really what we're looking for. We want a full fledged console Sotn sequel. Some of the handheld games, as much as I enjoy them, feel a little half-assed in some way. I just hope for a Castlevania with the same refinement as Sotn.

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Mister_Zurkon

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Some of us don't like God of War styled combat. Is that so crazy?

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ProjektInsanity

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@Mister_Zurkon Crazy? No. It's fine to have preferences shaped by your own gameplay experiences. What IS crazy is to expect that your preferences will dictate how the market develops products forever. I'm now 30 years old. I doubt I'm the primary consideration for game developers, even though people in my age range still comprise a substantial amount of gamers. Progress marches on. I'm sure some of the people who loved Asteroid freaked out when they saw a game like Star Fox. "Ugh....ah....three dimensional environments...can't dodge asteroids by simply moving side to side....ARRRGH!" Just because the old guard will find things a little bit uncomfortable doesn't mean that they'll stay the same forever. If my grandma had her way, we'd all still wash clothes by hand and microwaves would be outlawed.

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nate1222

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@DuskMirage

Agreed. The SotN gameplay style is exactly why I love the GBA and DS Castlevanias. Hell, the Mega Man Zero series kept me loving the GBA (and DS Lite) for a damn good stretch too.

I love the mix of platforming, RPG and exploration.

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FireWolfRage

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I'll settle for 2-D side scrolling action once again. The best Castlevania games in my opinion were side scrollers. The best one was Symphony Of The Night. A sequel to that would be epic. I know it will never happen, but for now I will drag out my Genesis and throw in Bloodlines.

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BFBeast666

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I may be one of the three people who didn't enjoy Lords Of Shadows. The combat was rather meh, the platforming suffered from both bad design and horrible camera angles and don't get me started on Claudia's incessant telepathic screaming. Even Patrick Steward grated on my nerves when he repeated for the umpteenth time what a haunted dude oh poor Gabriel was. So I'm looking forward with trepidation and keep my fingers crossed that someone else besides Konami will realize that HD resolution + 2D art would be so damn awesome.

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Snaptrap

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I loved Castlevania until it went all anime. I like realism, not dorkism.

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nate1222

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@Snaptrap

I think I'm gonna like this new Castlevania as well.

But, to their credit, I love Portrait of Ruin and Dawn of Sorrow -anime artstyle and all. Should EVERY Castlevania use anime artstyle? Hell no. But the ones that did are still exceptionally memorable.

Order of Ecclesia (DS) didn't use an anime artstyle, and it rocked. The boss battles were grueling. But it rocked.

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Scorch_22

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@Snaptrap I'm so very glad that Konami realized what a terrible idea the anime style was, and now they have gone back to the classic art style and no longer selling out.

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Mister_Zurkon

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@Scorch_22 Are you kidding? MoF Trevor is the most bishi Belmont yet, He looks like a Girl Cosplaying as a Final Fantasy adaptation of Vampire Hunter D.

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Snaptrap

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@Scorch_22 Thank goodness for that! I owned the original game for the NES and the cover art is fantastic. That's how it should've stayed. If I was going to fight a vampire and it's legions, I wouldn't be dressing up as a princess. My only gripe is that they made it too graphic. I wanted to introduce the series to my younger relatives so they can play on the console rather than the portable.

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decoy1978

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Fuah, not an appealing game at all to me. Side-scrolling Castlevanias are also about exploration as well. I'm glad they are trying to branch out to a new direction, but does anyone remember Castlevania 64!? You would think, that with multi-million dollar production values, they would at least come up with an UPDATED Castlevania SotN.

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shantd

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I hate to be 'that' guy, but for chrissakes don't say "were" when you mean "we're". It makes me feel like I'm grading a 13 year-old's term paper. Editor must've called in sick or I don't know how this gets past his desk.

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howie1926

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I am buying a 3DS just for this game. That is how much I loved Lord of Shadows

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iKirja

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@howie1926 Oh really? Then I guess u should have write the name of it RIGHT!! LordS of ShadoW, not "LorD of ShadowS"...

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Delston

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@iKirja ...

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Dark_Metamorphosis

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I would probably be willing to pay several hundred dollars for a new SOTN-style CV game for PS3/360...

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TerraMantis

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@Dark_Metamorphosis I think they made one of those, it's call Dark Souls though.

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Dark_Metamorphosis

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@TerraMantis And yes, I did observe that Dark Souls may indeed fill the void, but it's not a Castlevania game and it's probably harder than any Castlevania game will ever be. You're not wrong, but I'm not sure it would be what I'm after...

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Psychokillaz

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@bigbeebis lol have you ever played demons or dark souls

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bigbeebis

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@Dark_Metamorphosis @TerraMantis I doubt any of its elements stand even close to the difficulty the first Castlevania has to offer.

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Dark_Metamorphosis

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@TerraMantis I meant with 2D game play/level design, obviously

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Rovelius

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I want more metroidvanias, there's not enough of them :(

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Gantrathor

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Lords of Shadow is the game that got me into Castlevania. I didn't really care about the series at first, but then I tried Lords of Shadow and my opinion changed. Now I like them all (except that awful Wii fighter.)

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bigbeebis

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In my eyes the most succesful title in this franchise is Aria of Sorrow not Lords of Shadow. I'm getting impression that even the Konami representative is having a bad time reluming himself that Lords of Shadow is a better title as he is constantly repeating it throughout the interview.

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Oloryn

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I've enjoyed the Castlevania series since popping in the first one many years *cough* decades *cough* ago, and I've always been a fan. I really appreciate that they are trying to give it a fresh spin, as with what they'd done with Lords of Shadow. While of course I enjoyed the Metroidvania feel of the classics like Symphony of the Night, the universe has so much more to offer, and I'm glad to see them acknowledging that. I really enjoyed Lords of Shadow and am definitely excited to see how they can take that story and integrate into their retelling of the classic Belmont and Alucard saga, AND that they are willing to boldly put an end to that same story. It takes guts nowadays to bookend a promising IP for the sake of story and integrity, and I applaud them for that.

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bluesteelMeGaSE

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The editing in this article is atrocious. The Horror!

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pinicolaroxa

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Redefine the formula all you want but keep it 2d for the handhelds please

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MegamanX2011

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Bring me Alucard with that RPG style from SOTN back and take my money already!!

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Fernin-Ker

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About time. The old Castlevania formula, while good has gotten pretty tired and played out. The recent console game was a good change of pace but it's going to be interesting to see what they do for the mobile games, which has pretty much become the traditional home of the series.

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foxfacer2d2

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yeSSS!!! alucard wohoooo!!!! and I got the 3ds already yahh can't wait the reviews lol

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