Playtime:
55 minutes
I am not saying the game is bad; I am simply sharing my experience.
First: Technical Issues
My computer is fine—I can run any modern game. However, this game caused my computer to crash repeatedly until I switched to Windowed mode. It was weird. I think the issue might have been my screen resolution (2560x1440).
Second: The Game Experience
The game's design and art are truly impressive, showing clear love and attention to detail. For example, every combo has a beautifully animated sketch-like effect. There’s no real need to put that much effort into something as simple as a game menu, yet there it is.
However, gameplay-wise, it wasn’t for me. Maybe we got off on the wrong foot, and perhaps I’ll give it another try someday, but my first impression was not great, and I didn't feel like continuing.
The tutorial level is a battle against a wolf. The fight itself is well-designed, and if you play on hard mode, it is challenging. However, the controls are not very refined. There’s no lock-on mode, so landing hits on targets—especially in a 3D environment—can be frustrating. Throwing daggers, for instance, is a pain: you either miss half the time, or the game prioritizes faraway targets instead of the enemy you actually need to hit.
Combos can also be overwhelming. Within the first hour of gameplay, you unlock 10+ different combos and button combinations that aren’t exactly intuitive. For example, there’s a crucial move that launches grounded enemies into the air, allowing you to follow up with an aerial combo. But to execute it, you need to press X + A (X + Triangle on PlayStation), which makes my hand feel like this 🫸🫷—not exactly comfortable or intuitive.
Back to the game. After the wolf fight, the next level has you riding a horse. Again, the controls feel awkward. You can lean left or right to avoid damage, but with wolves attacking from both sides, it's unclear how to maneuver effectively. Then comes a quick-time event, followed by more wolves to fight.
In the next level, you arrive at a swamp. First, you learn that you can throw back grenades when they’re launched at you, but the moment is presented in an out-of-place slapstick sequence that completely breaks the serious tone established so far—it felt weird.
Then, you continue into the swamp, and this is where the game lost me. It’s Castlevania, so you expect an exciting adventure—either the freedom to explore the level if you're from the Symphony of the Night era, or a gothic, creepy, action-packed beat ‘em up if you're from the older generations. But you get none of that.
The swamp level is a long series of narrow corridors with no exploration, no enemies, and no camera control. It feels rigid and clunky. You just move forward, submerged waist-deep in swamp water that slows you down and constantly triggers quick-time events. You can't jump or avoid these water sections. Occasionally, you encounter a few goblins, but that’s about it.
At that point, I couldn't keep playing—it just wasn't for me. Who thought this was a good first level for a Castlevania reboot?
Conclusion
If you really, really have nothing else to play and are curious about this game, wait until it goes on sale. Even then, I’d still recommend using that money to support an indie developer instead.
This was just my experience. I’m sure there are people out there who will genuinely enjoy this game, and maybe it gets better after the swamp. But for me, it completely lost my interest, so I decided to move on to something else.
👍 : 8 |
😃 : 0