There has been one game I’ve been playing for the
past three weeks that has held my constant attention. The latest in the Castlevania series for the Nintendo DS,
Castlevania: Portrait of Ruin, has been a very addictive buy for me. It literally was never taken out of my DS for the entire time between purchase and when I beat it today, and with it’s extra modes and challenges awaiting me, it might be some time before it’s dethroned as my favorite time killer after work. Let me explain how the series has been improved upon from it’s last incarnation on the system.
The previous game on the Nintendo DS, Castlevania: Dawn of Sorrow was really good. The only flaw it suffered from was the fact that it came out in a period of time during the Nintendo DS’s lifespan where every feature of the system was still trying to be used as a selling point. This led to the inclusion of the "Seal" system. When you fought powerful boss creatures, you would need to "seal" their evil by drawing arcane symbols taught to you by scrolls in the castle. This was a cool idea, but the problem was that if you failed drawing the scroll exactly like the instructions, you would be thrown back into the boss battle and forced to would the boss over again to get another attempt at drawing the seal. I found the seal system completely unintuitive and would fight bosses ten or more times after repeatedly trying to seal this. This killed any desire to fight boss battles in the game. Nothing is worse than fighting and killing a boss, failing the seal attempt, and then getting slaughtered by the boss as it came back to life.
Other than the seal system, Castlevania: Dawn of Sorrows was a flawless game in the "Progress through the level, pick up new abilities to reach new areas, fight new monsters" style Castlevania series. It was a sequel to Castlevania: Aria of Sorrow. In both Aria of Sorrow and Dawn of Sorrow, you play as Soma Cruz, who has the ability to steal souls of departed enemies. This lead to a cool mechanic where killing enemies was a way of getting new attacks. Running into a new monster meant you could get a new way of killing monsters. There are always hundreds of different monsters in Castlevanai, so this lead to lots of interesting new attacks. This made the game fun, but also somewhat repetitive, as occasionally the only way to progress to a more difficult area was to "farm" a soul, running in and out of a room killing the enemy over and over until getting the soul you needed to drop. While Dawn of Sorrow improved on this system by allowing "upgrades" of souls as you got more of them to drop, but this caused even more of a grind. If a level one soul was good, it was probably worth killing the same monster a few hundred more times to get a level nine soul as well. This made Dawn of Souls a very repetitive game at times. You would wander into a new room, find a new monster and think, "How can I easily kill this thing a few hundred times before I need to move on to the next room?"
Portrait of Ruin as changed the mechanics of Castlevania by creating a dual of adventuring heroes that you control at the same time. One character is a whip wielding brash young man, while his cohort is a book wielding spell caster. Switching between the characters on the fly to maximize their abilities is how best to overcome obstacles. While spells needed to be found or purchased at a shop in the game, they lacked the draw of Dawn of Sorrow. The only way to upgrade them was to kill a certain number of enemies with them. Some items would require you to defeat 100 enemies, some several thousand. I personally only took the time to upgrade three items by grinding two or so hours.
The payoff was hardly worth the effort. I leveled up my ability to throw a cream pie, a paper airplane, and a shuirken respectively. The cream pie was used for one specific boss battle, (No, not a clown), and the shuirken was my main side weapon for the entire game. While I found Dawn of Soul’s combat system to cause boredom due to having to grind enemies for soul drops, the sheer number of enemies I am expected to kill in Portrait of Run to upgrade a single attack means I’ll likely never see most of the upgraded attacks. I’m not going to kill 1500 skeletons to upgrade a whip. Forget about it.
The spells in this game sometimes acted as gateways to getting from place to place in the castles. Certain areas would require you to turn into a frog or owl to gain access. Doing quests for a character in a game also opened up new abilities. While combat in different locations outside of castles was welcome, I think there was a missed opportunity for even better locations. I wish they had explored even more locations with the Castlevania style. Combat spells were either simple attacks, or "Dual Crush" mega attacks that called both characters on the screen to do a combination move. These were supposed to be large "boss killer" style moves with impressive effect and huge consequences.
One of the problems is that there were a few Dual Crush skills much better than the others that would be used the entire game. "1000 blades" would call your partner onto the screen for a ground hugging attack. This could be disrupted by taking damage, but usually would kill anything large in a room that came into your line of fire. If you equipt a certain ring in your inventory, you removed your character’s stun reaction to attacks. Since you weren’t interrupted by getting attacked, you could cast "1000 Blades" repeatedly and destroy even the most difficult bosses with ease. While "1000 Blades" was effect for a long time in the game, the final boss battle required the use of another Dual Crush attack.
The only time I used "Meteor" was to defeat the final boss by calling out my partner over and over again. There is supposed to be a delay between casting of large screen killing attacks, but if you use an item that restores magic in the menu screen, you can simply recast your most powerful and deadly attacks right away. Add in the fact that Meteor had a few seconds of invulnerability for your characters when you cast it, and even when getting pounded by a boss you could survive by simply casting it over and over again. While bosses still could be beaten "The old fashioned way" with a whip to the head, some of the attacks in the last battle were instant death moves. Without a big cache of items in your stockpile to keep your magic firing and your health up, you could die quick.
What really sets Portrait of Ruin high on the replay scale is the extra modes gained after beating the main quest. I’ve unlocked two of the three modes so far, and they play differently than the main quest. One mode is Richter mode, the other is Sister mode. These radically change the game elements and are cause for joy, as you can work your way through the game another time and enjoy your new challenges.
In Richter mode you take on the castle again as Richter, the protagonist of some of the classic Castlevania games. You start out with all mobility and skills that you will have in the game, and even have a magic wielding partner. There are different difficulties, including level caps that prevent you from gaining more hit points and magic. You level and play the game, but don’t have access to different items or main weapons. The classic subweapons, like holy water, crosses, and the boomerang are all you have to work with to smite evil. The challenge in this mode seems to stem from the fact that you can’t use healing items to defeat enemies and must depend on save zones to heal your character as you move around the castle. Right now, I’m still stuck on one of the easier bosses of the game. Seems I lack technique and got through the battle the first time relying on healing too much.
The Sister’s mode is completely different. In this, you play as two magical sisters that use ice attacks. The game changes from button focused old school adventure game into something more like a side scrolling shooter game. The girls are moved by the directional pad and can float freely around the castle using magic. You use the touch screen to draw where you want your attacks to go. You can either shoot deadly beams of ice or swipe with an ice sword. It’s a huge departure from everything else in the game. The sisters use their magic rapidly and can recharge by landing on the ground. Their is management between both the types of attacks needed to beat certain foes, and how to keep the magic meter full.
I haven’t even unlocked one of the modes of the game yet, and I have to do some serious grinding if I want to do so. I’ll probably be playing the other two modes and try to beat them as well. While I liked Richter mode that was also featured in Dawn of Souls (with other characters making an appearance), the variety of Portrait of Ruin really keeps me interested in the title and looks like it will extend its shelf life much longer. My wife noticed that I still haven’t put the game down despite playing it every day, and she commented that she thought I had picked a very good game for my Christmas present. I tend to get restless when playing games and move from title to title, but Portrait of Ruin held my attention to the end.
Any fan of Castlevania owes it to themselves to pick up this game. I mean, you can level up a cream pie attack. Isn’t that worth the price of admission alone?