Finished the game some days ago, so I figured I'd stop being lazy and throw in a short personal review (it's mostly ranting, sorry). There are some spoilers in there so I'm hiding it.
[hide]This game has a lot of good but also some bad to me. To come back on what NTSC-J said earlier I wouldn't say it crushes Dawn of Sorrow, but at the same time I can't really say DoS crushes it either. I love the dual character system in this game, and I hope it sticks around for good in the future. I also love the "double item crash" where both characters combine their power, item crashes have always been awesome. Another IMO fantastic addition are the quests. They're a bit underdeveloped but I feel this should become a permanent feature of the series. The secondary items (for Jonathan) are great as well, and the way in which they're used is very interesting. It's not as diverse as the soul system from DoS but it doesn't pale in comparison. The spellcasting system for Charlotte is well done as well, the timer is neat and the spells are cool. Toad Morph fucking stole my heart, I have no idea why. It may be the French in me, but I find it super fun. I also love the attention to details in small things. There are too many to list, but what I find fantastic is that when burning a Zombie (or Ghoul) with Holy Water, if the hit isn't enough to kill him, he'll melt into a Skeleton and attack you as such. The more of these in a game, the more glee from players.
Now there are also some things I feel like complaining about. First off it's clear the short game development time took a toll. Misspellings and bugs are present (like if the second player falls down a pit when you're entering a boss room, the dialog will be stuck and you'll have to press start to skip it or to reboot the console). I mean who's CHAROTTE? And RICHITER? And there are more. Second, the game feels too short to me. Shorter than DoS, which I don't really appreciate. The game was integrally done in a year so I guess I should give them a break, but I'd have preferred an experience lasting 20 hours before seeing the last boss. Making it over 30 hours to get 100% (or close) of the game. Another complaint is the reuse of old sprites. It's really getting old and it's not cute or funny anymore. I don't want to see spearmen that have been there for 10 years. Nor "Lesser Demons" straight from the PS1. It's all the more annoying when you see some of the great new enemies they're creating, some of them being nothing short of fantastic. And they're not reusing enough cool sprites and enemies from DoS for example, while they could and honestly should. I also found the game to be lacking bosses. While they're all pretty cool (and original) I think there aren't enough of them.
This comes back to the game not being long and big enough. To be honest I think the castle itself should have been at least twice bigger, and that each individual painting could have been bigger as well. Twice bigger too? Why not, seriously. And the fact the four last "zones" were new versions of the four first ones doesn't really cut it for me. Enough with the "inverted castle" syndrome already. I'm all for variations on the same themes, but that should all be within the same level. And that brings me to the level design. Walter touched it in the DoS thread, but I feel that it's becoming worse with time. The level design isn't very clever or exceptional in this game. It's not researched, or at least not as much as in the good old Castlevania games. That's really detrimental to the experience to me. Same thing goes for the story. They really need to hire someone to take care of the story and dialog full time instead of 3 guys with other jobs doing it at lunch. It shows. Enough with the good guy controlled by evil storyline, meeting with some unknown guy that ends up being important, etc. Not to mention Jonathan and Charlotte's personalities, the way they're depicted sucks. Now, I know Castlevania games aren't about their story, but that doesn't mean it's unimportant. A game is a whole and since they're making a story, however trivial it may be, they might as well make it coherent and interesting.
That's not to say Brauner wasn't a good idea for example, he was and I really enjoyed his character. But it felt like he wasn't used to his full potential. I guess that's my main grief actually, this game has a lot of potential, but it doesn't reach it and doesn't come even close to it. And this is in my opinion mainly because of production value. Konami is too busy spending millions on the 3D episodes to bother investing enough time and money to make these "mere" handheld games into real jewels. I just hope they realize their error when looking at which game brings more money home. That reminds me of the items and equipment in general. It's great that they're allowing for more equipment slots than before, but there's a cruel lack of diversity, especially in the weapons (and not enough of them anyway). They need to be more unique instead of half of them being practically useless. That goes for pieces of defensive equipment too, albeit on a lesser level. And I think it's about time armors and such start changing the appearance of the characters. That's more sprite work for them, but technically it's possible and I can't see any good reason for them not to do it. There's also the shop's utility that I'm questioning. It's not useful enough, and I think the system needs to be changed or deepened one way or another. The soul/weapon fusion thing was a good idea in DoS, they need to think of a way to expand that kind of stuff to future games. The way they blocked the Vampire Killer's power at first only to have you unlock it in the end was a nice trick. I'm not sure it was all that useful or necessary if not for the storyline constraints they've imposed themselves, but it worked pretty well. Another question that just popped up: what happened to the familiars introduced in SotN? It was a really good idea, so why don't we have 20 familiars to choose from in recent games?
Concerning the post-ending bonuses, I feel they could also do better. Alright, so you can play the game with Richter and Maria, both being overpowered. Cool, but that's really just fan service, and it doesn't add all that much to the game. You're just Richter. The one with Stella and Loretta is perplexing, I haven't gone far with it, but it's kinda gimmicky to me. These "alternate playthrough" need more depth, or they need to concentrate themselves on other things. Because the more they do them, the less they'll interest people. The Sound Mode is there as always, and I can't help but being pissed off at the lack of thought that goes into it. I mean after all those years, they can't improve it, create categories you can more easily access, give names to tracks, etc? The 000 to 200+ list thing is of another age. The Boss Rush is cool but unremarkable, it should be developed more. Unlocking items to use in-game is a good thing, but it needs to be coordinated better with the rest. I haven't tried the Wi-Fi stuff yet. The shop thing seems useless right now, the battle co-op part is
probably very nice. I wish they'd develop a VS system like in DoS but a lot deeper. Something like "create your own section of the castle and have you friends play through it." The kind of stuff you could broadcast online and have people try. Not just a succession of boring rooms either, stuff you'd be able to customize. Speaking of successions of boring rooms, I liked the Nest Of Evil a lot. It feels like a "Boss Rush" mode so it's not all that original, but I like the idea of going through difficult (and unique) enemies in a row, going down the ladder with harder stuff each time. It's not unlike the Arena in Circle of the Moon. Having a reward is of course a great way to incite people to take on the challenge. Once again though I feel that it should have been bigger and longer, maybe more mysterious too. And I can't say I appreciate some enemies being there only once, getting their items is a pain.
Oh yeah, and lastly, the generic "anime" art style sucks. It's lame. Please bring back Ayami Kojima, it's not like she doesn't have the time to draw 10 characters and 2 or 3 covers every 2 years. And if they don't want to ask her for some reason, at least they could hire a real, serious artist to replace her.
All in all it's a great game and I enjoyed it a lot (and still am), but I really wish Konami would move to the next level. They need to give themselves the means of making rich and polished games that will give the series a new start. Right now they're just making good games because they don't want to bother making excellent ones.[/hide]
Well, wasn't that long and messy.
EDIT: A very nice thing in that game that was previously mentioned is the possibility to have Japanese SFX in-game instead of US ones. To do that you need to hold L while pressing A when choosing the game mode in the selection screen. Jonathan will say "showtime" if it has worked.