portrait of ruin is peak cluttervania. having to grind tough enemies for item drops, only to get a fucking rotten durian that takes away your health… UGH i love it
play as fourty million characters after you beat the game, how about a boss rush dungeon? HAVE ALL THE CLUTTER
who dares speak ill of harmony of dissonance on my watch
the portable tier list is like harmony and then everything else distantly below it, aria of sorrow, dawn of sorrow and portrait of ruin and then maybe circle of the moon. i feel like i am forgetting a game and thats how forgettable they were.
portrait is only cool because it approaches an okay maximalism and the central conceit of the plot means it is more diverse than the others besides harmony in terms of level design
castlevania 3 is like the best video game in the classic style, what the fuck
like it’s a video game ass video game but also it is so good like what the fuck. the encounter design is like, total bullshit but also totally not bullshit at all, like what the fuck
i usually play 1 if im gonna play a NES Castlevania but 3 is really cool. looks sick, best soundtrack. love what the character switching does for it. love to play as Sypha and blast everything with magic, or watch Grant trivialize really tough Castlevania platforming, or fuck around in bat form and get knocked into a pit as Alucard idk he’s kind of a chump in this one
controversial?? i like this more than vampire killer (and bloody tears more than both (they’re all great))
i love how everything sort of keys off cv1’s music. the town music in cv2 and that one you posted in cv3 both use that initial (dorian mode, 3 note descent, 1-7-natural6) motif in cv1’s stage 1 and take it in various directions. i never realized that previously, so sick
I love Castlevania 3, but i’ve never beaten it because if I die on the stage with falling blocks, I just cannot bring myself to go through it again. and after that it’s just tough as nails.
I dislike Castlevania III because it seems like a creative retreat after II (also those falling block sections). I’ve always meant to go back and play the Japanese version for better balancing.
II is an exploration of possibilities too see how Castlevania could be expanded. It is large, mysterious, and forbidding. The creative experiment has many flaws but it is seeking something new. With III, the team seems to say, “we don’t know how to make II work. What we did the first time works. We don’t have to move far from that.” So they abandon the villages populated by thieves and gossips. They abandon a continuous world design.
They are right that the first game works. My problem is that if I want to play the first game, I can.