A funny thing happened to the gaming industry along
the way to the planned domination of photo-realistic and HD-powered visuals.
Incredibly, classic 2D gameplay began making a comeback, thanks to a new
generation of online-equipped gaming consoles, lower prices, and generations of
fans having come to respect the pixel as an art form. Few companies have
been able to ride this retro-train with such class as Konami and their unique
‘upgrades’ to their classic line-up with the ReBirth series. Perhaps a
better title would have been Remix, as these odd hybrids of Konami classics feel
more like best-of compilations than actual remakes or completely new chapters.
After successful treatments with Gradius and
Contra, developer M2 aims their
guns at possibly the most anticipated chapter in this surprising phenomenon yet
with Castlevania: The Adventure ReBirth for Nintendo’s WiiWare service.
While Konami is touting this latest ReBirth title as a remake-of-sorts for the two-decade old Gameboy
original, don’t believe a word of it. The original was the portable debut
for the series, and a rather limited one at that, removing much of what had
become trademarks of the most famous pre-Symphony of the Night installments.
While the core gameplay of a Belmont (Christopher) whipping his way across
levels that required stealthy jumping remained intact, gone were the incredulous
and depth-defying staircases, sub-weapons, and of course, color. While
that game saddled players with the slowest member of the Belmont clan and blurry
visuals, this update re-imagines the original through 16-bit goggles for a new
generation of vampire slayers.
ReBirth essentially eschews nearly everything from
the original game, instead finding its inspiration in the totality of a true
‘classic’ Castlevania experience. Gone are the Gameboy’s reliance on
climbing ropes and crushing spikes, replaced with stock staircases, multitudes
of familiar sub-weapons (axe, knife, holy water, boomerang, etc) and plenty of
hearts to collect along the way. Apart from the very unwelcome return of
rolling eyeball baddies (gross) and the ability to upgrade your whip with a
flaming projectile, the game bears almost no resemblance to its namesake
release. The effect is something new that feels classic, yet entirely its
own unique experience.
With six long levels full of undead skeletons,
bats, and the occasional flying Medusa head there’s plenty to slash your way
through. Taking a cue from ‘later’ releases, each level now has a mid-boss
encounter and branching passages, some which lead to treasure while others to
shortcuts to the end. Thankfully, there are mid-level checkpoints to help
keep the frustration level to a minimum, because this is truly a classic
Castlevania experience – and classic means really, really difficult. And
the game rewards your bravery, as playing on high difficulty levels means you'll
be seeing more of what the levels have to offer...if you survive. Having
the option to tailor the experience based on difficulty is always welcome, and
something I wish modern games took advantage of more often.
Completing the game unlocks a special ‘Classic’ mode, which removes the ability
to control your jumping direction mid-air, essentially making an already
difficult game even more difficult. Not that I have a problem with that,
mind you. I like ‘em tough.
Much like previous ReBirth games, Castlevania’s
graphic styling is pure manna from 16-bit heaven, with an extra helping of
brightly colored sprites filling practically every last inch of the screen.
I was actually really impressed with most of the game’s new look, particularly
with how many newly drawn monsters and backgrounds that simply EXPLODE with
vivid color. While some may decry the lack of gothic-laced dreariness and
shadowy-style the series has often flirted with, I love seeing chunky sprites
animating in my platform games, making the game seem like a Gameboy Advance or
latter-day DS title expanded to fit larger displays.
Few game franchises have been so intrinsically
linked to their soundtracks as have Castlevania , and this is where things get
really interesting. Instead of strictly upgrading the original Gameboy’s
(excellent) soundtrack for this edition of ReBirth, developer M2 and composer
Manabu Namiki have dug deep into the series’ history and re-appropriated a
healthy mix of familiar and obscure tunes that help keep the blood flowing.
Tracks like ‘Reincarnated Souls’ (Bloodlines, Sega Genesis) and ‘Aquarius’ (Castlevania
III, NES) may be more familiar than the relatively obscure ‘New Messiah’ (Castlevania
II: Belmont’s Revenge, Gameboy) or the strange ‘File Load BGM’ (Akumajo Dracula,
X68000) but they do sound great when you’re busy whipping a few undead back
where they came from. Of course, the classic ‘Vampire Killer’ is back in
full force, introducing each level to great effect before blooming full towards
the game’s finale.
While the versions of the songs here certainly
aren’t the best we’ve ever heard (perhaps itself a nod to the series FM synth
roots?) they get the job done. It’s a shame the game didn’t include more
of the Gameboy’s excellent soundtrack for its own, and what’s up with the
Saturday Morning Cartoon-quality sound effects in places? Did those
monsters really just go ‘GOOSH!’ and ‘SPLAT!’ when they died?
Apart from a snazzy visual upgrade and being a
download-only title for the console’s WiiWare service, this new Castlevania
doesn’t gain much from being transported onto the Wii console. There are
plenty of options when it comes to control, including standard Wii Remote,
Classic Controller, Nunchuk, and even GameCube pads if that’s your thing.
Thank goodness the Nunchuk option is just that, with a little swing of the Wii
remote substituting for Belmont’s whip…sounds nice in execution, but if there
was ever a game that required pinpoint accuracy, it’s Castlevania. My
personal preference was the Wii remote on the side, which helped reinforce the
whole 8-bittiness of the actual gameplay.
Konami continues their successful string of
new-classics with the spectacular re-imagining of the Gameboy original with
Castlevania: The Adventure ReBirth. For a virtual pittance you get a
classic-playing Castlevania that looks 16-bit, plays 8-bit, and contains more
than enough nostalgic cues to please even the most hardened fan of the series.
Punishing difficulty and linear level-design both make triumphant returns here,
with exquisite jumping and timed whips awaiting those who dare take such a
challenge. And the soundtrack is a great trip down memory lane, even in
its strange FM synth mode. Let's hope Konami keeps the ReBirth series
coming, because its high time for more Rush 'n Attack and top-down Metal Gear.
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