By which I mostly mean
Legacy of Darkness, and all its many successes and failures. Castlevania 64 is, in my opinion, the same but with less...
everything. Less triumphs, less failures, less... game in general.
even a unorthodox game like Legacy of Darkness completely surpasses IGAvanias in lots of revolutionary ways
I've had cause to think about this a lot lately, and this comment just solidified the need to write in-depth about it.
I don't think I'd use the word "
lots", though. That's too generous to what is a definitely and unavoidably a deeply flawed experience. However, credit where credit is due and not enough is doled out: Legacy of Darkness does surpass the Igavanias (
especially the 3D Igavanias) in the ONE way that's actually the most crucial way imaginable: it's basically the only game that successfully delivered the look and feel of a 2D Sidescrolling Classicvania in 3D form to any degree whatsoever.
A poor camera system and several infuriatingly badly executed puzzles aside, no 3D game in the franchise done by Iga or MercurySteam even approached something that nabbed that intangible and poorly-defined but always omnipresent "
Classicvania Feel". Castlevania 64 was too rough around the edges, but got close, and the lessons learned from that made Legacy of Darkness far better equipped to succeed where Castlevania 64 flubbed right before the finish line. There's a perfect intersection of dark gothic horror imagery interspersed with enough Nineties camp to firmly avoid the dreaded "takes itself too seriously" label as Lords of Shadow did. Attacking and movement feels, for better or worse, almost exactly like it did in the NES games, just played out in a 3D environment. There's good and bad with that, of course, but if you're after something like the original Castlevania, just in 3D, there is no other offering in the series that nails that specific mode of gameplay better than Legacy of Darkness, and for that it has my eternal admiration and respect.
Unfortunately, Legacy of Darkness also serves as
EXHIBIT FREAKING A of
why pursuing the Classicvania feel probably shouldn't be sought after in the 3D space. Legacy's gameplay, retro-awesome though it can be, comes across (especially in 2018) as stilted and unfinished, like the developers couldn't figure out how to progress the animations past "workable alpha" phase and threw up their hands in resignation and just slapped their test animations on the final product. Much of this is due to the constraints that came with making a game on the N64 in the 90's -- even games that were considerably more cutting edge in that era have decidedly (and sadly) not aged well. But Legacy of Darkness is also far from cutting edge, even by the standards of its time: in its best technical moments, it settles for "slightly above average". The story falls prey to this as well: Cornell's tale could have been emotionally charged and one of the more gripping tales in the Castlevania overmythos, but likewise falls prey to The Nineties in which it was penned. What could have been a great story examining family bonds and how they influence our behavior, both good and bad, becomes an excuse plot to keep the player moving. Reinhardt's story did not improve much from the anemic showing we got in Castlevania 64. It's passable, if utterly unremarkable fare. Carrie's likewise underwhelmed, but in my opinion is, if read between the lines the game offers, probably the most interesting narrative it presents. Henry Oldrey's entire game mode would be a $2 DLC were it released today: a riff on some existing systems and enough excuse plot to keep you playing for 1-3 hours more. The game was simply made too early to have felt modern, and too early to give it mechanics that would weather the ravages of time and game critic retrospectives. It brings a tear to my eye, but that's just the way these things have landed.
I do think Legacy remains worth playing. I do still consider the game "required reading" for fans of the saga. The Nintendo 64 games include a number of elements that foreshadowed some of the things Iga would devote more time and effort to examining. The villain Actrise, for instance, in many ways feels like a prototype for several of Iga's antagonists. This game was also a relatively early example of including a number of playable characters to increase replay value, something Iga's games frequently dabbled in (though never to the extent that Legacy did). The day and night cycle, while at once a wholesale mechanical reference to Simon's Quest, also feels at times eerily prescient to the Dual Castles of Harmony of Dissonance in many of its effects. Reinhardt Schneider and Carrie Fernandez, as branching descendants of the Belmont and Belnades families respectively, seems to lightly foreshadow parts of the later gameplay dynamic of Jonathan Morris and Charlotte Aulin, though Reinhardt and Carrie's stories are far less intertwined than the latter's.
Legacy's ultimate value, I think, is as a perfect snapshot of Castlevania with one foot still in the Classic Era but beginning to stride into what it would later become. Legacy represents a bridge between two great eras of Castlevania. It's not quite Classicvania (though it sure feels like one on a much grander scale), and not quite an Igavania, though some of Iga's favorite elements begin to take more shape here.
It's Castlevania at the precise moment it began to grow up and adapt for the New Millennium. Even though the plot is not part of the Official Timeline, the game itself remains an indelible part of the Castlevania Story, and one that no fan should skip over: they'd be missing something beautiful in the way that a half-finished and damaged renaissance sculpture is beautiful: it won't ever rise to its full potential, and what was completed is now diminished by time and the elements, but there's still something well worth taking the time and effort to appreciate.