NEW CHARACTERS)
- Two new playable characters, one who's a real main character while the other's a bonus game type of character. The first, Cornell, is the lychanthrope shown on the box and cartridge covers. He has the ability to morph into a werewolf, he swipes a long psuedo-projectile energy claw looking thing that resembles Super Street Fighter II DeeJay's projectile attack, with the attack being very powerful but having limited range, and it's kinda like having a mixture between Carrie's magic fireball attack and Reinhardt's whip attack. When Cornell gets 10 or more red jewels, you can press the L trigger to morph him into a werewolf that's honestly just way way too powerful. The werewolf is a bit faster, you can run and attack at the same time instead of having to stop for a moment when attacking, and you inflict twice the damage plus any damage you take is cut in half. Also, the claw swipe projectiles travel much further. Cornell's wolf morph is kinda like when Dante of Devil May Cry goes into Devil Mode only you can't do any new skills and unlike Dante, Cornell cannot turn the werewolf ability off until you've drained all your red jewels or get a cutscene, at which point Cornell morphs back into his human form.
With Cornell, you get a whole new intro cut scene and a whole new story which is supposed to take place some 8-10 years before the events in Castlevania 64, even though you go through most of the stages from Castlevania 64 in addition to new ones and fight many of the same bosses, but there's a lot of changes and stage redesigns. Cornell's adopted sister was taken hostage by Dracula's army and Cornell's village was burned down, so he goes to Castlevania to save her and get revenge. Along the way, you repeatedly encounter an old adversary of Cornell named Ortega during various cut scenes. Plus, you go through the Villa from the first game but you have take a different path and solve new puzzles to get through it and the new story and cutscenes in that stage explain how the place became the vampiric hellhouse that it is when you go through it in Castlevania 64, so i'm really happy they tied up the loose ends for that place. Remember those tombstones in Castlevania 64 that said things like "Here lies my beloved wife Mary."? Well LoD let's you know all about those and they're there for more than just scenery. There's also a couple new cutscenes involving Death and Actrise throughout the game.
With Cornell, you go through every stage from Castlevania 64, with the exception of the Underground Waterway, the Underground Mine, and the Castle Center which imo is a good thing since it's just so tedious to go through, i mean you have to run back and forth through the Castle Center like what, three and a half times? It's just ridiculous. The nitro mission in itself isn't that bad so long as you know to run clockwise around the edge of the 2nd giant spinning gear, it's having to backtrack so many times for mandragora and the nitro that's such a pain.
At the end of Cornell's game, you fight a new Ultimate version of Dracula who's just straight up awesome. There's also a neat twist to the ending that I won't spoil. In Castlevania 64, and still so in LoD, Carrie and Reinhardt have to reach the Castle Keep (the very last stage) within so many days otherwise they get the bad ending and don't fight the true final boss. With Cornell, you can take as long as you want as there's only one ending for him and you fight the true final boss no matter what.
After you beat the game as Cornell, you unlock a knight-looking character who's supposed to be Henry who you have to escort to safety through the hedgemaze during Cornell's playthrough. Unlike in Castlevania 64 where you have to follow Malus through the hedgemaze, in LoD you actually have to escort and protect Henry throughout the hedgemaze while chainsaw Frankenstein (the dog statues don't appear in Cornell's mission) tries to murder Henry. Even if you run up to Frankie with Cornell he'll just ignore you and continue to go after Henry, dunno what Henry did to piss off Frankenstein so badly but holy crap he really hates that kid.
Henry's game takes place some 8-10+ years after Cornell's story, with Henry's story actually taking place during the same time as Reinhardt and Carrie's story. Six children have been kidnapped by the evil forces of darkness, and as a now grown-up Henry you must go through the first half of the game finding all six children before X number of days go by, i think it's 7 days but i could be wrong. Ever play Michael Jackson's MoonWalker on the Sega Genesis? Anyway, there's one child standing around somewhere in each stage. For every child you save, you unlock something. Carrie and Reinhardt's game's are unlocked this way, as are alternative costumes for Cornell, Carrie and Reinhardt, and HARD mode which is my preferred difficulty to play on is unlocked this way as well. All of the puzzles, levers and doors requiring keys are already unlocked for Henry so you can just breeze through the stages.
Henry looks like some goofy looking knight who uses a six-shooter for a weapon which blasts and pwns everything, the enemies and bosses don't stand a chance. Also, every time you rescue a child, you get the opening 10 seconds of "simon belmont's theme", it's the one that starts out real slow going duh nah nah duh nuh nah duh nuh nuh nah nah with the church piano. You know the one i'm talking about right? Once so many days pass or you rescue all the kids, you get a short little ending cutscene and then depending on how which and how many of the kids you rescued you get awarded the unlockables.
NEW STAGES)
So with the two new playable characters, you also get four new stages to play. The Abandoned Ship, the Art Tower, the Outer Wall and the Tower of Ruins. Every character except the knight plays on the abandoned ship, and only Cornell plays the Art Tower, Outer Wall and Tower of Ruins. Carrie and Reinhardt both play the ship and their stage path from Castlevania 64.
The abandoned ship, aka "FOGGY LAKE" starts you out with a cutscene where you are being rowed towards the long chain of the ship's anchor by the ferryman and his little boat, then the cut scene finishes with you climbing up the anchor and the actual game starts off with you on the deck of the boat. It's a pretty cool level full of platforming along some masts, a cool cutscene where afterwards you have to escape the ship as it's sinking (even though you can stand around forever and won't get a gameover) and finishes with an excellent boss fight against a giant sea serpent. It's short and simple but I like this level a lot and it's a great way to kickoff the game. After the fight against the sea serpent dragon, you end up at the forest of silence which is the first level from Castlevania 64.
The Outer Wall is another excellent level. You are skimming your way along the outer wall of Dracula's castle and having to jump from ledge to ledge without falling down to your death. There's tons of platforming and you get to fight a new boss, the harpy. In fact, i think the harpy is the only enemy on the level. It's all platforming, all the time. In fact, there's more platforming in this stage than in both Lament of Innocence and Curse of Darkness combined, which isn't a surprise since both of those games have practically zero platforming at all. Curse of Darkness especially.
The Art Tower has a cool song, if you've played Castlevania Bloodlines on the Genesis it's a remixed version of the Greek Isle theme, "The Sinking Old Sanctuary". The stage design is ok, nothing special, it's not really much of an art tower lol but the last part where you have to walk along a tightrope way up in the air as huge chandeliers swing back and forth is pretty memorable. The downside of this stage is that it has a ton of day/night doors, doors that you can only go through if it's either day/night, so you have to go to the menu screen a ton and use the day/night cards which is just so tedious. It doesn't make any sense at all for why these are there, i mean there are times where the game's story makes sense for you to have to do this, such as meeting Dracula for the first time in the Castle Wall (night), Reinhardt having to stop a vampire girl from stepping into a sunbeam and committing suicide (day), or the rose room of the Villa (6AM for Cornell and 3AM to 5AM for Carrie/Reinhardt). Instead of having all of the day/night doors, the developers should've just had the doors automatically lock and you would have to defeat the knight statues to unlock the doors, at least that would've been sorta fun.
The Tower of Ruins i like. It has an Egyptian pyramid vibe to it that's pretty cool despite not having any mummies, i mean c'mon Castlevania games almost always have mummy enemies but there's none here?? The Tower of Ruins is split into 3 parts, a maze where you have to find three switches to step on in order to unlock gates to make it all the way through and all the while you have to be careful not to fall into the basement of the maze otherwise you have to fight a bunch of ghosts and then make your way back up to first floor. However, if you read the sign in the basement it tells you what to do to keep from falling through the crumbling floors and if you look at the maps on the floors in the middle of some of the rooms they show you where you need to go. The 2nd and 3rd part of the Tower of Ruins is like something out of Indiana Jones, just make sure for the 3rd part of the Tower of Ruins you explore around the edge of the room before you proceed to jump on the rising pillars that have the zodiac symbols otherwise you'll die over and over again and not understand why.
REDESIGNED LEVELS)
Many of the stages from Castlevania 64 have been completely redesigned for Legacy of Darkness and for the most part are much more enjoyable to go through.
FOREST OF SILENCE: The forest of silence in Castlevania 64 was awful. AWFUL! This was a stage that was an example of developers learning how to develop and design stages in 3D for the first time and just kind of throwing crap together and calling it The Forest of Silence. It was ugly, the design and layout were just so awkward, you'd have annoying skeleton after annoying skeleton after annoying skeleton hyperspawning nonstop after you and the stage flat out wasn't any fun to go through. Plus, i know it's called "The Forest of Silence", but this is Castlevania, a series with some of the most memorable and kickass soundtracks in video game history so how in the hell did they start the game out with a level that doesn't have any music beyond the boss fights?
There's also a part that annoys me where you have a plaque that reads "A maiden sings a dirge", but there's no statue above the plaque, only a torch... did the developers not have time to design a cheap statue for this part?
In Legacy of Darkness, The Forest of Silence is much better designed and it's surprisingly pretty fun to go through for a change. Also, if you still hate it, there's a not-so-hidden shortcut midway through the stage that let's you pretty much skip the last half of the stage and go right to the 2nd encounter with the giant ape skeleton. It's difficult to explain but the original Forest felt like a beta version of a stage put together by amateurs using a map editor while LoD's Forest feels more polished and well thought out. It also has a quiet tune playing in the background that's nothing special but at least it's better than no music at all. I've heard arguments that the original is better because it looks more like an actual forest, but in my opinion it's like the most half-assed and ugly "forest" ever designed in a video game.
CASTLE WALL: Mostly unchanged from C64, except with Cornell you have to find a winch, er... wench.. or lever or whatever to insert into one of the mechanisms to raise one of the gates, and you actually have to go through the entire stage twice in order to make it through. This isn't the case when you go through the stage with Carrie and Reinhardt, they just go through it like they did in C64. The medusa heads unfortunately have been removed, which doesn't make sense to me since it seemed like they fit in perfectly with the stage. One really nice change is that the camera during the twin bone dragon boss has been changed and is now pretty much an overhead view which gives you depth perception of how close and far away the flames are that the dragons spit at you.
VILLA: Mostly unchanged for Carrie and Reinhardt, except on HARD MODE you get an unexpected surprise boss fight shortly after helping Malus exit the hedgemaze. Also, Frankenstein's chainsaw motor now has a constant, loud roar so the sound effects are much better than in C64. The weather and time of day effects are much improved as well, see two paragraphs down.
For Cornell's run through the villa though, it's totally different in that you not only get a ton of new cutscenes and characters that are introduced, but the puzzles and key items are in completely different spots and you have to go through the entire stage in a totally different order to ultimately get into the vampire crypt found on the side of the hedgemaze. As mentioned too the hedgemaze section with Frankie is different in now you have to actually escort a kid through the maze instead of just finding your way to the exit.
This stage too is an example of how Konami improved the textures and lighting for Legacy of Darkness. There's a part where you have to go through the hedgemaze backwards and when it's nightime it'll rain, thunder and lightning for a couple hours, then when the rain stops there's this incredibly creepy ambient feeling in the air with the wind rumbling that reminds me a ton of the opening intro to Halloween 4. I pretty much know the hedgemaze by heart and know what to expect but it still creeps the hell out of me when the time of day in the game is like that. Even outside by the fountain or inside of the mansion itself you get these new effects when the time and weather change. I think the new Villa for Cornell honestly is my favorite part of LoD, it's just so wonderfully done and incredible.
Some miscellaneous things about the Villa: with Reinhardt and Carrie's games, i've always wondered, when the flower falls out of the vase during the villager cutscene, did Rosa do that to help you?
Also, the invisible floating platform that you could hop up onto to avoid the attacks of the cerberus dogs has been removed, and for Cornell the secret message on one of the statues where you fight the cerberus dogs that said "Meet me by the fountain between 12 and 1" has been removed, since for Cornell there's a puzzle you have to solve in order to raise the little pillar that let's you climb up to the top of the fountain in front of the villa.
NOTE: THE FOLLOWING THREE STAGES ARE PRETTY MUCH IDENTICAL TO THEIR C64 COUNTERPARTS, EXCEPT FOR THE FOLLOWING DETAILS
UNDERGROUND WATERWAY: Carrie's stage after the villa, the part where you're jumping along the blocks in the middle of the water now have medusa heads coming at you, and at the end of the stage you fight a new boss, MEDUSA, who's freakin awesome.
UNDERGROUND MINE: Reinhardt's stage after the villa, the stone platform sections late in the stage with the water pits now feature medusa heads, and at the end of the stage you fight a new boss, the ARACHNID QUEEN.
CASTLE CENTER: Reinhardt and Carrie's stage, mostly unchanged, except now the staircase room after the room where you fight the bloodborns features zombies, you fight multiple bloodborns in the room with the bloodborn cutscene and one of the skeleton motorcyclists outside of the zombie bull room now has a sidecar passenger that shoots a machine gun at you. Also, in the giant gear room, there's a bonedragon pillar on top of one of the gears, so for the entire nitro run to the zombie bull room, and i'm not sure cause i only played this stage on hard mode, but you now have to deal with the bonedragon pillars, zombies, several bloodborns, and the motorcycle sidecar machine gun making the nitro run way more difficult than in C64.
BACK TO THE STAGE REDESIGNS:
TOWER OF SCIENCE: The first half isn't much different in LoD than in C64, except the graphics are a little better and some of the conveyor belts move way faster. For the 2nd half though, it's much different and in LoD at the end you have a boss fight where you have a giant crystal in the middle of a room that you have to destroy but there's a bunch of turrets surrounding it and you have to knock out some of the turrets to temporarily deactivate the barrier protecting the crystal. Nothing too special and the stage redesign is more or less just as good as the original, although the new section where you have to jump across a bunch of platforms while laser turrets are shooting at you is pretty crazy.
DUEL TOWER: The Duel Tower in C64 was horribly terribly awfully crappy. Just like C64's Forest of Silence, it felt like the developers just randomly put together a bunch of crap using some simple map editor and said: ok, here's the stage. In LoD, the Duel Tower is SO MUCH BETTER, it's probably along with the Clock Tower the best of all the stage redesigns and feels like a professionally designed stage compared to C64's crappy amateur designed stage feel.