Part 2:
Cornell, who initially was invisioned as close range, melee character, have nothing to do with martial arts in this game. At least during the gameplay - in the intro he quickly dispacthes several Skeletons with few cool moves. The only remain of his original gameplay is his idle pose, during which Cornell goes into fighting stance. As all characters in CV64 / LOD, he has two attacks. His primary attack is some sort of energy projectile (energy scythe), that can hit enemies on long distances and rather powerful. His secodary attack is a claw strike, probably another remain of his melee days. In everything else, Cornell plays just like Reinhardt and Carrie, save for the one thing: he can transform into humanoid werewolf. Which is...less spectacular, then you can imagine. It makes Cornell more durable and stronger, to the point of it being game breaking feature, but it's not really something awesome. Cornell is a bit faster and lighter then Reinhardt. His energy scythe is very powerful and, after upgrade, it can make a quick work with regular enemies and bosses.
One of the main new things about LOD, is that most of the stages were redesigned and there were few new stages added. However, it created one important problem. What was the strongets point of the stages in the CV64? Their structure and a way how they attempted to feel like a real locations, that could actually make sense, given the circumstances. Sometimes, such structure severely hampered gameplay (nothing game breaking, though), making levels feel too short and player sometimes found himself facing strange design decisions. However, with all strangeness it was a bold attempt, to make 3D areas in Dracula's Castle make some sort sense. That was one of the things, that made this game standout from many other 3D action and even some other Castlevanias and added enormous amount of atmosphere. In LOD, this "make sense structure" was mostly sacrificed in order to make levels more interesting from the gameplay point of view. However, it resulted in, previously atmospheric levels, stages feeling now as in any other action / platforming game. Also, most of the levels were made longer. In some cases, it made levels, that felt too short in CV64, feel just right in terms of length. However, sometimes, developers made stages longer, seemingly just for the sake of making them longer, with completely unneccesary backtracking and generally stupid decisions. All of those changes, resulted in heavy loss of atmosphere and feeling, that I was playing generic 3D platformer, with generic protagonist, that had nothing to do with Castlevania.
Stage 1: Foggy Lake.
Cornell's sense of smell led him to the Ghost Ship, where game starts. Personally I always was against Ghost Ship stages in Castlevania games, because in most of the cases they feel really generic and didn't add up anything to the Castlevania experience (cue CV3 and Rondo). This Ghost Ship is not exception to the rule. Ghost Ship part of the level is too short and didn't really feel very interesting. In the begining of the stage, player must kill LizardMen and then moving platform will appear for player to climb onto the deck. After some manipulations with rotating masts, Cornell finally acquires Deck Key and can enter inside the ship. After small corridor, piled with enemies, Cornell will end up in cargo hold. Almost immediately ship will be attacked by the Water Dragon, who will make a big hole in the side of the ship. Water starts flooding the hold, however, it seems player have nothing to worry about, since water seemingly stays on the same level, no matter how much time you spend in there. Annoying LizardMen will try to stop Cornell from escaping the hold. After spectacular cutscene with ship sinking, Cornell must proceed to the ruined bridge, using floating wreckage as platforms. Bridge ends up with the door, that lead to another level, but when you think you can escape, suddenly...boss of the level appears! Water Dragon is not the same beast as in Rondo or CV3, but he is very big, powerful and annoying foe. He can grab Cornell and throw him on the ground. Also, he can spit into the water, which creates giant explosions. They can throw Cornell in the air. Besides, Water Dragon can spit on the bridge small purple blobs, that chase player. They do not cause any damage, but, if Cornell steps on one of them, he will stuck, giving Water Dragon chance to grab him. In the end of the battle, Dragon can do another special attack - he goes under water and reemerges by crashing part of the bridge. Defeating this boss is hard (at least here KCEK stayed consistent). The main problem is that Water Dragon always moves back and forth, resulting in auto-targeting system going insane - one moment he is in the range, another - he is out of it. Sometimes, if you throw scythe, when Dragon is targeted, by the moment it should impact him, he already will be slightly out of range of the projectile. Another problem is camera (yep, again). It seems it can't decide what angle it should take - sometimes player will see the whole battlefield from the side, as in 2D game, and sometimes camera moves to show bridge from the side and the air. As an always, camera changes its position without any warning, so player can end up being rather confused. It's understandable, what developers wanted to do here - they wanted camera to trace player's movement, but eventually they screwed up a bit with this. The best way to kill Water Dragon is to use some subweapon - Axe will do nicely, however, aforementioned problem with autotargeting affects it too. Nice thing about this battle is that after you kill Water Dragon it doesn't magically explodes into nothing - its corpse stays afloat in the water. All in all, this level is not very interesting and feels like a filler.
Stage 2: Forest of Silence.
The whole location was completely redesigned. Instead of being straightforward, it became a mess of multiple paths and backtracking. Whereas in CV64 Forest felt like a location where you can move freely, now its narrowed to the several obvious paths and doesn't feel so big and spooky. Also, added music takes away another bit of the atmosphere. WereTiger still makes his appearance as well as WereWolf subboss, who now received status of mandatory boss in the level (as you remember in original CV64 he appeared in this level just as powerful enemy and you could simply escape from him). There is slightly annoying puzzle, where you need to rise two platforms and jump to the other side of the pit, before they will descend back into earth. Instead of several big crypts, there are now only two semi-ruined crypts, which you can access by grabbing edge of the ruined wall and climbing into the building. The enemies are all famlliar faces: Skeletons, Exploding Seletons and LizardMen. However, few new enemies were added - Zombies and Fleamen. Zombies disappear in the puddle of blood, when killed. Fleamen is more annoying, then dangerous, since most of the time they tend to jump on one place and can be killed by Cornell, even before they move to attack. As in original Forest, almost near the start of the level, you will be greeted by boss of the stage Giant Ape Skeleton. He now has two additional attacks. First, he charges electricity through his bones and jumps on the earth, creating powerfull shockwave. His second new attack immediately follows after shockwave: he starts chasing player and then bows his head to the ground and breathes poison cloud from his mouth. This attack have wide range, so you'd better escape from his as far as possible. As in CV64, after first battle he'll escape, and only after the second match he will be destroyed for good. Both new attacks doesn't make him more dangerous, but does make this fight feel more dynamic. Good boss battle aside, new Forest of Silence is boring and slightly messed location. It doesn't impress with its atmosphere anymore and feels like it was created with one purpose - too make player stay longer in it.
Stage 3: Castle Wall.
This level is one of the primary examples of how developers were ready to go to any length to make the game longer. As soon as Cornell arrives to the wall, he will be greeted by Ortega, who make some cryptic statements and then dissappears. While the whole structure of the level is generally the same, the way you must complete it slightly different and worse at that. Your objective is the same - open two gates. Two doors, that were leading to the two towers with mechanisms to open gates are now time dependent. Left door can be opened only during the night, right door can be opened only during the day. The catch is you must complete right tower TWICE to exit the level.
- go into the right tower and go to the top. Enemies and obstacles are the same as in CV64.
- on top of the tower you will fight Skeledragon Twins, though this time you have a very good camera angle, helping you to defeat them. The tactic is the same as in CV64.
- after you defeat them, don't bother to turn the lever - thanks to Ortega the whole mechanism is screwed up now and instead of opening one gate, mechanism will open one gate, while simulatenously closing another. Just jump to the bottom of the tower via ruined floors. On the bottom you must find lever.
- go into left tower and go to the top of it. As in case with right tower, enemies and obstacles are the same as in CV64. On top of the tower, turn the lever, closing both gates.
- now go the top of the right tower again, put lever to its place and use it to open both gates.
- jump down and exit the level.
Overall, this level is primary example of lesson in dragging time, without any comprehensible reason.
Stage 4: Villa.
Oh...Villa. The best and the most memorable level of the Castlevania 64, here was turned into pure nightmare, because of the developers desire to make it as long as possible. It is still puzzle heavy, but this time, it is, also, very very annoying and stupid.
- it starts the same in the CV64: you fight 6 Cerverus enemies in a row.
- courtyard with fountain is the same as in CV64, but in order to rise platform to get to the top of the fountain, you must activate mechanisms in the gravestones in specific order. This time you NEED to get to the top of the fountain, because it is the crucial part of the quest. There is nice new lense flare effect added, when you look at the fountain at certain angles.
- as soon as you get into mansion you will be attacked by vampire villager. This time it's a proper boss fight, because vampire has lifebar (in CV64 - he didn't).
- pick up archives key in the vase on the second floor. You can't access Rose Garden yet, through the door on the second floor.
- proceed to servant's room on the first floor and to the long corridor in the Garden Maze. Here you will be attacked by Skeletons on Motorcyles with Gattling Guns!! (as if before they weren't ridicolous enough). Go through the door on the left and turn left. At the top of the watch tower pick up Crest Half B.
- somewhere in the Garden Maze find Rose Garden key (it's in one of the torches somewhere near the area surrounded by fence).
- Return back to the mansion. Go through the Rose Garden and to the second floor of the mansion. In the room where you met Charlie Vincent in original game, you will meet Henry Oldrey, who seemingly in the process of conflict with his wife, about drink. Sadly this time this conflict directly involves you, since oldman Oldrey wants to drink not wine, but your blood. Boss battle ensues. He fights the same way as the other vampires, however, you can have hard time battling him since you're in rather small room.
- after defeating him, go to the next door. There you meet Oldrey's wife, who promisses to give you Copper Key, if you save her son, Henry, who is somewhere in the maze.
- on the way to the Maze entrance you can go look into the Archives. In CV64 you picked up important key here, but in LOD you will find Oldrey's diary, where he describes how it's cool to be a vampire. Also, this note describes the order in which you need activate mechanisms in the courtyard.
- go to the Garden Maze entrance (meet Renon). You will find Henry in the very same place, where you have found Malus in CV64 (first turn on the left after entrance). However, unlike CV64 it's not a child who will guide you to the exit. It is you who must guide child this time around. And very annoying escort mission commences. Henry have his own lifebar, so you must not let him die. Also, both of you will be chased by Frankenstein Gardener (this time without Dogs happily), who apparently targets only Henry. You can temporarily shut him down with several shots in his head. Unlike CV64, Maze have some enemies here and there, so be careful. The main gripe about this mission is that Henry have incredibly stupid AI. If you leave him just a bit behind, he will stay on one place calling for help, even, if you directly in his field of vision!! Also, Henry is not capable of running fast. Because of it the whole escort mission looks like this: make several steps ahead, wait for Henry, wait for Gardener, shut down Gardener, make few steps ahead, wait for Henry, wait for Gardener...e.t.c. It turns something, that should be very nervous part of the game, where you constantly go: "oh, shit!! I must run fast from Monster and save child" into boring chore. Besides you don't have a map of the Garden and bound to make few wrong turns in dead ends, making this mission even more tiresome. Eventually, you must lead Henry to the same exit, that Malus used in CV64.
- after all of this, return to the mansion, receive Copper Key from Oldrey's wife.
- go into the Rose Garden and wait until dawn and you will see, small patch of the white roses, near the central column, turning red. Go to that part of garden and pick Thorn Key.
- return to maze. Find closed area surrounded by fence. Go inside and pick up Rose Brooch in one of torches.
- return to the mansion and go to the courtyard. Rise the platform by pressing mechanisms in graves in certain order (Oldman Oldrey grave, his wife's grave, his son's grave, nameless grave). Go to the top of the fountain and put Rose Brooch into shiny thing on top of it. You will receive Crest Half A.
- return to the Garden Maze (I know, I know) and open the door on the right of the first watchtower. Go along the channel, climb into the bridge and you will find entrance to the Crypt. Use Crests to open the door and go down the ladder.
- in the crypt you will fight Gilles de Reis himself (with cool camera close up on him). The battle is not eventful, since Gilles fights as any other vampire enemy in the game. I think he is even slower, then regular vampire enemies. After you defeat him, Actrise will appear. Vampire and the witch exchange several cryptic lines and then dissappear, promting Cornell to ask: "Who are you people?" I think this line should be said in nonchalant monotone.
Overall, what was once the highlight of the game, have become ridicolous quest, where you mostly do a lot of needless backtracking and where some of the puzzles...are not very obvious, to say the least. And another problem with this level - developers changed red carpets in the mansion to the green ones. Also, mansion looks like it have some green tint in the air. It made previously visually interesting location (especially during daytime) boring and plain looking. Mansion in CV64 looked bright, which heavily contrasted with its inhabitants and created interesting atmosphere. Mansion in LOD looks like generic creepy mansion. After this stage, all levels are (re)designed with only gameplay in mind, throwing away any structural logic, that was apparent in CV64.