I can read Spanish. **goes into Translation Mode**
----
Konami's confidence in Spain-based development studio "Mercury Steam" remains intact. In fact, it's gotten stronger. And it is this spanish Company that not only has been asked this task to create "Lords of Shadow 2" but to also create an additional title for Nintendo 3DS. We will venture into the deepest darkest part of this Studio to hear the tale of how Dracula will receive the 3D treatment.
"Because we're the shiznit" (colloquial translation, lawlz). This is the response we got from Enric Alvarez (founder of MercurySteam) when we asked him why Konami had chosen to trust in his company to bring forth "Lords of Shadow". Now, that same answer could be applied as the reason why the Japanese has once again chosen to trust in them, and not only to make "Lords of Shadow 2" but also for the Nintendo 3DS title.
The St.Sebastian de Los Reyes-based (in Madrid) company has won its position in the videogame world, first with "Scrapland", followed by "Jericho" (the latter's development being one that showed that they were not comfortable due to the things that CodeMasters demanded), and later on with the same 'dark lord' which would become his best ally (note-not sure what this means exactly). An this, without mentioning its collaboration with Kojima (Studios), and now almost distant friends with them, since, according to Alvarez "This studio now flies on its own wings".

"The Belmont Damnation"
With its own wings to fly with, it starts its own project, "Castlevania Lords of Shadow: Mirror of Fate" which we're sure will become one of the most anticipated titles for the 3DS in 2012. Not all of MercurySteam is in the project; for this they have assigned a small section of the studio comprised of some 20 people, but the desire to surprise is an innate ability these developers have, for they want to expand the universe of this popular franchise.
Thus, as Lords of Shadow told us of the origins of Dracula and his connection with the Belmont clan, this videogame, marketed as a sequel, invites us to move forward 25 years in the future to get to know four characters in total. For the moment, they have only unveiled two of them, the emblematic Simon (whose name we know from previous Castlevania entries), and the important figure that is Trevor Belmont, a knight of the Brotherhood of Light, looking to avenge his mother.
And in order to not divulge more details and ruin the experience of discovering for yourselves the passionate plot of this work, we will only tell you that all of this will have a climactic conclusion between 'father and son', (that is Trevor and Dracula). "For us it was very important that the player feel emotionally implicated by the story" says Alvarez "even though this is not going to be necessarily what they have known in the past with this Saga, whic is more recommended since they will not know exactly out take on this."

Metroidvania, return to the classic 'scrollers".
It definitely seems that in this new Stereoscopic handheld entry we will find out many details about the Belmonts, even getting to jump between entirely different eras. Everything is encapsulated in a videogame that attempts to signify a return to the 'classics' of the series, but in 2.5D, maintaining a 'sidescrolling' aspect even though there is a 'depth' to the scene. The objective? The game's director "Jose Luis Marquez" explains that "we are not attempting to follow the established path, but rather to focus on following our own. Because of this, our game is not inspired in other Castlevania titles, but rather inspired by our own Lords of Shadow".
The result is a work that its creators define as a "Metroidvania", as it's quite centered on exploration, with a labyrinthine structure that entices us to return and retrace our steps. In this respect, Enric Alvarez was very surprised when we asked him if the game was Linear. His response was "Absolutely not. In each level you can have alternate paths and you can backtrack through the different stages in multiple ways. There is great freedom here, more so that the people anticipate".
To illustrate this, during the playable demo he allowed us to see a map (located on the touch screen) where one can highlight that each stage possesses 'different depths', and it's very useful since we are likely to get lost, and essential in order for us to get an even better sense as to how to proceed forward in certain circumstances. He commented that there will be the possibility to write 'notes' on the map with our stylus.

Crosses, Whips, and lots ofHoly Water
But exploration isn't everything. If the combat scenarios were important in Lords of Shadow, in the 3DS version they will not take a back seat. Of course, the placement will change because it is now a sidescroller. However, the 'timing' (the precise science which will teach us the fundamental moves such as attacking, defending, counterattacking, or dodging offensive maneuvers at the right point in time) will remain. In this sense, the same focus on enemy tactics that the original has, the sequel will have, only with more focus on aerial attacks and a combo system based on alternating between the X button (direct attack) and the Y button (area attack) during enemy encounters.
In the battles, not excluding Boss Battles (which require somewhat of a pattern-learning strategy to defeat), the opportunity to level up and earn experience, and to learn new combos and different hits, and also, the ability to gain special powers, exists. This, coupled with the ability to carry equipment, in order to take out enemies when they are 'flashing' (?) and possessing a combat style that differs depending on which protagonist we are currently playing as (Trevor with his combat cross and Simon with his whip) appear to make certain that the game's result will be a versatile, attractive one, with lots of variety.
And there will be lots of action. We will be able to double jump, grab edges, rappel, climb, bounce off of walls, etc. The platforming segments of "Castlevania: Lords of Shadow Mirror of Fate" will be vast and will be peppered by puzzle segments, which will range from the typical "Find a key to open a door" to more complicated cases later on.

Vampiric 3D
In any case, this last point will be one that may be more confirmed in the future, not really about the graphic aspects, which actually look pretty solid so far. From what we have seen, we can confirm that this is one of the more spectacular-looking games on the 3DS so far. With an engine specially designed in-house in Madrid, this title takes every advantage of the 3DS machine, with 3D models designed with 3D in mind, and with great level of detail, including the textures.
Even though we are dealing with a sidescrolling game, the backgrounds are not just flat walls. They are dynamic backgrounds and even though stuff can be seen far off in the distance, it is a joy to see background objects receiving great amounts of detail on the scene. The result is a very immersive and excellent work that, while still not final, gives us great optimism, even more when we consider that everything is designed 'from the ground up' (there are no recicled assets from Lords of Shadow).
Last but not least, the 3D effects is done really well, and creates a great diorama for our eyes. Sincerely speaking, we don't think we can ask for more when it comes to the graphcis and of the voiceacting the protagonists have. The sound effects are very high quality as is the music, done by Oscar Araujo, the same composer responsible for the score of Lords of shadow. It seems we have come across one of the Games of the Year for this Nintendo platform, but in order to confirm this fully, we will have to wait. "Lords of Shadow: Mirror of Fate" will not appear on store shelves until nearly the end of 2012.
----------------------------------