Edit: this is my old version of the review. My updated, final review that goes into way more detail and has a lot more thoughts and stuff about the game but also contains spoilers is here:
http://castlevaniadungeon.net/forums/index.php/topic,5110.0.htmlSo i posted this on the message boards of gamefaqs a few years ago but it never made it into the actual reviews section despite my repeated submissions, so i thought i'd just post this here for anyone interested in reading.
OVERVIEW)
In today's era of special editions, re-releases, expansion packs etc. etc., Castlevania: Legacy of Darkness sits right up there with the best of them. It was rare back in 1999 for a console game to get re-released as a "special edition", similar to how today we have Ninja Gaiden Black and Devil May Cry 3: Special Edition. Back in 1999, Konami decided to take a huge risk and re-release Castlevania 64 on the Nintendo 64 as Castlevania: Legacy of Darkness. The game was a monumental failure in terms of reviews and sales, but it took what was a mediocre 3D Castlevania debut and turned it into dare I say a masterpiece?
GAME DEVELOPMENT HISTORY)
Ten years ago, this game, Castlevania: Legacy of Darkness, was released for the Nintendo 64 and was immediately criticized, scoffed at and subsequently kicked into obscurity. Yet, it's one of the finest games to ever grace the Nintendo 64 and still to this day my favorite 3D Castlevania. That'll probably change when Castlevania: Lords of Shadows is released for the Xbox 360, but we'll see. (EDIT: Yeah, this review is old, and no LoS wasn't the game i was hoping it would be.)
So, why was this game stomped on and left forgotten? Well, here's the quick history lesson. When Konami first released Castlevania 64, they intended it to have a lot more levels, bosses, playable characters, etc. etc than what ended up being in the final product. Due to time constraints and a release date that came way too fast, Konami released Castlevania 64 with several characters, bosses, levels, music, etc. cut out. But on top of that, the camera was godawful, the controls were slippery and clumsy, and the gameplay suffered tremendously because if this. Did I mention that Castlevania 64 was the very first 3D Castlevania to ever be released so the hype and expectations for it were humongous?
Take all of this into account, and Castlevania 64 ended up being a game that wasn't necessarily bad, in fact it was pretty fun to play, but it was a "Castlevania" game, a series that has put out awesome game after awesome game after awesome game. Castlevania 64 was an above average game, but a very mediocre Castlevania game. The reception for it was a mixed bag, and Symphony of the Night had only been released 2 years earlier so that was the type of game that fans wanted to see more of. Plus, hardcore fans hated the idea of Castlevania being in 3D, and they pointed to Castlevania 64 as proof that 3D and Castlevania just didn't belong together.
Despite all this, Konami decided, and I cannot say just how thankful I am that they did this, to re-release Castlevania 64 in the form of a super ultra mega "Special Edition" version, which is what Castlevania: Legacy of Darkness is. But, they sold the game for $60.00, video game magazines ripped the game to shreds for being a special edition version of Castlevania 64 rather than an actual sequel, and people felt like Konami had ripped them off for not releasing this in the first place instead of the incomplete Castlevania 64. As a result, Castlevania: Legacy of Darkness was never given a chance (include me as one of those people who never gave it a chance and only realized the brilliance of it after playing it more thoroughly several years later) and the game was soon forgotten and fell into obscurity. Yes, the game should've been released at a discounted price, yes the title is very misleading, and yes it is a special edition version of Castlevania 64 rather than a sequel, but the extra content and MASSIVE improvements more than make up for it.
WHAT ARE THESE EXTRAS AND IMPROVEMENTS THAT ARE IN LEGACY OF DARKNESS?)
- The only thing that LOD doesn't have that Castlevania 64 had is the opening violin song, voice acting (except LOD has voice acting during Cornell's opening narration), the opening stage skeleton scare scene, the blood skeletons in the tower of execution and some sparkly snowflakes floating in the air in the Tower of Sorcery stage.
Here's what LOD adds and improves:
MUCH IMPROVED CAMERA SYSTEM)
The camera in Castlevania 64 was bad. BAD. Half the time the camera would get stuck against a tree or a wall or veer off for no apparent reason or just start to freak out and you wouldn't be able to see anything. It was also way too low in relation to the floor causing it to frequently spaz out. In Legacy of Darkness, while the camera isn't perfect, it doesn't freak out as much, it's much more customizable, it doesn't get stuck as often and it gives you better angles. By far the most important change to the camera in LOD is that you can toggle with the up/down directional pad buttons just how high off the ground/far away or how low to the floor/close to your character you want the camera to be. This makes a HUGE difference and the high up off the ground/far away camera position is DARN NEAR PERFECT for most of the game. You can also rotate the camera around your character with the left/right directional pad buttons.
I had no idea, none, that i could toggle the position of how close or how far back and high/low the camera would be with the directional pad when i first played the game back in 2000 or so. The default camera position is too low and too close imo and is awful. Even with toggling between the two modes, either battle mode or action mode, the position was lousy and it really made me give up on the game way too early. It's so close it's almost like the over-the-shoulder view from gears of war and RE4/5, you can't see anything that's around you. It wasn't until i picked up the game some years later that i opened up the game manual and saw that i could the camera further away and a little bit higher up by pressing down on the directional pad. The difference in zooming the camera back and a bit higher off the ground is amazing cause now i could actually see more than just the back of my character's head. And if the camera did act buggy, i could always just straighten it with the R button or peel it away from a wall with the left or right buttons on the directional pad. Only during combat do i ever use the battle mode camera, otherwise it's action mode all the time (unless the camera goes to auto mode which 99% time gives me a perfect view of where my character is and what i need to see). Anyway, Konami tweaked the camera, made it much more customizable and it is far better than it was in Castlevania 64.
NEW CHARACTERS)
- Two new playable characters. The first, Cornell, is the character shown on the box cover and cartridge cover. He has the ability to morph into a werewolf, he swipes a long projectile energy claw looking thing when he attacks, with the attack being very powerful but having limited distance, 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 crystals, you can press the L button to morph him into a werewolf that's overpowered beyond belief, though you don't get any new attacks. But, 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 projectile things travel further. Cornell's wolf morph is kinda like when Dante goes into Devil Mode only you can't do any new skills and unlike Dante, Cornell cannot turn the werewolf ability off. You slowly lose your red jewels until you get to 0, go into a new area or get a cut scene, at which point Cornell morphs back into his human form. Cornell's default costume looks stupid, but he looks cool when he morphs into a werewolf and his unlockable alternative costume is pretty cool looking.
With Cornell, you get a whole 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 in various cut scenes. Plus, you go through the Villa from the first game but you have to do different things 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. There's also a lot of new cutscenes involving Death and Actrise. At the end of Cornell's game, you fight a new final boss. The new final boss is very, very awesome and terrifying looking. There's also a neat twist to the ending that I won't spoil. Also, with Cornell you get to skip the Castle Center which imo is a good thing. Stupid nitro mission.... feh. The Castle Center is ugly as hell, unchanged from Castlevania 64 and tedious to go through. The boss fights on that level are very cool though, particularly the giant zombie bull.
After you beat the game as Cornell, you unlock a knight-looking character who I'm not going to identify due to spoilers in Cornell's story. The knight's game takes place some 8-10+ years after Cornell's story, with the knight's story actually taking place during the same year of the timeline as Reinhardt and Cornell's story. Six (or is it seven? i forget) children have been kidnapped by the evil forces of darkness, and as the knight you must go through the first half of the game finding all six children before time runs out. 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. The knight uses a six-shooter for a weapon, which blasts and pwns everything. 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?
Anyway, in addition to those two new playable characters, you can also play as the two characters from Castlevania 64, Carrie and Reinhardt. They have the same story as in Castlevania 64, which also means if you take a long time to get to the last stage you get the bad ending and don't fight the true boss. Reinhardt's whip changes appearance when you upgrade, where it starts out as a bullwhip, then becomes a chainwhip, then becomes like a laser/flame/light whip which looks very cool. Also, Carrie's fireball attack is no longer as overpowered as it was in Castlevania 64 which i think is a good change.
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 starts you out with a cutscene where you are being rowed towards the long chain of the anchor by the ferryman and his little boat, then the cut scene finishes with you climbing up the anchor and the level starts off with you on the boat. It's a pretty cool level full of platforming, a cool cutscene and finishes with an excellent boss fight against a giant sea serpent. I like this level a lot and it's a great way to kickoff the game. From the ship, 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 theme, if you've played Castlevania Bloodlines on the Genesis it's a remixed version of the Greek Isle theme. The design is cool but 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. The only nice thing about it is that you don't need to get to the end of the game with Cornell in a certain amount of time, whereas with Carrie and Reinhardt how long you take and how many sun/moon cards you use depends on if you get the good/bad ending and fight the actual final boss or not.
The Tower of Ruins i like. It's nothing special but it has an Egyptian vibe to it that's pretty cool and overall it's fun to go through. But, wouldn't it of been a perfect level to have some mummies? Where are they?
Also, the Clock Tower has been doubled in length and now feels like an actual clock tower when you go through it, whereas in Castlevania 64 the level was super short.
REDESIGNED LEVELS)
Many of the stages in the game have been completely redesigned and are much more enjoyable to go through. The forest of silence in Castlevania 64 was awful. AWFUL! Now, it's pretty fun to go through and that's the exact opposite of what the Castlevania 64 version was like. The Tower of Science, Tower of Execution, Duel Tower (still has all the caged boss fights but is hugely different from before), Tower of Sorcery, and many other stages have been redesigned for imo the better. Though, the Tower of Sorcery has been shortened too much and the sparkly snow crystals floating in the air have been taken out, though there was a masochistic disappearing platform section from Castlevania 64 that i am happy was removed in the Tower of Sorcery.
VERY IMPORTANT TO NOTE, THAT CARRIE AND REINHARDT GO THROUGH THE SAME PATH AS IN CASTLEVANIA 64 (but start out at the abandoned ship), BUT MOST OF THEIR STAGES THAT THEY WENT THROUGH IN CASTLEVANIA 64 ARE NOW REDESIGNED FOR LOD. So what i mean is, when you first play the game as Cornell, the Forest of Silence is different and much better than it was in Castlevania 64. When Carrie or Reinhardt go through Forest of Silence, it's not the Castlevania 64 version, it's the redesigned LOD version of the stage. That is an excellent improvement.
So not only are many levels redesigned and redesigned for the better, there's also a lot more save crystals about in the game. Enemies are littered a lot more throughout the game too including some new enemies as well, lame as they might be, being )edit: snakes, zombies, frog people and fishmen).