
Opinion by Cecil Kain
-----Introduction-----
This is Operation: Akumajo’s official response to Mirror of Fate, the second entry in the Castlevania Lords of Shadow series. As most of you already know, Operation: Akumajo has officially rejected the legitimacy of the Lords of Shadow reboot. The purpose of a reboot is to retell a familiar story for a new generation. But for many Akumajo fans, Lords of Shadow was an abrasive mutation that jeopardized Castlevania’s unique identity.
In spite of the Lords of Shadow juggernaut, we Akumajo fans held out hope that Konami would continue developing 2-D Akumajo Dracula games as a counterpoint to the 3-D Lords of Shadow series. That was until Konami infuriated the fanbase by completely ignoring Castlevania’s 25th Anniversary. We believe Akumajo Dracula is a treasure to be celebrated, but for Konami it was just an old corpse to be buried and forgotten. Thus Operation: Akumajo was born to speak out in defense of Akumajo Dracula.
So why should we be interested in Mirror of Fate, if it’s just another Lords of Shadow game? It’s because Mirror of Fate is Konami’s response to *us* the Akumajo fans who cried foul over the Lords of Shadow reboot and the failed 25th Anniversary. As an Akumajo fan, your decision to support or reject this game will have a long lasting impact on the Castlevania brand for many years to come. This review is being written to help you make an informed decision. For those who already bought the game, please read on --there's plenty to think about. But for those wary of spoilers, please leave now and come back after you’ve finished the game.
-----Akumajo Mythology Respected?-----
Konami’s first major concession is to restore the Belmont Vs Dracula storyline, but there are some major caveats. Although Akumajo Dracula is somewhat dutifully respected, Mirror of Fate is deeply troubled by the original Lords of Shadow storyline.
Gabriel Belmont was introduced as a courageous and noble holy warrior, the finest in Castlevania tradition. But the Lords of Shadow storyline completely desecrated the Belmont archetype by transforming Gabriel into the legendary Prince of Darkness, Dracula. Can this be explained in a few sentences? Let’s see.
Using a Satanic Devil Mask, the Dark Lord of the Necromancers manipulated Gabriel to unknowingly murder his own beloved wife, Marie. This drives the grieving Gabriel on a contrived quest to seek vengeance against the Lords of Shadow, who supposedly have the power to bring her back to life. Needless to say, poor Gabriel eventually discovers himself to be Marie’s murderer, and his ultimate failure to resurrect her leads to some pretty severe post-adventure depression. Aimless and nihilistic, he sort of stumbles into vampirism and steals god-like power from the Forgotten One, a Shadow Plane demon bad enough to make Satan his bitch. Thus Gabriel becomes “the Dragon” Dracula.
*Cue Sequel*
The entire purpose of the Mirror of Fate storyline is to restore the heroic Belmont archetype that Lords of Shadow so thoroughly destroyed. Unfortunately the original game left no shred of hope, no untied thread for this new game to grab onto. Therefore the premise of the Belmonts’ revival comes across as desperate damage control, instead of thoughtfully written drama. In a nutshell, this is how the new story goes.
Unknown to Gabriel, Marie had given birth to their only child while he was away on business. During this time, Gabriel’s superiors from the Brotherhood of Light pay an unexpected visit to advise Marie that her beloved husband has been prophesied to become a terrible demonic monster. Therefore the baby boy Trevor must be taken from his home and secretly raised as a weapon against his father, who would later become Dracula. Marie apparently accepts the elders’ prophecy, surrenders the baby, keeps their secret, and spends the rest of her days waiting around for Gabriel to murder her.
30 years later, Dracula has returned from the Shadow Plane and taken residence in Carmilla’s old castle to stage his war against humanity. Ready to meet Dracula’s challenge, the Brotherhood finally informs Trevor of all the skeletons in the Belmont family closet. Burdened by dishonor and shame, Trevor agrees to commit patricide and avenge the death of the mother he had never known.
-----Akumajo Characters Respected?-----
From the beginning, Lords of Shadow set out to completely “reinvent” familiar characters from the Akumajo Dracula canon. While some such as Carmilla were treated with respect, others such as Cornell were twisted and degraded into something less familiar. For the most part these characters were usually low-key NPCs --Dracula himself being the major exception.
The Lords of Shadow version of Dracula is actually very similar to Akumajo’s Dracula. The only major differences are in the origins and the relationships. In Mirror of Fate, Dracula is a somewhat soft-spoken and sympathetic villain. I just didn’t feel the hate. There are a few moments of menace, but the grandiose narcissism is completely gone. Considering the Mature rating, I was hoping to see the malicious Dracula getting high on his own genocidal bloodlust. What a wasted opportunity...
The original Lords of Shadow took the high road by introducing Gabriel as an entirely new Belmont, but this time Konami really went out of its way to capitalize on Akumajo fans’ nostalgia. Mirror of Fate proudly reinvents 3 of the oldest and most beloved characters in all of Castlevania history --Trevor Belmont, Simon Belmont, and Alucard. Each character has their own playable chapter, and each chapter offers a somewhat unique perspective on the overall storyline.
Trevor Belmont is completely trashed by this game. Gone is the bold and arrogant outcast who first destroyed Dracula, and in his place now stands a much more cerebral, brooding warrior. And why not? He’s not only burdened to commit patricide --he actually FAILS to do it! And far worse, Dracula transforms him into the vampire, ALUCARD! Many Akumajo fans saw this one coming, myself included. The Lords of Shadow games are obviously taking cues from classical Greek Tragedy, so there’s nothing to be surprised about. I really can’t think of a worse way to treat Trevor’s character. A new Belmont should have been created to fill this particular role.
The new Alucard is very much like the old Alucard. The origins are certainly different, but the new character is actually very faithful. Both are deeply conflicted, self-loathing vampires, who fight for humanity against their fathers. The problems I had with this new Alucard have much more to do with gameplay than characterization --but we’ll come back to that a bit later...
Simon Belmont really gets the best treatment. No longer a distant descendant generations removed, Simon is now Trevor Belmont’s own son. And after 30 years of waiting, he has a personal score to settle with Dracula for murdering his beloved father. Simon has no idea that Trevor has become a vampire, nor does he recognize Alucard when their paths repeatedly cross. The developers clearly intended for the player to experience the game’s drama through Simon’s eyes --this is why his chapter is the first instead of the last. Trevor’s transformation is intended to have an emotional impact, and it certainly could have. Unfortunately Konami’s marketing department got greedy and revealed Alucard way too early. And once revealed, Akumajo fans knew exactly where this story was going...
-----2-D Gameplay LoS Style-----
Unlike the original Lords of Shadow, Mirror of Fate fully embraces 2-D gameplay. This is by far Konami’s biggest concession to Akumajo fans, but then again there are some major caveats that need to be pointed out.
First of all, character movement was mapped to the Circle Pad instead of the traditional D-Pad, and the player has no option to switch it. The D-Pad was designed for precision 2-D gameplay, just as the Circle Pad was designed for analogue 3-D gameplay. Forcing players to use the Circle Pad for 2-D gameplay is a cardinal sin that only an amateur game developer would dare to commit. Real gamers adapt to this sort of thing, but the quality of gameplay is impacted and an awkward tone is set for the rest of the game to overcome.
Anyone expecting Symphony of the Night’s fluid and responsive play-control will be sorely disappointed here. Most of the PC movements feel somewhat sluggish, similar to the old-school Classicvanias. Jumps are also a bit floaty, but thankfully you can still control the direction you fall mid-jump. The wall crawling, ledge leaping, grappling, and rappelling introduced by the original Lords of Shadow have returned in full force. These are literally the same gameplay mechanics executed in 2-D, and I must admit they work very, very well. The only problem is that the wall-crawling dominates stage exploration at the expense of traditional platform-jumping. It feels like the PCs spend half the game hanging by their fingertips...
Mirror of Fate also offers just a couple of interesting innovations that are new to Castlevania gameplay. First and long overdue, the PCs can finally swim underwater. In the Classicvanias rivers and lakes were senseless deathpits, and in the Metroidvanias the PCs walked and breathed underwater just as senselessly. But now the player can dive into the murky depths to explore unique aquatic stages that were previously unknown to Castlevania. The human PCs require air to breath, so an O2 gauge challenges the player to manage air supply. Although the swimming controls are intuitive and effective, it should be noted that the PCs are defenseless in the water. Dangerous creatures dwell in the deep, and it’s not very safe or satisfying to just swim away all the time. Some form of underwater combat should have been implemented.
Another interesting innovation is the addition of a magnetic rail system. Using the Combat Cross as a “pulley” the player can cling to these rails and zip past hazardous stage environments with relative ease. Although I honestly enjoyed this gameplay mechanic, it really felt way too futuristic for the Castlevania setting. An old fashioned rope would have been far more appropriate. And there are in fact ropes that the PCs use to cross large chasms, but without the zippy gameplay mechanics. It’s hard to understand why these ideas were never combined...
The Lords of Shadow combat system is also back in full force, with a dozen complex combo attacks seamlessly translated for a 2-D gameplay experience. Although each strike of the Combat Cross can lash out at lightning speed, complex combo chains can leave the player vulnerable to certain enemy attacks. Once a combo chain is activated, there’s no way to cancel. So if the player tries to evade an enemy attack by jumping mid-combo, yet another unwanted attack is unleashed instead of the quick and thoughtfully controlled jump that the player actually desired. Some combo chains also force forward movement when there may be unexpected tactical reasons to hold your ground or even retreat. During boss battles I often had the feeling that the enemy was moving faster than the PC could react, and that’s NOT a good thing. Sluggish controls are poison where quick reflexes are required. Excessive combo chains really hurt the combat experience in my opinion. Please don’t misunderstand, combo attacks can certainly work in 2-D, but Konami really needs to keep it simple and adaptable --if not altogether optional.
Way back in the NES era, subweapons were created as a powerful alternative to Simon’s whip. The Dagger, Holy Water, Axe, Cross, and Stopwatch were tactical weapons, designed to be used judiciously in battle. But now the Combat Cross has such speed, power, and range that subweapons serve almost no practical purpose. The original Lords of Shadow effectively addressed this problem by tailoring enemy weaknesses to specific subweapons, but Mirror of Fate has abandoned this approach entirely. Now the player can charge up their subweapons for more powerful attacks --similar to Megaman’s Mega Buster. Unfortunately charging up leaves the player vulnerable, and the results usually don’t justify the risk. It’s much faster and safer to focus on devastating combo attacks. It’s a shame that nobody ever considered implementing subweapons in any of those combo chains.
And finally, the infamous Lords of Shadow Quick Time Events have returned. At best, QTEs are completely unnecessary --and at worst, destructive to an otherwise positive gameplay experience. Can someone, can anyone, please explain why the player should need to spam the B button for something as mundane as opening a treasure chest? The 3DS has only one set of buttons, and I really don’t want to abuse them on account of foolish and wasteful gameplay like this. While most QTEs are petty and annoying, the most offensive are tedious and completely unavoidable. How are the players supposed to enjoy cinematic battle scenes, while enduring an unwanted plague of dubiously timed “press A/B/X/Y to win” prompts? Konami really needs to make QTEs optional, or just get RID of them completely.
-----Character Gameplay-----
Although Mirror of Fate offers three PCs, their primary weapons, combat techniques, and other essential movesets are almost exactly the same. There’s a very generic cookie-cutter feeling that cheapens these characters. Thankfully each PC offers 2 unique magical arts and 2 unique subweapons to help establish some identity and justify their existence. So let’s take just a moment to examine each individual character’s gameplay in proper context.
Simon has the most basic moveset of all the PCs. He begins his quest armed with a Beast Hunter Whip that must be upgraded to a Combat Cross in order to grapple and rappel through the later stages. Although each of the PCs collect their own unique Relics to expand their movesets, Simon and Alucard must earn many abilities that Trevor possesses naturally. Thankfully all Combat Skills, HP, MP, and Ammo upgrades are carried over from one chapter to the next.
Simon’s magic consists of 2 familiar spirits that assist him in battle. The first is the spirit of his deceased mother Sypha Belnades, who shields him from enemy attacks. And the other is the spirit of Michael Gelhart Schneider, who fights alongside Simon with his trusty crossbow. Both of these familiars also function as Key Items that are necessary to advance past certain stage obstacles. I tend to be a more defensive player, so I found myself using Sypha much more than Schneider. Unfortunately, Simon’s subweapons are the most disappointing in the game. The Throwing Axe was somewhat useful against airborne enemies, but not nearly as powerful as I expected. Likewise, the explosive Oil Flask sounds like a good idea, but these undead are no longer weak against fire attacks --it doesn’t even slow them down. These subweapons just can’t compete with the versatility of the Combat Cross...
Alucard’s gameplay is a major disappointment. And it’s not because the gameplay itself is broken --it’s because the gameplay is unfaithful to the character. Anyone expecting Symphony of the Night or even Dracula’s Curse are in for a shock. Alucard has NONE of his traditional attacks. He has no Sword, no Hellfire, no Dark Metamorphosis or Soul Steal --he can’t even change into a Bat. Alucard uses a Combat Cross just like the Belmonts, and it feels VERY inappropriate for the character.
Alucard’s magic consists of 2 Key Item transformations. The first is his Mist Form which can be used to pass through “mist door” barriers, just like Symphony of Night. Strangely, this ability can also be used against enemies to recover HP. I may be crazy, but I’d expect a vampire to recover HP by sucking blood --just another example of how the Mature rating has gone to waste, but I digress... Alucard’s second transformation is a new anthropomorphic Wolf Form which increases his attack power and bestows the ability to destroy “wolf door” barriers. In spite of the werewolf-like appearance, there are no bestial attacks gained by using this form --it functions more like a glorified Shadow Magic actually... These transformations certainly have their merits, but I’m very upset the iconic Bat Form was cut. Prioritizing the Wolf over the Bat really makes Alucard feel much more like a werewolf than a traditional vampire.
Alucard’s subweapons are a mixed bag. The first is a Bat Projectile that blasts the enemy with a swarm of cavebats. This could have been an excellent tactical weapon, but these bats don’t stick around to distract or annoy the enemy. It’s a very sad day when Gabriel’s silly pixies are setting the better example... Thankfully Alucard’s Stopwatch is the best subweapon in the entire game. Although it no longer stops time, the Stopwatch does slow the enemy down AND it works against bosses. I was also very impressed to see it used as a Key Item to solve a puzzle in the Clock Room stage. It’s a shame none of the other subweapons were used in such creative ways.
One last thought on Alucard... There was actually one major improvement to his moveset that deserves recognition and praise. Some of you may remember how Alucard sprouted demonic wings during his double jump in Symphony of the Night. Well this time those wings can be used to glide across large chasms, very similar to Soma’s Flying Armor soul. This is a golden example of how old ideas can be perfected with a little imagination. Bravo.
And finally we’ve come to Trevor... Although Trevor begins his quest with the most advanced moveset, he does collect just a couple Relics. The first is a Spur attachment for his Combat Cross, which is used to destroy “spur door” barriers. And other is a pair of Speed Boots, which grant super-human momentum to leap across large chasms. Although the Speed Boots provide a perfectly sensible skill, the Spur is a cheap excuse for more of these generic door-barriers. “Mist doors” “wolf doors” and now “spur doors”? Seriously, if locked doors are going to be a major theme, why not just use an old-fashioned lock and key?
Much like Gabriel before him, Trevor uses the Light and Shadow Magic from the original Lords of Shadow. While Light Magic restores HP by inflicting damage on your enemies, Shadow Magic simply increases your attack power. The only real change here is that the subweapons are no longer enhanced. And that’s just fine --Trevor’s subweapons are decent enough. The Boomerang is definitely a tactical weapon because it sticks to the enemy it hits to continue inflicting damage over time. Unfortunately this also means that it can’t hit multiple targets, nor can it return to you once it successfully strikes the enemy. Trevor’s Electric Bomb was a guilty pleasure of mine. After tossing this bomb on the ground, everything standing near it becomes hopelessly distracted by extreme electrocution. If only the other subweapons tried to have some fun...