Castlevania: Order of Ecclesia: 4,5 stars out of 5 stars
A great game with all the letters, but a step back for the franchise in several respects.
To begin this review, I want to clarify that my impression was never before known a game so different from what eventually became. For this reason, probably enjoyed the game much more, because I was surprised. I thought he would play a flat game, different than usual, too difficult, with a terrible soundtrack and a femme fatale protagonist ... (Accompanied by a moron with a shotgun)
Nothing further from the reality.
Music and Sound:
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As it happened years ago with Curse of Darkness, I made the mistake of judging a soundtrack to listen to in haste before playing the game. Definitely, this is not Curse of Darkness and Portrait of Ruin, but it is very close to Symphony of the Night. The themes fit perfectly with the levels at which we are presented, and almost all of them use dominant. Many of them also use the DoD, and have many arrangements and tones that give, especially in the key scenes, you have to have: emotion.
There is a general line followed by the soundtrack, which is always there, waiting to take off, creating a very special atmosphere, but within each subject find a part that reminds us that we are listening to the good of Michiru. And it is very difficult to be angry with her, because although several of the themes good game eximio not reach the level at which it usually does, the issues Monastery and the fight vs. Albus (and perhaps the Giant's Dwelling and Mystery Mansion and some scenes) they do or are near the top, and then forgive mistakes that otherwise would have been more noticeable.
I was surprised at the lack of drums and guitars too metal riffs always found, and also very uninspired remix of Tower of Dolls, maybe it was done not by Yamane unknown but for his coworker. As a counterpoint to this failure, there is a very good remix of Riddle (of the bird, Castlevania III), which itself must be of Michiru Yamane. Unfortunately, this issue can not be enjoyed a lot, as it is in Training Hall, tense level for its difficulty, and consequently suffers the same as PoR Troubled Times, that being in Nest of Evil (bloody coliseums that never fail!) tired ends being connected with the tense atmosphere level. Luckily, then can be heard quiet, once the level is history.
Very subtle the Renaissance tone of some subjects to try to tell us that Castlevania has been reborn with a new spirit.
So yes, this is not Michiru Yamane at its best, but it does what is expected of her ... of a rare and for my taste a little bland ... but despite the ups and downs, and mostly gray, meets.
And I assume that low (and many of the middle gray) correspond to the unknown composer hired for this game (and Yuzo Koshiro think that would be the one ...).
Iga should put aside these personal whims and pass unknown as hiring staff changing, and do the best for your saga: Michiru Yamane work only doing exactly what he did always in Castlevania.
As for the sound, this is the typical Castlevania sound-set, but I want to emphasize that the sounds of the bosses are more unbearable each new game. As if it was sickening that there are bosses, as if it were not enough to the difficulty grows with each game, we also have to endure, for the past several games, their voices and sounds insufferable. High time they stopped a little cart with this.
Gameplay, Difficulty and Fun:
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The gameplay of Castlevania has always been increasing, since those cavemen detestable and Belmont, which reached their greatest moment of disgust in both Super Nintendo games, to Maria (thank God that forever changed the gameplay), and all those who followed him (Alucard, Soma, etc..), and 3D characters (of which more fluid and dynamic is Carrie), up to the maximum peak was Charlotte in Portrait of Ruin (which only Rondo Maria of Blood she can compete). Here, at this point, is where the series has taken a small step back. Just a little, tiny step. And it could be just like Shanoa Charlotte, if only they had cloned the system. But in this quest for innovation that engulfed whole Konami to launch this game, decided (in the midst of many changes) that the attack was alternating two buttons instead of only one. This only hinders and confusing at first, and then you get used to, but you will never enjoy the game as we did with the unforgettable Charlotte Aulin. The glyphs, although they are a good system, also lack essential to compete with the deep and very complete system spells Portrait of Ruin. System are comparable to the souls of Aria / Dawn of Sorrow. And a large negative change from the previous game to this was the fact that the system removed two characters.
Among the positives, note that there is no touch screen functionality, so that the stylus (Congratulations!) is not used at all. A wise decision, as in the two previous games console, especially in Dawn of Sorrow, was on more than one occasion by forcing others (this is a mistake that Nintendo tends to repeat to show what they can do their consoles , and which apparently Konami always falls, just remember the unbearable effects of Super Castlevania IV ...).
In short, the gameplay is very good but not the best there was, and pales when compared to its immediate predecessor.
What I felt really good was that we completely take out the castle. This had begun in Portrait of Ruin, because it was sequel to Bloodlines, which was almost entirely outdoors and locations well away from Romania. Here, with the overworld and totally disconnected levels, have gone to the other end. Some may consider it too much, but after playing Añares always the same typical areas, is a good rebirth for the series. As in PoR, would have been nice to include intermediate areas between one level and another, but might have hindered the dynamics. And for those missed by the usual formula, after 16 levels (and 2 alternatives), they have to go to Castle Dracula. And it may seem repetitive at this point, we must recognize that it is one of the best ever.
Turning to the difficulty, is here a huge criticism of the game. Before we begin, I want to make clear that I traveled and I won the game, and although several parts cost me more than I would like, were spent. But the game stopped short of me tired and leave him, as Circle of the Moon, which was ruined by his difficulty ill. There is a line between the difficulty that tests us and makes us try again and again (if Castlevania III) and that takes away the desire to play (if, to mention another thing, Battletoads). Luck in this game can levelear, but even that became more difficult. There are no minotaurs to kill from afar with spells (PoR) or enemies in a room with twin water allow us to rise rapidly equipped with dash-dash-blow-blow (DoS). The enemies to level up is hard, and sometimes we are stuck. And not always a save point nearby. It was never so dense that you level (or as slow). And though I looked, I found no place to make money quickly (PoR also quickly became the minotaurs drop items). We get very little money around, leave expensive items, and almost all enemies have 4 or 5 stars in their drops, so not very fun trying to collect items and then sell. It as an example to say that selling everything that is collected through the game (which of course will not do) would get about 150,000 G, and every Super potion out 24,000.
Levels are not easy. With care you can go by, but it will not ever miss the time when, despite having a very high level, we find a part where a few blows to send us screen "Game Over". And although the levels are not too big a stumbling block, do contribute to the overall feeling that you can never go quiet enjoying the spectacular scenery or background a great song. Always, no matter what level we have, there will be parts that are going to hit. And some enemies (as was The Creature in PoR) are unbearable (for example, the Double Hammer). They can be as tildadores!
Not to mention the bosses of each level ... They taste giving the freaks / nerds who want to be many arenas, narcotics bosses and enemies morons. And more than ever. If that was not enough with the binding of each game arena, here are two!. I wonder why they did not really two levels instead of wasting space, time and effort in these two stupid? Yes, I recognize that the Training Hall is novel: you have to dodge, not to kill. But it was not necessary. Nor was the repetidísima idea is presented in Large Cavern. Areas full of enemies who must kill to proceed, which squared game beat-em-up, which will delight the sick and raise responsible for as many curses and insults in normal players.
And if the arenas were others, and I have no words for the bosses. In itself, I always thought that idiotic bosses are completely dispensable in games. But Castlevania always exceeded. Before they had at least 16 bars of energy, and the fight could last a minute at most. Now, while they beat us, not 16 but 4 or 5 times, we must remove between 4000 and 10000 HP, so the fight can last up to 10 minutes. And considering that every boss should try 3-10 times, is really time that is lost with them.
And most unnerving of all there is the difficulty: the tendency, also increasing with each new game, bosses make their appearance two screens measuring high and we sixfold in size, with some visual effects and sound, a voice monstrous and stupid, and every time you make an attack or say something stupid we are stuck with exageradísimas voices. If you Brauner was annoying with his "Blood Art Technique", not to mention some gems that we see here. Luckily, they also die dramatically, so that somehow we hate them while we fight against them, is satisfied to see, for example, burst the tongs under an elevator full of petty cash. Although under the elevator would have put instead of the crab, the calibration dress street punk who fights like a street fighter Bronx eighties (the giant of Giant's Dwelling).
I recognize that many are very well done, as the giant horse knight dress. But it is still outrageously ridiculous and totally unnecessary.
What is new (and hopefully this does become increasingly common) is the way you have to kill more than one boss (as absorb the Vampire glyph cave, and the first head of the castle).
And I have another plus despite all my criticism of bosses: Iga, for once in his life, he fell to the taradez, Dracula and thankfully not no monster becomes exaggerated and ridiculous. He is simply the Count Dracula, and never becomes a dinosaur (may sound stupid, but we have seen every Dracula through the years ...). And the way it has to be overcome, as well as being inherent in the story, is very good (also excellent way to beat the Barlowe). Is this the definitive Dracula, the best we've had in the series. And this is not saying much, in fact, I was glad the time that Dracula was not present at the games. But it is a small step for the series.
A must MetroVania today, focus on the complexity of their areas, the quests, the mysteries, and set aside these things "head" for nerds. Unfortunately in this regard Order of Ecclesia gave not one but twenty paces negative compared with Portrait of Ruin. Despite having quests much better, the fault is in a difficulty too wild, after all (and with much patience and after many frustrating moments), can be tamed, but it ends up not enjoy the wonderful surroundings leave in which we stood, often ruining the fun potential.