Castlevania Judgment Shakes Up Nintendo Power Party

By Kurt Kalata . September 17, 2008 . 11:41am

The Castlevania Judgment demo featured three playable characters – Simon, Maria and Alucard – and showed off a handful of the stages. There are a couple of neat touches, especially the classic music – the “Dracula’s Castle” theme from Castlevania: Symphony of the Night has finally been remixed, along with the usual classic themes like “Vampire Killer” – as well as the zombies which aimlessly attack both combatants during the match. But it’s not entirely clear on how the game system actually works.

 

You attack by waggling, but I’m not sure if waggling in different directions will cause different attacks. As a result, it seemed like there was just a single canned combo, which would sometimes just drop out if I wasn’t shaking the remote hard enough. There are secondary weapons, like the old daggers and holy water vials, but they’re very difficult to aim efficiently. It also seems to be a very defensive game, since you can block practically any attack and then wait for an opening to counterattack. Unless there’s something deeper that’s not apparent, it seems quite shallow, and I’m not sure any Castlevania fan will really dig it outside of the fanservicey concept.

 

 

Images courtesy of Konami.


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  • Me

    Controls sound kinda lame… It’s just… shaking?

  • seiya19

    I´m guessing that the controls are probably similar to the Naruto: Gekitou Ninja Taisen games on Wii (obviously because of being the same developer), with its own differences.

    Personally, I don´t mind the “shaking/waggling”, even if I don´t see it as the best way to play a fighting game. Changing a button input for a “shake” is not much different in terms of complexity, so the only change is that is a bit more demanding for long periods of time, more user-friendly for those unexperienced gamers and more “interactive”. And well, while I consider it to be less precise in terms of timing, it´s not something that I can´t get used to.

    I would prefer that they also include an alternative control scheme for those who prefer to use traditional inputs, but I guess that they are really focusing to integrate the Wii-mote to the gameplay instead of being just an alternative, specially when this game allows for more 3D movement and interactive environments when compared to other more traditional games. As seen in the Naruto games, it seems that Eighting is determined to improve the use of the Wii-mote into their fighting games, which is something that I welcome. The last Naruto games already pointed at that, with the inclusion of some movements like the “seals” that couldn´t be done with the classic/gamecube controllers.

    By the way, what worries me the most at the moment is if they´re going to include the japanese voices as an alternative. I didn´t like the english voices that I heard in a trailer…at all…

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