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The Scarlet Devil's Castle: Koumajou Remilia for Switch and Steam

Peklo

Oh! Create!
(they/them, she/her)
It's probably no understatement to say that this community as a whole likes Castlevania. If it wasn't evident just from the general air and precedent of the forum, Symphony of the Night was just voted as the most popular game of its entire generation by the people around these parts. It's not an uncommon position to take, as the series is held in esteem worldwide and influences subsequent works tirelessly; one of those derivative works was the Touhou search action Luna Nights, a game I've certainly made my case for, and which I hope has reached more people now that it's available on consoles too. But in the gargantuan scope of indie games, fan games, and even Touhou-specific doujinsoft, Luna Nights wasn't the first to wear its influences and love for what shaped it on its sleeves. It's time to wind back the stopwatch a decade.

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Official site
Koumajou Densetsu: Scarlet Symphony (evidently now replacing "Densetsu" with the titular antagonist's name to cover another point of Castlevania referentiality) is a game that made its rounds in 2009 and in the years after when it originally came out, because how could it go unnoticed? It recreates and adapts the Symphony-informed, Ayami Kojima-adorned Castlevania aesthetic and framework painstakingly to the most appropriate set of Touhou iconography available, as subsequent works like Luna Nights have. Yes, it is about the perennial residents of the Scarlet Devil Mansion, and as much as the fanbase's single-minded focus on the sixth series game's setting and cast may frustrate someone who's more entrenched in the entirety of the source material, it must be remembered that this is a vintage game from the midst of the Touhou boom years, when the oldest works weren't quite so old yet, and as must be acknowledged: it is the one with the vampire and her if not literal then symbolic castle. When two loves such as Castlevania and Touhou combine, it's often that these games write themselves around the thematics present.

What can be expected from Scarlet Symphony, then? It's a game out of time upon this upcoming return; before indie development had really become codified in the way it's understood now; more localized and relegated to smaller, less globalized audiences. Like Luna Nights, it doesn't attempt to map the expected mold of the Symphony-patterned games to itself exactingly--what you get with it is a linear stage-based structure like Castlevanias of old, expressed with the control style and physics of those more modern works, and mixed with dashes of influences from the shooter mechanics that define Touhou. The symbioses of these elements may not reach the ingenuity found in the interactions in a game like Luna Nights, but they don't really need to. They speak to a different era of development, a different time in fandom--some of it fond nostalgia, some of it things glad to have grown out of--but they're part of the foundation for what's been accomplished since. The largest obstacle in marking that significance has always been sheer inaccessibility, which is one of the unquestionable benefits of this modern age, when every contemporary Touhou gets a timely Steam release, when the past catalogue is gradually filled in through those same services, and fan works old and new get introduced to new audiences on console platforms they never would have even broached before. The coolest thing about Scarlet Symphony's unlikely return is that it doesn't even have to stop there: the game has a sequel--just as unabashedly vampire killing as this first game--ready to be shown off to players who might not have known either even existed.
 

demi

(She/Her)
All about this! The past couple months have pretty much been non-stop Touhou for me (played & loved Luna Nights a couple weeks ago too), though checking out Touhou fangames is something I've only recently gotten around to doing. I was digging around the other night and also found an Etrian Odyssey-alike in Labyrinth of Touhou 1 & 2, and while I've only played 6 hours of the second one so far it's been a lot of fun.

Re: Scarlet Devil's Castle, It looks like the original PC releases had English support for both this title and its sequel via some post-release patches; and we're getting a Switch release too? What a bounty. It's so cool that various fangames are getting a new breath of life on modern platforms. Also: the art in that poster is wild.
 

Peklo

Oh! Create!
(they/them, she/her)
Yeah, I believe the second game also picked up enough steam at the time for them to be able to hire professional voice actors for it. Audiowise both games are pretty grand in general: both the source series are associated with good music, so it would've been easy for them to remix a multitude of tracks for the soundtracks (such as Luna Nights's excellent arrangements, all based on The Embodiment of Scarlet Devil) and call it there--instead both of the Koumajou games consist entirely of original music evoking the feel and sound of both series rather than direct lifts. The referentiality is done through compositional and instrumentative parallels as a result, like the stage 3 theme in the first game echoing Rondo of Blood's stage 1 riffs. They're highly considered and diverse soundtracks, and the second game features one of my favourite uses of a vocal theme in any video game.

Some more art from the games or in the gothic-romantic style generally exhibited and evoked by their concept artist, Banpai Akira.

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All the characters are interpreted through this aesthetic lens, and one of the most inspired is Marisa's transformation into a Vampire Hunter D-esque witchfinder.

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Wow, I've known about these Scarlet Castle-vanias, but I never knew about the artwork. That's awesome.
 

demi

(She/Her)

July 28th is the release date for this one per this article! Haven't played it before and absolutely cannot wait check it out. I tend to submerge myself in all things Touhou for months at a time; I'm sure this release will kickstart my heart for another spree. I couldn't tell if this was getting a localized, English release at the same time or if that may follow after? Or am I getting ahead of myself with whether to expect one at all? I can't remember. Anyway, I'm excited.
 

Peklo

Oh! Create!
(they/them, she/her)
It seems the localization is coming as well--Gematsu has screenshots and further English-language information. Still as excited as ever for this to make its return.
 

Peklo

Oh! Create!
(they/them, she/her)
It is out. I cleared it, took a look at the extra boss, and bowed out. Maybe someday.

What's interesting about this game is how canny it is about evoking its inspirations in very distinct ways from its peers and later successors of sorts. It is, in a way, a more literal expression of melding the old and new styles of Castlevania than you usually get from clones like this: vampire hunter Reimu moves with the physics and rhythms of a post-Symphony protagonist, and the level design around her has more in common with the monsters-on-shelves routine of some of the later entries if examined in a vacuum in bits and pieces, but the play experience that coheres out of all of it isn't as rotely banal as that. It manages to evoke the feeling of old Castlevania with a very different toolset and physics model simply because the stakes for every bit of progress are high and mistakes are penalized harshly. Supplementary abilities like flight and projectile attacks don't trivialize the game in any way despite their ostensible impact on play--rather they paint a clearer picture of your limitations in tackling any given situation in charting the borders of player options. Reimu's abilities ultimately aren't that diverse, but there's a high amount of nuance in the limited ways she can act, with the game's punitive nature necessitating learning and internalizing those quirks as a priority to grant her all the advantages possible. That's where it feels most like an old Castlevania, where the ticket to survival wasn't a luxurious byproduct of the play experience but the hard-earned result of paying attention to the fundamentals at hand and drilling them into one's very sub-conscious as part and parcel of the grand tour.

The game also manages to be evocative of old Castlevania in other ways, through its boss encounters. It's no great secret that the way bosses behaved in the series for a good long while after its inception ran contrary to how "good" boss design is usually understood now; they were slugfests of the highest order where trading blows in a race to the bottom of the participants' health bars was the order of the day, with no-miss displays of evasion and elegant counterattacks either impossible or highly up to the whims of the A.I behaviour one happened to be met with. It's not to say that "perfect" play wasn't possible in all cases--just highly unlikely, dependent on more factors than individual player skill.

Koumajou Remilia's bosses attack with projectile patterns evocative of their home genre, but with a ferocity that is bolstered by the awkwardness of trying to parse and weave the hail with a tall player sprite and a hitbox that's objectively small which allows for said evasions, but difficult to keep track of with a sprite of these proportions, the sweet spot sitting somewhere in the vague midsection of Reimu's ornate fabrics. The super players can dodge what comes their way, but the common experience is more likely to end up taking hits from all kinds of odd angles, being bounced back and forth between particularly troublesome bullet formations, health bar dwindling to nil in a matter of seconds. If victory comes, it is likely to be at the other end of a screw-it smackdown in brute-forcing one's way through at least some of a boss's attacks just because the damage that can be inflicted as a result is worth the tradeoff. There's a temptation to be reckless in the face of such unreasonably fast and dense opposition, and sometimes the game allows for that kind of graceless approach. On the higher end of enemy, it's an absolutely untenable proposition, with true and fine-honed evasion being the only real option, but these instances are limited to far and few between in the game's duration--for most of its time, it embodies the uneasy friction in dancing between the raindrops, knowing full well that the performance will leave one soaked to the bone no matter what.

Is Koumajou Remilia a good game? I can't and am not really interested to dictate that; this was an exercise in putting a face and context on aesthetics that I've long enjoyed--an act of nostalgic doujin exhumation. Not all discoveries so made are as fresh as what's been cultivated since in the space they left behind in their time. It's enough that they remain their creaky, idiosyncratic selves, meeting their descendants at face value.
 

Peklo

Oh! Create!
(they/them, she/her)
Stranger's Requiem is now out. Played it, and cleared extra stage this time! I'm inclined to just paste some quick thoughts about it, since this is very much an iterative sequel-with-a-twist.

often i think with cvs of the post-symphony style that they have such nice movement that it's a shame the games mostly don't keep up with it--the only time they really do is with deliberately overdone modes like ecclesia hard mode or something

so this fills that niche for me well, being a linear stage game but with igavania movement and combat, but actually the teeth to make all of that stuff relevant and matter at baseline play

some really nice particulars like sakuya's divekick being probably the most practical of its type i've ever seen; it does half the damage to a standard melee hit, so it's really useful for damage-dealing as a supplementary option, and beefy enough that some troublesome enemies you might want to fight entirely with divekicks--the game even has an achievement thing for fighting bosses with just kicks, so it knows how effective it can be

sakuya doesn't have a slide, but her backdash is a long-distance leap (if you do it with your back against an incline like stairs you just rocket to the bottom lol) that has i-frames; the densest bullet patterns have to be dashed through with it. there's also a counter mapped to it, if you hit attack immediately after doing it: a flippy knife throw that uses some resources, but not that much, so you can integrate it into your twitch repertoire most of the time

like the first game, flying spends meter (it's a stamina-like regenerating thing), and additionally attacking while airborne does a wide crissaegrim-hitbox slash that's not as powerful as standard hits, but is best used as a makeshift shield from projectiles. you can also do it on the ground with up + attack input

her sub-weapons start with knife and stopwatch, since those are her deals, and ofc map directly to cv analogues. beating bosses has them join your "party", where you can pick them as a sub-weapon at the start of every stage--limit of three at once, freely swappable. the neat thing about it is that the characters themselves also map to cv sub-weapon functions: meiling is the axe, alice is holy water, patchouli is the bible, reimu is the cross, flandre is more or less an item crash, and remilia is functionally an upgraded knife

as far as what kinda stuff it has in it: four difficulty options, a boss rush mode, a gallery mode, an extra stage for the hardest stuff in the game, a secondary playable character in reimu from the first game being ported to this. also some omake comedy sketches because they wanted to leverage the big-deal pro va cast they got on board for this lol. they're not great!

since this is basically a vintage doujin game, it has that kinda mish-mash aesthetic in the visual assets used, which i'm fond of despite a lot of it not tracking as pristine pixel art or anything. but it's also elevated greatly by banpai akira's kojima tribute artwork and designs, and the very good soundtrack that doesn't remix touhou staples but does its own thing

i think it's much easier to recommend than the first game that has its pretty significant issues, even if much of the appeal is the same. probably the biggest wall with the game is that it uses a lives system (default 3, can set it to a max of 20) and that's your limit for how many retries you get in a stage--usually more than enough, but when you come up against a tricky boss where you really have to learn their patterns, and failures can happen in seconds when you don't, making the trek back to that point can be kind of deflating if you run out. but i also enjoy the overall mechanics enough that it's not that big of a deterrent. you feel like you can always play more efficiently, more stylishly, faster, whatever. the phantasm extra stage is really the only place where it becomes a trial by fire, and you can't really fault it for being so in that specific context

switch version had some kind of astonishingly severe frame drops/almost crashes in a few spots... but never enough to cost a run, at least anecdotally

Having the duology accessible through legitimate means is a treat, for anyone who holds affection in their heart for 2000s-ish doujin efforts.
 
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