Okay, once more with feeling.
Climbing up again.
The Bat soul weapon that we’ve just acquired makes the screen flash and then all enemies die. It costs 5 hearts, making it the superior version of the Fire soul weapon. (It’s good for getting rid of the otherwise-hardy knights, that much is clear.)
Now that we have them all, I’m going to say: The soul weapon system was badly implemented in multiple ways. The way the abilities are dribbled out means you’re not going to use them for 95% of the game. The elements listed for each weapon and their corresponding effects make no goddamn sense. The selection of abilities is poorly suited to the game and most of them don’t come with any visual indicators. Time stop, for example, matters when there are moving platforms you can freeze or enemy swarms you need to crowd-control. This game only has a handful of platforming bits, and those rely on the platforms needing to stay in motion; and by the time you encounter crowds of enemies (which can only get so big on the Game Boy anyway) you have the fire soul. The “angel” soul might be a useful distance weapon, except that the fireball whip hits the same arc and is free. You only get the “demon” soul for the final four corridors when you might use it on knights to save yourself some effort, but you really need to save your hearts to use the healing soul in the Dracula battle.
If we go up the left side of the initial climb, there’s a dead end with a Wall Meat.
So we take the right door, and continue right instead of jumping down.
Knights on the platforms, Sandworms on the floor.
These backgrounds are downright respectable.
Then we have another straightforward climb, past Knights and Bats.
I am appreciating the Bat soul killing the knights…though you can just climb straight past most of them.
Then to the right once more.
This run has Knights and Bats that are harder to avoid; at least if you’re trying to rush through.
To the last crossroads of the game.
Going down gets you a Wall Meat.
Going up leads to the throne room.
And Dracula.
Now, I care and all, but I couldn’t face stitching together another 40 goddamn text boxes.
Dracula: You have done well, my girl. In fact, you are the first human who has come this far. You have my praise.
Sonia: You are the Prince of Darkness. Because of you many people have died, many people have suffered.
Dracula: Oh no, my dear. I have merely done what you humans wished for, fulfilling your insatiable desires.
Sonia: People must fulfill their dreams with their own power. You have been consumed by the power of evil no longer have the strength to determine your own fate!
Dracula: Silence! On the contrary, I am just the one to use this power, and I will be the king who rules over the entire world. Give yourself to me, young lady. There may be merit in having your power, in having your presence.
Sonia: My strength will only be used to protect the world! Lord of Darkness, prepare to suffer for trifling with so many lives!
Dracula: As you wish, girl. Then it is your fate to kneel before my power!
Dracula teleports to various spots around the room (often in mid-air) and opens his cloak to shoot out energy balls.
It’s hard to dodge the balls, but you can also just tank a couple of hits, whip the crap out of him, and heal with the Ice soul weapon, which you can have up to four shots of.
He talks more after you beat his first form.
Dracula: Well, well. You are a worthy foe. You have lasted much longer than most.
Sonia: Prepare yourself!
Dracula: Oh, I've just been toying with you so far. But now it's time to get serious!
So then he has a second form. The face in the middle shoot out the same energy balls, but now in eight directions instead of three.
He still teleports around, but rather than chasing him, you can easily dodge from several locations and easily hit him from several others—just let him come to you. And I think he has less health than the Executioner.
After you beat him a second time, we have another 56 dialogue boxes.
Dracula: Ohh, no! This cannot be! Me losing to a- a human?
Sonia: You poor man. It must be difficult for you to understand why you, who possess eternal life, are about to perish. Humans are granted such a precious short life in comparison to yours, but in that short time we are able to love and to live for someone else. There must have been a time when you too cherished the bonds with the ones you loved. We humans are not so foolish as to throw away all of that in exchange for the power you received. There is no place in this world for the likes of you. You were already defeated when you accepted the power of the darkness.
Dracula: Heh heh heh heh. HA HAH HAH HAHH!! Don't let it go to your head, girl. Do you really think the like of you can destroy me? You're a fool just as Alucard was. Listen to me. Darkness will never die out as long as there is light in the world. I am the ruler of that darkness, and I will rise again and again, as long as people like you are alive. Again and again, I tell you. HAH HAH HAH!!
Sonia: When that happens, someone will appear before you to take my place. If it is my fate to again be a vampire hunter, I will be ready! No, I will gladly accept that destiny. So, until your soul is saved, until all the evil desires in the world are exhausted, goodbye ruler of evil. Goodbye, O woeful Prince of Darkness.
At which point we teleport outside.
And Castlevania sinks into the ground.
Thus, the fear of darkness that continued to envelop the world was lifted single-handedly by a young girl. There are as many legends in the world that deserve retelling as there are stars in the night sky. But this story marks the beginning of the Belmont family legend that has been passed on through many ages. And there is not a single person now who knows when the next legendary fight between another Prince of Darkness and human will begin.
So, I think systems-wise I’ve made it pretty clear why I’m not a big fan of this game.
Castlevania: The Adventure was a product of its time; an era when crushing difficulty and repetitiveness was used to compensate for limited memory and short games. It was a perfectly reasonable approach to translating the original Castlevania to the limitations of the Game Boy, and it managed a lot of clever stage hazards and some remarkably nice graphics.
Castlevania 2: Belmont’s Revenge took everything that was good about The Adventure and built it into a much stronger game. The difficulty was still there, but the instant-deaths were toned way down and the controls were significantly improved so it felt more fair. The nonlinearity made the game much more accessible and the addition of subweapons gave the player more variety in dealing with obstacles. And for a Game Boy game, it was downright gorgeous.
Castlevania: Legends was a mediocre 1989 game that came out in 1998. The graphics were worse than The Adventure; and for all that they stuffed into optional abilities, none of them really improved the play experience. It’s easier, but that’s mostly because they aimed for “enemies swarm and deplete your health” as the death mechanic rather than instant-death stage traps—and the stages are boring. The requisite crossroads in each stage to find the hidden collectable is the only real innovation, and even that is marred by the trap rooms and trap candles that feel cruel and discourage exploration. This game isn’t unplayable, but it’s…just not very good.
Because we found all five collectables, there’s a special ending.
Sonia becomes the founder of the vampire-hunting Belmont line and we learn that Alucard was the father of her child. So the Belmonts and Dracula are forever intertwined and the series is actually an intra-family battle. What this doesn’t explain is…practically everything. Sonia was gifted with special powers to command souls and go into burning mode; but none of her descendants could do either. Alucard inherited some portion of Dracula’s vampire powers, but none of the later Belmonts get those, either. Alucard never implies or acknowledges any connection to the Belmont family in any other game (including the ones that had already come out when this game was made). This also doesn’t give any special significance to the Belmont’s signature whip (though to be fair, I think Circle of the Moon was the first game to do that). This was a big twist with nothing to support it and no real follow-through; no wonder it got dropped from canon.
And so ends what was probably my crankiest segment of an LP ever. I wasn’t sure at first whether I’d do Legends at all, but the momentum was there and people were interested, so I pushed through it.
Thank you all for being a great audience for this edition of Let’s Play Beowulf’s Game Boy Youth. Extra-special thanks to Albatoss for posting all the music and Peklo for providing interesting side material that was new to me.
That’s all for now, see you next time!