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Released on March 17, 1994 in North America for the Sega Genesis
by Konami, Castlevania: Bloodlines brings 2D Castlevania
action-platforming to a Sega console for the first time
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Many moons ago, I played the Super Nintendo's
Super Castlevania IV for the first time, and it blew my mind. The
incredible, highly-detailed graphics, the atmospheric, all-timer 16-bit
soundtrack, and the finely-tuned, incredible gameplay immediately made the game
an instant favorite. I couldn't beat
SCIV back then, but revisited it
after college in the mid-00's and finally defeated Dracula. The game blew my
mind all over again when I was in my 20s, and much stronger technology was
available, but that time I heard a small, dissenting voice from several people:
Castlevania Bloodlines for the Sega Genesis is better. Before I started
hearing these rumblings, I didn't even know the Genesis had a Castlevania game.
From that point, I saw videos of the Genesis Castlevania game, and thought about
it every now and then, but never gave playing it any serious thought until I saw
it on a Tennessee vacation at the end of last year, in a mall video game store
for a ridiculously low price. After confirming that the cartridge was real and
not a reproduction, I made the purchase, brought the game home, and have played
through to the end credits. Is
Castlevania: Bloodlines as good as
Super Castlevania IV? Is it even a good game?
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And whose ribcage is this?
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Longtime Castlevania, developer, Konami, wanted Castlevania's first
foray onto a Sega console to be different. Thus,
Castlevania: Bloodlines doesn't take place during medieval times, but
in the 1910s, during World War I. The main villain is a female vampire who
wants to use the war as a distraction, in order to revive her uncle...Dracula.
Yes, in this side-story from the main Castlevania timeline, Dracula's return
is yet again imminent, and the player has to stop it. The change in time
period is a cool twist, but the setting here is different, as well. While the
first of the game's six stages takes place in and around Dracula's castle, the
other five take place all over Europe, as the game's two protagonists chase
around the continent, attempting to prevent Dracula's resurrection, reaching
such locales as the Leaning Tower of Pisa, Versailles Palace, and a munitions
factory in Germany, among others.
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Texas, USA!
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I did indeed say "protagonists" in the above paragraph, as
Bloodlines offers players the choice of two quite different characters.
The first is John Morris (from Texas! I), the slower, stronger, whip-wielding,
Belmont-descended, more traditional Castlevania character. The second is the
Spaniard, Eric Lecarde, a faster, but slightly weaker character, who carries a
more long-range spear. While
Bloodlines contains difficulty mode
options of EASY, NORMAL, and EXPERT, using Eric is indeed easier. Eric's speed
is quite handy, as is the longer range of his weapon, and his ability to
strike upward. The easiest mode here is EASY with Eric. I did not do that.
While I tested Eric's playability quite a bit for this review, I did my main
playthrough here using John Morris on NORMAL mode.
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I came here with the Belmonts, and I'm leaving with the Belmonts
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Castelvania: Bloodlines looks great. The sprites are big, the
backgrounds are detailed, and environments feature plenty of cool animations,
like spinning cogs, rising water, scrolling clouds, and shafts of light. The
player character, enemies, and bosses are all well-animated and well-designed
as well. The color scheme is a little odd and limited, though admittedly,
quite Genesis. Likewise, the soundtrack is very Genesis, in a very good way,
making the best of its sound chip. Michiru Yamane, just three years
before her storied work on
Castlevania: Symphony of the Night, presents
some very solid work, her first for the series, enjoyable, sophisticated,
Bach-inspired pieces that are short, and might not all stick in the head, but
that are highly effective and perfectly fit the game. Sound effects are what
Castlevania on the Sega Genesis would and should sound like.
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The Indiana Jones-like map screen with the traveling dots before
each level is quite cool
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With firm productions values in place, including a well-done cutscene
before the start menu that explains the game's story, all that's left is for
the gameplay to take things home. On that front,
Castlevania: Bloodlines mostly succeeds. From the start,
Bloodlines feels like a classic Castlevania game. Walking and jumping.
Whipping enemies. Getting knocked back by a previously unseen enemy into a pit
and dying. It's all here. In the case of
Bloodlines, it's all here for
better or worse.
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Here comes a medusa head. Whatever you do DO NOT JUMP.
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The first Castlevania game is hard. There are notorious moments in that
game where the player will try to jump over a pit from one platform to
another, only to get hit by a bat and knocked back into that pit, to their
death. The thing about that first Castlevania game is that if the player
experienced a game over in any of the levels in that game's six stages, they
had the infinite opportunity to continue from the beginning of that stage. In
Bloodlines, there are only two continues, and three lives per continue.
I was overjoyed to find that there are passwords for each level, but when I
reached the second stage down a continue, I was dismayed to find that the
password actually saves exactly how many continues and lives the player
has...meaning the player has a limited amount of lives to get through the
game...and that's it. Run out, and you've got to start over from the beginning
of the game.
Bloodlines is more unforgiving than the NES' original
Castlevania!
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I. Hate. These. SIRENS!!!!
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Thankfully, I eventually noticed that in the options menu, the player
can change the amount of lives from three to five (or one, if you're a sicko).
This saved my playthrough and opinion of the game. With the limited continues
and inability to save or start a stage over with continues intact, playing
with five lives on NORMAL mode is a must (I refused to play through on EASY
mode). Like in the the original
Castlevania,
Bloodlines is
broken into six stages, though these aren't broken up into three distinct
levels apiece as in the original. While six stages may not sound like many,
these stages are long. Extremely long. Early in the game, I don't know how
many times I survived a section, hoping the next screen would bring the final
boss, only to have to get through several more highly difficult screens. Each
stage also features at least one, and often many mini-bosses throughout. I
need to make it clear, I am not penalizing the game simply for having a tough
difficulty level. Anyone who has been reading my reviews over the years knows
that I appreciate a tough difficulty...I just reviewed
Batman for the NES!
However, I dislike when difficulty feels like it is covering up a lack of
content, like in old, quarter-munching arcade games that could be beaten in
under ten minutes if the difficulty was simply moderate.
Bloodlines doesn't quite reach that point, but it does encroach upon it
at times. I feel like the ideal version of this game would actually extend
these levels even longer...but include either infinite continues or passwords
that didn't save the amount of lives and continues the player had remaining
from their previous playthrough. As it is,
Bloodlines is fun, and quite
challenging, but that challenge feels just a bit unfair, a relic of older,
less sophisticated times in the 16-bit age. Some may actually view this as a
feature, a bonus, and not a bug. However, I think that 16-bit technology
should mean the elimination of such tactics...
Super Castlevania IV
doesn't need them, and its difficulty feels balanced, while the gameplay
length feels just right.
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Super Castlevania IV brought my dead cat back to life! What
have you got, bat boss?
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While I'm complaining, I guess I'll get the rest of my negativity out of
the way. Certain gameplay elements here are extremely finicky. Even I'm at the
point where I'm tired of negatively comparing this game to
Super Castlevania IV, but I'll do it one more time.
Castlevania IV is famous for Simon Belmont's elastic whip, which can
lash out in eight directions. In that game, any time I see a place that I can
whip and swing from, I get excited because of how fun that gameplay mechanic
is. Here, I dreaded having to whip across chasms. John can only lash forward,
unless he is jumping, in which case he can whip up, diagonally. Unlike in
Castlevania IV, where whipping points are clearly marked, there are
times that John just needs to whip and swing from the ceiling, and nothing is
marked...it's just the ceiling. Sometimes the whipping mechanic works, but
sometimes it doesn't. The developers seemingly realized that the mechanic
wasn't working right, and make sure that there are only a few moments that
swinging across a chasm is necessary...but I held my breath every time, and
loudly yelled at the TV when it didn't, knowing that I'd just lost one of my
few, very precious lives.
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Spear boy, on the other hand, doesn't need to whip anywhere
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With all that said,
Bloodlines is actually pretty fun most of the
time. Yes, it's difficult, but I often found myself trying to play a stage
nearly perfectly, to where I only died once or twice, restarting from my
previous password until I beat the level that way. This ensured I always
reached the next level and got a password where I still had many lives
remaining. Like with any good game, the more I played, the better I got. I'd
often continue through a stage, even after I'd died several times (continuing
starts the player off at the beginning of the exact screen at which they
died), with the intention of starting over if I got to the end, so that I
could go through again with the intent of dying less. A stage...particularly
the nightmarish, siren-filled Stage Three, would often drain all of my lives
and continues before I even got halfway to the end for the first few tries.
Eventually, I'd get good enough to almost make it through without dying. The
controls, while again limited a bit from
Castlevania IV and other
future Castlevania title, are pretty tight, excluding the whip-grappling
mechanic. Jumping follows the more realistic style of earlier games, meaning
once the player has committed to a jump, they can't turn around and correct it
in mid-air. A jump forward is always a jump forward, no matter what, unless an
enemy flies into the player, in which case, it's a jump forward, then a knock
back. The controls became more and more familiar and more and more intuitive
the more I played. The Sega Genesis controller's three-button scheme works out
well here, as there's an attack button, a jump button, and a secondary weapon
button. Like in most Castlevania games, the player can pick up a secondary
weapon throughout the game (an axe, holy water, etc.) to use on enemies,
collecting jewels as ammunition. This mechanic works just as well as it does
in other Castlevania games.
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The glass breaking throughout this fight is an epic touch
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Once I gained more confidence in my
Bloodlines abilities, as well
as in my chances at progressing through the game's marathon-length levels
(particularly after discovering I could up the life count to five), I started
to eagerly anticipate whatever crazy thing the game would throw at me next.
From a ghost knight with a machine gun, to a weird 90s glitch/steampunk
mini-boss, to rooms that play completely upside down,
Bloodlines is
great at keeping players on their toes. Imagination and ingenuity are on
display here by the bloody truckload. The attention to detail is also great. I
loved revisiting Dracula's castle in the first stage and seeing how much of it
was smashed to bits or banged up from time and the last violent Belmont visit.
Despite my qualms, a lot of thought, care, and skill went into this game and
it shows.
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Used to be a nice room...used to be.
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As in all Castlevania games, the levels have secrets. There are big juicy
mutton chops hidden in some of the walls (generally the wall will show
cracks), which refill a player's depleted power meter. There are also extra
lives hidden in some particularly devious places, though these often require
the player to risk a life in order to grab them. There are a few Mirrors of
Truth hidden throughout the game, which kill every enemy on screen. I really
like those. There are Coat-of-Arms, which, when the player has upgraded either
their whip or spear to the maximum amount (generally done quickly, right when
a player has started a stage, or restarted on a screen), combine to not only
create a super-powered whip or spear, but replace the secondary weapon with an
awesome, screen-clearing supermove. Each of the regular secondary weapons also
has its own supermove, which requires the player to hold "up" when hitting the
secondary attack button, though this uses more jewels. Overall, there's enough
depth in gameplay to keep the player invested, even if they're struggling with
the difficulty (or annoying grappling mechanic).
Bloodlines is a good
game...
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Upon reflection...
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But claiming that it is better than
Super Castlevania IV is
frankly ridiculous. These two games are not on the same level. For one,
Bloodlines, is a high production value ode to a previous generation in
gaming, that is at times held captive by that previous generation's flaws.
Super Castlevania IV transcends, makes use of its 16-bit technology to
carve out a spot among the greatest 2D action-platformers of all time. In my
humble opinion, gaming peaked at the 16-bit generation. Developers could now
create games that were large enough to where the difficulty didn't have to be
artificially inflated to extend gameplay. Functions like file-saving became
commonplace because the ability to save a game now didn't mean that the player
could get through it so quickly, the game didn't have value. Music and
graphics could be highly appealing given the proper development and care.
Games like
The Legend of Zelda: A Link to the Past,
Super Mario World,
Chrono Trigger,
Sonic the Hedgehog 2,
and
Streets of Rage 2 redefined gaming excellence (though as I think
about it, the Genesis titles only furthered the production value angle--those
games don't feature any save option, and you have to play straight through
them...the newer Super Nintendo most definitely had a leg up in this
department).
Super Castlevania IV features so many stages, the password
system doesn't need to hold players to limited lives and continues to
artificially inflate gameplay. While
Bloodlines' graphics and sound are
good,
SCIV features layered, painterly 16-bit graphics, and a
soundtrack that would make a gothic film envious (and anyone who would point
to the slowdown during some moments in
SCIV as its Achilles heel
must have somehow never tried to do a Coat-of-Arms supermove in
Bloodlines). However...some people just prefer the Genesis aesthetic.
They prefer the graphics and sound generally inherent in a Sega Genesis game
versus that of a Super Nintendo game. If that's the case, and you
haven't played
Bloodlines...head to a shopping mall in Tennessee and
pick up this game, now! They had two copies, and I left a copy on the shelf
(CM Games in Knoxville)! And if you're a Castlevania fan in general and
haven't played this game, I highly recommend it. Even if
Bloodlines is
not my 16-bit preference, it's more than worth playing.
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I felt like I had to take a picture of the screen when I beat the game to prove my bonafides(I wasn't using screen capture on that playthrough),,,because after all the griping I did here about difficulty, I beat Dracula on my first try...on my last life...with one hit left... |
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Go back to sleep, you blood-sucking bastard |
Graphics: 8.5/10.0
Sound: 8.5/10.0
Gameplay: 7.8/10.0
Lasting Value: 7.5/10.0
Overall (Not an Average): 8.0/10.0