ClassicVania:
1. Castlevania: Bloodlines
While not the definitive Castlevania (see #2), or even amongst the most 'pure' (the setting and multi-character approach makes sure of that), it's still my favorite. Yeah, nostalgia has a hand in the decision, but it's more than that since nostalgia should reasonably bump Castlevania I and III much higher on my list. I'm going to dig into the details here because I have a feeling this might be a bit of a controversial opinion.
It's mostly because it's just so damn pitch-perfect. If there's anything resembling a dull moment in this game, it's in the longer stretches of Stage 5 (Versailles) which feel a little like padding. Even then, I'd say that they're packed not only with particularly nasty enemies (the swinging mantis things in the first outdoor areas, the knights and fleamen/birds in the interiors and rooftop respectively) but genuine
traps (which are surprisingly scarce in the series). Outside of those sections and a few showy set pieces, this game doesn't really let up for more than a moment or two to catch your breath. It's not even that difficult, really, it's just that its paced so well from start to finish that it
feels like it doesn't let up. There's always something right in front of you that needs to be dealt with.
Visually, I think Bloodlines beats out Super Castlevania IV. Whereas that game has a really unified, top-notch aesthetic from one end to the other, I've always found it a little... muted. There are colorful bits here and there, don't get me wrong, but it has a pretty low saturation color palette that sort of makes everything feel sort of dull and faded. Bloodlines' sprites aren't nearly as animated or detailed as Simon Belmont, nor is there any question that the SNES is the superior system in terms of graphics. But Bloodlines goes to so many more interesting places and is therefore more visually interesting, at least to me. Yeah, there's some odd color choices here and there, but it also uses color to greater effect to make each area jump out.
Let's not even discuss the ghastly Mode 7 sequences in SCIV, as they cannot hold a candle (lol) to Bloodlines' visual effects. Cool shattering glass effects (Stage 1), jaw-dropping (for 1994) reflections (Stage 2), swaying structures and faux 3-D (Stage 3 and 5), and even a stab at some cool lighting effects (Stage 5). But the best bits are reserved for Stage 6 where entire levels are skewed in slices with what can only be some kind of dark game development magic. Seriously,
look at this sequence here. That was
mind-blowing and maddeningly difficult back in the day, and I still approach it with a level of caution even now. It's not really that difficult to figure out how to compensate for it, but it's still really intimidating for such an effect. As an aside, I also like that the obligatory "stock up on goodies" section before the final boss battles goes for some honest-to-god scares by having a long empty space with just one of the Armor enemies to remind you what they sound like, then
motherofgodthat'scomingfromsomewhereFAST. The only way it could get better is if they came from a direction other than behind.
While we're on graphics, there are lots of subtle throwbacks to older Castlevania games. A quick example is the background of the first level, mirroring Stage A-01 in Castlevania III;
They are effectively in the same location thematically, as right after this section in both games is a long stairway up to a throne room; in CVIII it's the boss fight with Dracula but in Bloodlines, it's a ruin containing the game's first boss. That's not the only example, but it's the one I could find screenshots for quickly enough as my memory is sometimes hazy on where exactly these visual throwbacks are throwing back to.
Before I move on from graphics, I have to say that there's a shocking amount of gore for a Genesis game, especially one that only grabbed a "General Audiences" rating (which would be an "E" game nowadays). Those are disemboweled torsos hanging there at the top of that screenshot, and they also drip blood. That area comes right after beating on a giant, rotting hellhound until it turns into a giant, rotting carcass, which you have to hit one last time to
set on fire. You can decapitate harpies, resulting in a geyser of blood. Zombies in the first level look surprisingly decomposed for a 16-bit game, and when killed collapse and spill their guts all over the place. There's even a little nudity (well, for a 16-bit game, and obviously most of it is implied): the harpies and Medusa are kind of topless and there's some nekkid statues and such scattered around. These aren't unusual for Castlevania
now, but back in 1994 I felt like I should maybe hide it lest it be taken away.
Gameplay-wise, we're kind of in the sweet spot for the series, in no way more noticeable than the jumping. You have a degree of mid-air control that feels right, without being so loose as to feel floaty but without feeling like the older games where you have absolutely no control any time your feet leave the ground. You even have a dedicated button for your sub-weapons, a much lauded feature of SCIV but one often overlooked in its Genesis cousin. In terms of difficulty, it is pleasantly hard but not excessively so; there aren't too many cheap deaths to be had here, so if you bite the dust it's pretty much all on you. It's definitely not a kick in the balls like CVI and Dracula's Curse, but it definitely gives them a not-so-gentle swat every now and then if you forget this is, in fact, Castle-fucking-vania.
The two playable characters are unique enough that, even if their routes didn't diverge, it'd still be worth playing through as each. But it's the way in which the stages split that really drives it home (that is, John can use his whip to swing across gaps while Eric can pole-vault straight up to reach higher platforms). It's one of my favorite high-level gameplay mechanics where your route is determined not by chance or choice (well, beyond which character you picked) but by the abilities you have at your disposal. It's something that another Genesis great,
X-Men 2: Clone Wars did well (but holy shit, is that another long post we'll have to save for later). I also think the implementation of the whip-swinging mechanic is better here than in Super Castlevania IV, because it's less obviously broadcast (with giant animated bat hooks that only ever serve one purpose) and because it's a little harder to do in Bloodlines and feels more like a trick you have to pull off vs. something you whip and 'snap' onto automatically.
In terms of level design, I don't give a damn that I'm fighting helmet-wearing army skeletons in a munitions plant, that shit is
cool (Fun fact:I mistakenly called them Nazi Skeletons as a kid, not realizing it was WW1 that follows Bloodlines instead of WW2). I won't go into it too much since this is going to be a hell of a long post anyways, but suffice to say the only uninspired bits are the parts of Stage 5 I mentioned and a few set pieces that don't really work (the raft section of Stage 2, for example). The game switches nicely from standard horizontal action to vertical jumping bits, and even manages to mush the two into a diagonal-scrolling jumping sequence in Stage 3. Enemy placement is fairly solid, though the slower, less janky Medusa Heads are getting borderline predictable (but still a threat, though they're continuing the trend set in CVIV of becoming a shadow of the notorious threat they used to be). Boss designs are... um....
interesting. There's quite a few thematic duds (the statue-thing in Stage 5 being the worst) and some odd choices (Mothra, Animated Cogs, etc.), but enough of the Castlevania staples carry over (Frankenstein, Medusa, Death and I'm willing to just call the Gargoyle a riff on the Giant Bat). Even Dracula's multiple forms seem a nice mix of "Original", "Sorcerer" and "Giant Demon Thing". Oh, and I adore the Elizabeth Bartley boss right before Dracula; for a series so bent on the supernatural, there's a lack of honest sorcery and witchcraft and this fight feels like you're dealing with a powerful spell caster. Death's Tarot card-themed boss rush would normally irk me, but since there's only five of them it's hard to mind (in contrast to Mega Man games where there's usually 8). Plus, it touches on the 'witchcraft' element that I felt is sometimes lacking.
It's all helped along by Michiru Yamane's first score for the series, creating what might just be the perfect Castlevania soundtrack, years before she became known for creating one of the best soundtracks in gaming (that being SotN). The reason Bloodlines' score eeks out SotN is purely a matter of preference; there's some classic Castlevania tracks appearing, even if they're buried (
Nothing to Lose and
Theme of Simon are the only ones that play without a code being entered). It helps that the Genesis' soundchip has such a distinctive meaty/metallic tone to it, giving the score a weird combination of deep bass undercurrents humming along behind crystalline high notes that sort of echo and warble away instead of just ending. Every single track is 100% Castlevania, something other games on this list just couldn't manage (including SotN, which has some pieces that are great, but maybe don't fit as well as they could). I would link examples, but that'd just be the whole damn soundtrack.
So I'll just do that.
The sound effects have a nice texture to them (again, that Genesis sound chip could deliver some nice chunky 'whump' sounds), and there's a few gnarly explosions and one particularly wicked boss scream that, even with the shitty quality they had to wedge it into the game at, still sounds really good.
I think that just about covers everything... Whew... moving right along...
2. Super Castlevania IV
It does everything you could ever want a Castlevania game to do and more. Maybe a bit too much more, as I've always felt it was a little long in the tooth (pun intended) with 11 stages comprised of multiple sections, a lot of which just feel like padding. The controls are the best the classic series ever had (no more up+attack for special weapons, the first but clearly not the last game to do this), even if the multi-directional whip made it too easy and the jumps feel just a tad floaty and forgiving. The music is fantastic, with a nice mix of series staples and a fantastic new tracks that quickly
became series staples (though, I can't help but note, not as many as Bloodlines, though those crop up in some pretty dicey areas).
I kind of jumped through all of the good things about the game, which seems a bit unfair considering all the gushing I did for Bloodlines, but that's only because I really don't NEED to go into too much detail. This is the game I recommend to people who are curious about the series, as it is the quintessential Castlevania experience (without the controller-smashing frustration that would only act as a barrier to entry). And really, I can give it no greater praise than that; it's the Castlevania game you use to define Castlevania to people who have no idea what that means.
So why is it in second place? A lot of little reasons, and not all of them personal preference. First, it plays it fairly safe, with only a few really difficult sequences (and they kind of unevenly bunch up at the end, looking at you Stage B-2). The final battle is the easiest in the series, maybe second only to Simon's Quest (which I've always held was bugged anyways). A lot of the other bosses don't really have many memorable gimmicks, which means a lot of them aren't memorable at all, and too many of them are just easily beat down with brute force. The ones that
are memorable stick out because they're so goofy (a jewel bat, really?) or notoriously awful (the dancing phantoms in Stage 6 are, according to the manual, named Fred A
scare and Paula Ab
ghoul. Barf). We did get Slogra and Gaibon out of it though, at least. There's also the aforementioned length issue (it's one of the few games in the series I wish were
shorter, though not by too much) and a few of the things I mentioned in my big Bloodlines thing.
Being the second best ClassicVania game in my book is still
really fucking high praise, and it was a tougher decision than the difference in word volume suggests. Like I said though, I felt I had to really make a case for Bloodlines.
3. Castlevania
While my number one and two pick are sitting where they are because they carried the Castlevania formula to its most enjoyable and interesting (Bloodlines) and complete (SCIV) evolution of the series' essence, the original game sits at number three because it
defined that essence. Everything positive I have to say about the series has its roots in this game. The slow, cautious pacing that defines "ClassicVania" is linked inexorably to the terrifying prospect of a Medusa Head showing up RIGHT NOW. The level design all feels grounded in reality because the fantastical elements are kept to a minimum by this game (and believe me, the potential for Konami to do some crazy shit with a fantasy setting like Castlevania was limitless in the 80s).
The castle feels like it occupies a real space because the game has a map that shows it to be true, and your progress through it feels natural; the entryway is sort of set beneath the chapel, which connects to the ruins, which collapses and drops you down into to the catacombs so you can fight you way back up through the dungeons, through the clock tower and into the keep. In a time when level designs were commonly a mish-mash of ideas, Castlevania is basically telling a story of your adventure instead of just having the levels arranged hap-hazardly.
And then there's the music. Do I need to even mention the music beyond that? I don't think so; if you clicked this thread and have bothered reading this far, chances are you've already played a few tracks from this game in your head, if not your audio program-o'-choice. If by chance you've happened this far and you have no idea what I'm talking about, let's just say it's
really good and go from there.
So why is it number three? It's just too god damned hard. It's like Dark Souls before "it's like Dark Souls" was used to define a really hard game. It is merciless, unmatched in my gaming history for sheer controller-smashing difficulty. This isn't a game that ruins controllers, or even TVs. You can actually play Castlevania and end up in such a twisted, blithering ball of frustrated hate that you lash out and physically strike your significant other. The next thing you know you've separated, you're losing custody of your kids and all of your married friends stop returning your phone calls. This is a game that ruins
lives. And the sad thing is, I'm only exaggerating a teeny bit.
It's also a tad uncontrollable, which even for the times was pretty noticeable compared to the nimbleness of Mario or Mega Man. I like to imagine it's intentional, as the game is so focused on the impending sense of doom that pressing that jump button is almost always a risk. Jumping over a bottomless pit in Mario feels light and fluffy when you hit the other side, but here you
feel that landing
in your ass because every time you tap "A", you're probably reflexively tensing up. That just means it's working as prescribed, and part of me hopes that this "gameplay as an extension of the horror setting", which is a different thing from "scary" altogether, was intentional. I don't see any way it wasn't when Konami had made or was in the process of making fast-paced games with precision controls like Gradius and Contra. Either way, it's a damn good game and anyone who legitimately finishes it automatically has my respect.
4. Castlevania III: Dracula's Curse
There was as much a struggle between Castlevania and CVIII for the number 3 slot as there was between Bloodlines and SCIV for the number 1. CVIII plays better and isn't nearly as difficult (but still up there, resting in "If you didn't grow up with this kinda thing, you're probably going to hate it" territory), and it introduces some non-linearity and the whole character-swapping thing which are both things I like. Good stuff, though I feel like the on-the-spot swap mechanic was a poor design choice rather than a necessity of the hardware, and it should have probably been a decision made at the start of the game (though no one would ever
not play Grant, who's the most enjoyable to play of the non-Belmonts).
There are a few reasons it's number four, and the first is the reason I'm not spending much time on describing the good sides of CVIII. It is essentially Castlevania with more stages, more music and better graphics. That's not a bad thing, but apart from the aforementioned character swapping and some neat level mechanics, it's not doing much new. It doesn't
have to, honestly but I can't help but feel like it's a bit of a retread... but still a glorious game and "More Castlevania" wasn't quite the insult it would become later when IGA took over (but I'm going to beat on him a lot in a little bit, so keep reading).
I also have, over the years, noticed that the level design is much messier than the original game. There are lots of areas that feel like they should have something there but don't, and there are bits in the first stage that are unreachable by Trevor, making me think the multi-character approach was something they planned to implement from the start (ala Bloodlines) but didn't for whatever reason didn't. It's probably not something most players notice, but it's something I can't unsee.
CVIII is still a great game, but it's undeniably a follow up to the original with some new ideas and that ultimately lead to it coming in second after the original game.