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Tuesday, April 12, 2011

Snes Reivew: Castlevania IV

The history of thought, and therefore all history, is the re-enactment of past thought in the historian's own mind.
R. G. Collingwood



If you read my previous review of the first Castlevania, then this should not be a surprise. I skip the other two sequel for a reason. The reason is becuase this game had tremudous potential that I must tell the world.


Super Castlevania IV






This game was originally released in 1991 and later re-released on the Nintendo Wii's Virtual Console in 2006. While Super Castlevania IV features the same plot and premise of the first Castlevania on the NES, it also has eleven new stages, expanded play control, and a soundtrack featuring brand new pieces based on previous Castlevania music.



Simon Belmont, the main character, can whip in eight directions. This feature allows Simon to swing his whip around and in effect, more easily block enemy projectiles or rapidly hit enemies with minor damage. Lastly, Simon can also latch his whip onto grappling points, letting him swing over various obstacles.
In comparison to its predecessors, to a limited extent, Simon can now be controlled in the air. This opens up the possibility to dodge and move away from danger. Simon can also climb stairs in mid-jump, as well as crouch while moving forward.
Like most Castlevania games, Simon can get sub-weapons and whip power-ups. Sub-weapons are powered by hearts found in candles and slain enemies. Sub-weapons include a dagger, cross-like boomerang, axe, holy water and pocket watch. The more powerful sub-weapons, such as the watch, require more hearts to use. Since the control pad is used to aim the whip, the R button is used to attack with sub weapons, rather than pressing up and the attack button. On the other hand, whip power-ups, which increase the strength and length of the whip, are automatic, usually found in candles and are not regulated by hearts.
Like previous entries in the series, the game's bestiary shows inspiration from American horror movies, Eastern European folklore and Greek mythology. Many of the more powerful monsters are reproductions of the Universal Monsters, with Boris Karloff's depictions of Frankenstein's Monster and The Mummy serving as the bosses in two of the game's later levels. Some of the other monsters culled from classical depiction include Medusa, The Grim Reaper and a Golem.

What can you say about this game that many people already call this one a classic.
Why it this considered the best of the Castlevania series and not the others?
There are three reasons why I believe this one had tremendous success. The first is the ability to use your whip in all eight directions. Okay, maybe most of you are saying "that's the reason why it's better?" yes! If any player plays previous Castlevaina games, this is the biggest relief for any fan of the series. Another reason why this game is a classic is because the controls are almost perfect. The flow on how the main character moves feels as if I am the character. Lastly would be the music. At this point, anyone can point out I am into game music too much but you cannot blame me. Give the music department a chance and you might end liking it.

I was introduced to Castlevania on the Super Nintendo. My first Castlevania game was actually on the Nintendo DS called Castlevania: Dawn of Sorrow. After playing Dawn of Sorrow, I wanted to know the games roots and found that the forth game is considered the best from fans. I feel in love with the game. This is a cool and short experience that anyone will enjoy if given the chance to play this game. I somehow believe this game is underrated, but I will trade sonic the hedgehog for this game (yes it is that good). I feel I am unstoppable knowing I am going to kick butt by using a whip and be able to moonwalk when I defeat a boss.



Try beating him without using a eight directional whip!

10/10

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