Tuesday, February 27, 2024

Bloodstained: Curse of the Moon (2018) Review

 (Originally posted on July, 2018)

(2018, Switch)

Before directly discussing Bloodstained: Curse of the Moon, one almost has to address the game’s obvious source of inspiration. During the height of the NES, Castlevania was among the most alluring series in gaming, even if it ingratiated players with its masterful sense of contrast more than the all-important ease of entry. Persistent, straightforward action overlaid a journey of secret-seeking and tension as to what awaited in the next room. The worlds of misery and disgust were colorfully drawn and heroically orchestrated in such a way that one would prefer to reside within the gloom rather than escape it. Alas, the steep challenge within every game was simply too much for most to handle. The elusive goal of completion being reserved for the most highly-skilled (or Game-Genie equipped) made Konami’s edgy flagship that much cooler. Throughout the 80s and 90s, I’ve sampled the series here and there, lucky to even beat stage one and quick to retreat to the comparative ease but similarly relentless twitch and snip of a Megaman or Goemon title. Earlier this year, in a wonderful and unexpected retro-surprise for those not closely following the Kickstarter for the somewhat troubled Bloodstained: Ritual of the Night, its promised 8-bit style companion game, Curse of the Moon, was unveiled just weeks before release. Not actually a Castlevania (or even a Konami game) but more than close enough in both spirit and staffing, it magically takes one back to the times of watching a perplexing portrayal of Simon Belmont on the Saturday morning ‘Captain N’ cartoon , followed by weekend afternoons discovering challenging new cartridges at the houses of friends. All while offering an expanded scale of challenge that can accommodate even those who had little chance of killing off Dracula back then.

If you haven’t pre-purchased Ritual of the Night, at just $10 you’re getting what equates to a fully-fledged NES game with a generous assortment of foreboding wilderness and spooky castles to overcome with your cast of four distinct adventurers. The late 80s vibe is completely intact, minus any annoying sprite flicker and over-penalization to pad the game’s completion time. The journey of hacking monsters while navigating perilous jumps and managing your life bar(s) and weapons reserve is made easier by the option of more forgiving physics and generous continues/checkpoints. Substantial alternate mode and story paths both compel and reward one for growing along with a challenge that ranges from reasonable in today’s age, to NES-style toughness that can evoke one’s inner banshee…

Starting with one character, over the next several stages you’ll have the option of recruiting others into your party, ignoring, or killing them. All of these decisions play into obtaining various endings and additional modes. Each demon hunter has several exclusive back up weapons besides their main attack, ready to be switched at any moment. Furthermore, every character its own advantages and disadvantages in any given situation, be it their general physical attributes and abilities or whatever supplemental weapon is on hand. Zangetsu and Miriam are likely to be your first choice, as they benefit more from pure vigor and maneuverability. The less fit Alfred and Gebel may not always be preferential, but like a porcupine or pufferfish, possess tricks and attacks that are extremely advantageous in certain situations: be it ultra-potent defense, a handy diagonal attack for peskier enemies, or even morphing oneself into a bat to reach hidden routes and treasures.

The nine lengthy stages tend to display a sense of progression that often tells their own story from screen to screen. The game begins in front of a moonlit forest where a seemingly possessed train is taunting your characters from far off behind the trees. You’ll soon make your way into a station, board the ghoul packed interior, then finally emerge to do battle with the boss that is the entire front cabin…animated by some sort of spirit! Later on, starting from inside the hull of a ship, you’ll slash slimy deep sea creatures on your way up to the rain drenched deck and eventually atop the storm battered sails where a demonic peacock-like boss awaits. An alternate final level is even based off an entirely different and obscure Famicom Konami game! The entirety of each level is made up of multiple paths which beg to be fully explored before moving on. Boss battles tend to ignore the graphical engines’ self-imposed 8-bit limitation, coming in sorts of sizes, styles and lighting up the whole screen with flashy effects at their final death kneel. Sometimes taking dozens of tries to fell, it’s a joy to gradually memorize the patterns of everything from a sultry 8-bit vampiress to a gigantic top-hat and monocle clad banker attempting to crush you to death with coins. Unlike decades ago, you may continue as often as you like from just before the fight, getting the chance to restock your inventory beforehand.

The limited color palette is masterfully selected and displayed: not employed out of laziness, but to allow for bold and fun contrasts within a dreary game world, just as how Konami originally made their take on western style horror so appealing. I particular loved the shades of crimson and green in a giant mansion of torture, the violent rain bringing life to the dilapidated ship it falls upon, blue light and shadows dancing over a massive cathedral and the energizing parallax seen above a train after emerging from its well-lit and lively interior. Most famously demonstrated in Shovel Knight, while everything is intentionally low tech, what’s presented is extremely solid, looking more like what you hoped for while reading the magazines of Nintendo Power, minus the eventual disappointment and shortcuts apparent on the TV, as there’s zero flicker or slowdown. Sprites are masterfully crafted in that they’re obviously grotesque and menacing in their pixelated form, but still leave enough to the player’s imagination to fill in the most dreadful of details. Able to easily qualify among the greatest of NES soundtracks had it dropped in ‘88 instead of ‘18, the music perfectly captures the distinctive Konami Castlevania style in its glorious mixture of adventure, tension and romance. Moonlight Temptation energetically kicks off the game by being so deeply layered, yet persistently biting. Near the very end of the game, Fallen Moon’s Requiem (B) has a synthesized guitar (or maybe saxophone?) solo that brings goose bumps as it evokes one’s will to cleanse the final evil left in the game. Even the triumphant credits theme has moments of regret and terror, hopefully hinting at unfinished business in the form of a sequel.

Curse of the Moon can’t be found in a cartridge, but is so authentic and on point in its retro-style aim that I was re-experiencing old NES memories with the greatest vividness in decades. Even better, the usual frustration and despair often felt when taking on one of the “cooler” NES games such as Ninja Gaiden or Castlevania was largely absent. Curse of the Moon is the perfect introduction for those curious but intimidated by Konami’s long-running Castlevania series.  Not only highly replayable just for the satisfaction of light exploration, engaging monster slaying and its worthy tribute of 80s pixels and sound, the multiple endings and story arcs make it a bargain at just $10. I personally feel more ready to try my hand at the game’s inspiration right now than at any time in the past. If Konami isn’t willing to bring their once proud Castlevania series back from the grave, Inti Creates is quite capable of substituting with a worthy reincarnation.

No comments:

Post a Comment