Thursday, October 15, 2015

Super Castlevania IV (SNES) Review

I’ve taken a look at Bloodlines, and I’ve taken a look at Rondo of Blood.  So it was

only a matter of time before I did the same to this title.  It’s without any doubt in

my mind one of the most popular titles in the series, so it’s about time I did.


That game of course being Super Castlevania IV.  The first Castlevania game of

the 16-bit era.  Here in the US, it was released a couple months after the launch 

of the Super Nintendo.  When familiar franchises made the jump from 8-bit to 16-

bit, it wasn’t just a cosmetic thing at this point.  Mario, Mega Man, Metroid, all 

made HUGE leaps in what you could do in their games.  Super Castlevania IV 

was no different.  Before I get into the meat and potatoes—or the blood and

guts of this review, if you prefer, the gameplay footage for this one was captured

from both the Japanese and US versions, as I have it on Virtual Console and

a Japanese cartridge.  There is some minor censorship of nude statues and 

crosses on gravestones in the US version which isn’t in the Japanese.  Aside

from that there’s no other changes, I thought it was worth noting.


Super Castlevania IV is a re-telling of the story of the original Castlevania.  In

Japan, this game is titled Akumajou Dracula, just like the original on the Famicom

Disc System.  Which means we’re once again in the role of Simon Belmont.  For 

those who aren’t familiar with the story behind Castlevania, the legend goes that 

every hundred years or so, the Demon Castle appears through the mist and 

Count Dracula manages to come back from the dead, and it’s up to  the Belmont 

family to stop him.  


Compared to the NES games, character movement is a lot more fluid and you

have much better control of your jumping and whipping.  Overall the controls and 

movement just feel a lot less stiff, making platforming a lot more comfortable to 

do.  You have more control over your jump this time around as well.  Adding a 

new dimension to the platforming is another new ability, you can swing and hang 

from your whip.  Being able to do this, just looks cool, and the level design the 

developers made around this new technique are so unique.  Rooms spinning, 

hanging from moving rings, nothing like this had been seen before in side scrolling 

action-adventure games.


Which brings us to the whipping.  This was a huge deal, something I’m not sure

they’ve done in many games since, and I’m not really sure why.  This game gave

Simon the ability to whip in multiple directions.  While standing, you can whip in

5 different directions, and in mid-jump you can whip in all 8, making this version

of Simon Belmont the most formidable of them all.  


Now this brings up something that a lot of people nit pick about when it comes to

the game.  One of the few things, really.  Having this ability to whip in multiple

directions makes the sub-weapons and hearts, a staple of Castlevania games, 

redundant in some cases.  That doesn’t mean they’re complete useless, the holy 

water is great when there’s an enemy below you, the cross is powerful and will 

often hit multiple times, and the stopwatch is handy when medusa heads are 

coming at you.


Personally, I don’t think that having such an advantage is a negative.  I don’t see 

being able to max out on hearts before meeting the first boss if you’re careful, it’s 

not like using your familiars to farm XP in Symphony of the Night.  It’s just being 

better equipped for battle.  It’s not like this game is a cakewalk.  It might not be as 

challenging as the other classic linear-style Castlevanias, but it does have it’s 

moments.


Now that we’ve gotten the gameplay out of the way, let’s talk about presentation.

Now, when the game came out in Japan, the Super Famicom had been out for

nearly a year, but many of us here in the US had virgin eyes when we saw it for

the first time.  When you think of the time frame that this game and the Super

Nintendo came out, I bet there were many kids out there who got this game and

their SNES for Christmas.  I know when I played it for the first time, I was really 

impressed with the detail and style of the game.  It doesn’t have quite the color to 

it that the later 16-bit games have, but more often than not, the look is quite 

striking.


One department where the Castlevania series rarely seems to disappoint, in my 

opinion, this game is no exception.  Many of the songs in this game are 

absolutely epic, what you would expect out of a classic Castlevania title.  Some 

are less epic and more ambient, which still fits the game quite well.  A favorite 

part of the soundtrack to me is the inclusions of “The Beginning”, “Bloody Tears” 

and “Vampire Killer”, three of the main themes from the previous games, which 

not unlike Simon’s Theme from this game have gone on to have numerous 

remakes and remixes made of them.  Testament to how great some of these 

pieces of music are.  Who said that video games aren’t art?


If you were to ask me two years ago which of the old-style linear Castlevania

games was my favorite, I would have said this one without thinking.  Now, I think 

I might like Rondo of Blood a bit more.  That doesn’t mean that this is a bad 

game, not by a long shot.  When it comes to Super Nintendo games, this one is 

one of those essentials, just like how the first Castlevania is for the NES, and it 

holds up remarkably well 24 years later.  If you want to play this game for 

yourself, you can find it on Virtual Console for the Wii and Wii U and in its

original form.


Where are your thoughts on the classic linear-style Castlevania games?


Which one is your favorite?  Leave a comment down below.  




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