Castlevania: Lords of Shadow
Whipping up a storm.
Castlevania: Lords of Shadow has to be something rather special to really spark excitement, and not just because I had to get up at 8am on a Monday in order play it for this preview. Previous Castlevanias Judgement and Harmony of Despair have both left everyone justifiably wary of the words 'series reboot'. Perhaps only the words 'family-friendly remake' could be more dispiriting.
Lords of Shadow – which is extremely un-family-friendly, incidentally – reshapes Castlevania into a Devil May Cry-style action game. It's beautiful and violent and flavoured with more than a touch of Gothic horror. Just looking at the list of names involved with the game – Robert Carlyle, Sir Patrick Stewart, Hideo Kojima – suggests this is an important game for Konami. Important enough to involve Kojima Productions as well as Western developer MercurySteam.
The Metal Gear Solid creator's role on Lords of Shadow is an advisory one, as you'll know if you read our previous preview. However his studio's influence can certainly be seen in the game's flamboyant cinematography, which is both ridiculously beautiful and beautifully ridiculous.
In one of the opening levels, Gabriel speeds through a forest on the back of a sparkling, magic horse with eyes of blue flame and an unexpected Eastern European accent. He's pursued by goblin-werewolves riding hulking bear-beasts. It's a heart-racing vignette culminating in an improbable leap across a massive chasm as the steed melts away into the air.

"You are NOT going out dressed like that, young man."
There's a touch of Gothic magic in Lords of Shadow's presentation. The forest that serves as the setting for the game's opening chapters is gold-dappled, overgrown and shimmering with dust motes. Its guardian, whom hero Gabriel Belmont meets at the end of his first journey, is a hunched, ram-horned, fang-toothed old creature clothed in bark and moss, looking like something straight out of Pan's Labyrinth. Birds rest on enormous tree-roots in the foreground as Gabriel runs through forest passageways.
Between levels the story is narrated in diary-form by Patrick Stewart. He plays Belmont's mentor, Zobek. His words unfurl across the worn pages of an old storybook which serves as the level select screen, its illustrations depicting scenarios from the levels themselves. The ability and item screens are also presented in this distinctive style, in keeping with the medieval art direction and the plot's mythological feel.
When you get to the first castle you find the aesthetic is no less impressive when applied to a more traditionally Castlevania setting. The game frequently interrupts itself with cut-scenes, giving the story ample room to stretch its legs or giving itself over to sweeping, wide-pan shots. These show the scale and detail of the vistas and constructions. Such self-assurance you'd expect from Kojima Productions, but not necessarily from MercurySteam. It's a pleasant surprise.
Belmont fights with the whip, with both an area attack for crowd control and a closer-quarters specific attack. Collectible throwing daggers deal instant death to weaker enemies and chip away sizeable chunks of larger ones' energy bars.
There are choreographed grapples; once Belmont has a smaller enemy in his grasp, a diminishing reticule shows you when to press another button to rip it apart. QTEs are used sparingly and involve more precise timing than other action games demand. They're often environment-dependent, too – at the end of the tutorial, Gabriel lifts a giant piece of wood into the air to stake a flying werewolf.
You quickly realise that the game is as much about avoiding hits as it is about dealing them out. A shoulder button both blocks and rolls, leaving room for a precisely-timed counter-attack. Slow-motion and telltale glinting give you your combat cues, warning you when an enemy is winding up for an unblockable attack. It's hot on Bayonetta's high heels, resembling Sega's genre masterpiece in its sense of rhythm - though not in stylish exuberance.
Health fonts are sparsely placed throughout the level, but a light magic system is introduced early on that lets Belmont regenerate his own health by attacking. Stringing up long sequences of attacks without being hit is duly rewarded – button-mashing really won't get you far. Though the game checkpoints generously, it expects a good amount of skill from you.

The Ice Titan was the most impressive thing about the demo - like much of CLOS, the gameplay owes a lot to other titles. But it's executed well.
More traditional Castlevania gameplay has not been ignored. Levels have alternate routes and hidden items – you can grope for their secrets on your first run through, but you must often return with better abilities in order to reach them. There are puzzles, involving matching runes or rotating plinths and other such familiar staples. There's rather a lot of platforming, too, climbing around mossy, vine-covered ruins or using the grapple to swing between between stonework ledges.
The game's first boss, the Ice Titan, combines fighting and platforming in a really quite masterful riff on Shadow of the Colossus. As Gabriel enters the frozen Oblivion Lake, snowflakes sticking to and melting on the screen, an enormous creature of ice and stone rises from beneath. Dodging its massive fists, you wait for the opportunity to climb up onto its body and smash the rune seals hidden on its gigantic form, holding one of the shoulder buttons to hang on for dear life as it tries to shake you off.
It's a mix of quick-reaction dodging and grappling and slow, steady platforming. You have to dodge the Titan's swatting hands, watching out for the metallic glinting on different parts of its body and grappling towards them with precise timing. A single mistake, and you're tossed back down to earth.
At alternating moments Castlevania: Lords of Shadow resembles Devil May Cry without the tongue-in-cheek machismo swagger, Shadow of the Colossus without the steed and sword, God of War without the gore. It takes inspiration from these games with unexpected self-confidence. It's garbed in fantasy presentation that calls to mind Tolkein and del Toro. It's got a spark, creative impetus and dramatic touch about it that the Castlevania series has lacked for some time.
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Comments (44) Latest comment 1 year ago
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very much looking forward to this game
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For what? don't answer that.
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Err, I think you mean Castlevania, unless you're subtly advertising our game-playing compatriots north of the border...
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And, gosh, thanks so much for getting up at 8am to play a game. You hero. I'll think of your unmatchable bravery with a manly tear in my eye as I drive in everyday at 630.
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Aside from that looks pretty good..
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October 8 I believe. Really hope this is good, will probably be my next buy then.
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Hoping this will be amazing as well to get some more castlevania goodness.
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As others have noted, sounds like it will be more like Arkham Asylum in it's non-linear linearity (if you get me) than Devil May Cry, seeing as you need to return to previously explored areas with your upgraded powers.
Apparently the XBLA side-scrolling co-op game that has just been release is awesome. Forget the name, but Edge liked it, and there aren't many games they like!
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Do you have a DS? if so you should pick up some of the Castlevania games on there they are good and a a real representative of the the side-scrollers of yore, yes I said yore!
"Err, I think you mean Castlevania"
I suspect he was making a bizarre joke to point out that this game is not on the PC. Admittedly I am being really kind there I mean when has Konami ever supported the PC right?
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Oh, now they know better. Still, Lords of Shadow might be an interesting title for 360 players. Being a long-time Akumajō fan, I feel a bit insulted by LoS being called a Castlevania game.
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edit: just saw the caption to the last pic. Ok then
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I only hope the end result is indeed a vintage red, and not a beaker of ribena.
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This is incredibly dissapointing news. This game is going to suck donkey balls. Fuck Hideo Kojima, he ruined the stealth genre (remember when we had the Thief games before all this MGS interactive movie BS?), and now he's tainted Castlevainia, the filthy pervert.
A sad day for Castlevainia fans, especially the SOTN fans expecting a development of that dynamic. Now we're gonna get a personality-less linear God of May Cry clone.
**To the ones who neg me, I wish you remembered when games were more about gameplay and not flamboyant cinematography. -Sigh-, young uns these days...
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I knew somebody would say that, yea the old CV games were linear (I enjoyed CV4 on the snes of course), but then they moved on and incorporated the genius of the Metroid formula, and for me, SOTN is where the series leaped forward and came into it's own, then the GBA versions rolled with that which was cool.
I accept that this new one could be a further evolution, but from that hands on write up it looks to me like it's going backwards, and taking influence from all the wrong places. Bog standard DMC/GOW style gameplay with QTEs and Kojima's long pointless cutscenes? How can anyone think that would be appealing? I'll try to be open minded, but for me this is ticking all the wrong boxes.
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I'd have hoped that Kojima's involvement would have made the game a bit prettier though. It looks technically proficient, but darker than an Unreal Engine shooter on a particularly dark and rainy night. I wouldn't expect Sir Patrick Stewart and Robert Carlyle to provide voices for anime-esque characters (although Stewart is a regular in Amercian Dad), but without some colour this is going to be pretty drab to look at, particularly on low-contrast LCD screens.
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Nothing would satisfy me more than to have a Metroidvania once again in 3D but i got to say i kind of like this "new" old direction they are going with particularly because it opens up new ways to incorporate future Vania games with both cinematic and metroid style design. If this one succeeds in being something greater than the, indeed, bogstandard God of War (DMC is a hardrock of gameplay and style but not over substance) and gets the intuitive combat system of DMC, Bayonetta, Ninja Gaiden then with its spectacular art direction, atmosphere and music will be able to acomplish something nobody else managed to in the past.
The metroid design is already known territory for Konami. True gameplay WITH a cinematic experience however nobody has managed that yet but a few developers and only with certain games that have yet to be surpassed. I think Konami is doing something that will benefit us all gamers around the world if they manage to do it right.
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Quoted for the motherfucking true.
They just added the Castlevania to a random title (may end being really good, who knows) developed for some guys at Spain. No IGA and no Michiru Yamane working together for the game? Sorry, the game can't be called a Castlevania. Period.
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Lament of Innocence on the PS2 I actually quite liked but please Konami stop milking the 2D games to death.
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I'd probably just skip over the DS games entirely and advised to get the Castlevania Double Pack on the GBA and possibly Castlevania: Circle of the Moon.
I don't know why but for me the DS games feel like cut a paste jobs of the GBA games with all the character and fun sucked out of them. I just hope that Konami don't do what Capcom did to Megaman... Please no 'Castlevania Battle Network' **sobs**
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Metroid does not have experience points and you don't have to interrupt the game every now and then to dive into nested menues. Also in Metroid every new item you got gave you a new ability to interact with enemies and the environment. SOTN does not. You don't get to be Metroid just by being non-linear.
"and for me, SOTN is where the series leaped forward and came into it's own"
SOTN is where skill became irrelevant in the series and you beat the strongest enemies by having 50 potions. You didn't even have to grind for them.
People complaining that this could be a God of War clone forget that God of War is Castlevania in 3D. Kratos even has whips. Sony just beat Konami to the punch.