Castlevania: Harmony of Despair Review
All the wrong notes.
Version tested: Xbox 360
The two-faced mansion from Castlevania: Symphony of the Night endures in players' memories because it's the perfect venue for adventure. You never stop pushing into new realms, yet there always remains another locked door or an unreachable ledge - something more to discover. And, most famously, at the moment you think the journey is over, you learn it's not even close. Symphony of the Night is a romantic's idealisation of life: a cycle of mystery and discovery with no end in sight.
That must be a frustrating irony for Koji Igarashi. As the producer of most Castlevania games since Symphony of the Night - including the latest, Castlevania: Harmony of Despair - the series has offered him scant opportunity for discovery. He's overseen a litany of spiritual sequels to Symphony of the Night on the Game Boy Advance and DS, all of them engrossing and fun, but familiar. It's clear that Igarashi wants to break free from the formula, but whenever he tries to explore a different vision of Castlevania, it's either forgettable (Castlevania: Lament of Innocence) or a debacle (Castlevania Judgment). Harmony of Despair is more of the latter.
Igarashi tries to split the difference between old and new in this year's third Summer of Arcade title on Xbox Live Arcade. The conventional ghoul-slaughtering action is set in sprawling but tightly compartmentalised 2D mansions, with a style and character design lifted (often in straight pixel-by-pixel copies) from earlier titles in the Symphony of the Night lineage. The modern wrinkle is that multiple players, up to six at a time, can band together online to fight through a stage together.

You're gonna need a bigger TV. Or a better game.
I'd advise players to take advantage of multiplayer mode, since the game is practically insurmountable - or at least an excruciating waste of time - by yourself. In each level, the camera starts out with a wide shot, taking in the dozens of rooms that make up that "chapter" and highlighting the boss's lair. Then it zooms in on your comparatively tiny character, and the epic stage is set. You wind your way around the mansion for 20 minutes or so, reach the boss, and die.
Of course. Everybody eats it on the first few attempts. That's what makes it a boss fight.
Yet Harmony of Despair has no sympathy for failure. When a boss claims victory, you start from the very beginning of the stage, with nearly a half-hour wasted. That's right: the first time you die, you have to make another run through the whole mansion. The second goddamn time you die, you have to make another goddamn run through the whole goddamn mansion. After the third time, you start using words that my editors won't let me print.
Even that might be acceptable if the journey through each castle were more exciting. It's a trudge, though. One of the first things I noticed about Harmony of Despair was that regardless of which character I chose - players are given a choice of five Castlevania luminaries including Alucard and Soma Cruz - my hero was in no hurry to get anywhere. I bent that analogue stick as far as I could, and yet the little sprite wouldn't speed up. My high school running coach used to make us do a strength drill where we ran laps in six inches of water; that's what it feels like to move around in this game.
It's not an aberration; almost every aspect of Castlevania gets watered down in some fashion. The mansions are shells cobbled together with set-pieces from better games like Aria of Sorrow, laid bare and stripped of their mystique. The variety of enemies is lacking, too, which is hard to explain given the library of monsters that Konami's team had on hand. In the early mansions, the sheer number of axe knights is something out of a fever dream, as if Igarashi fell asleep on the Grim Reaper level of the original Castlevania and never woke up.
In multiplayer mode, each player can revive a fallen comrade (provided they've picked up a Water of Life tchotchke from a treasure chest - irritatingly non-transferable between team members). That means you spend less time restarting each stage. I welcome anything that shortens the Harmony of Despair process, so in that respect, the co-op feature is a winner.
In seriousness, there was a kid-on-a-playground thrill the first time I pulled the picture out and saw friends double-jumping and whipping their way around the same Gothic castle as I was. The sensation wore off, however, as if we were frolicking in a corporate office park: No matter what we did, it was going to feel like work.
Harmony of Despair strips Castlevania down to its lowest common denominator in order to make multiplayer function, rather than reinventing the game to make multiplayer thrive. To ensure that players stay more or less at the same strength, the character-levelling system is scaled way back. The power of some secondary attacks improves, and players can make occasional modest upgrades to weaponry and armour. It's a neutered imitation of the battle systems in the DS Castlevanias, which spoil you with more attacks and magic options than you could ever hope to use.

Even the bosses are bored.
You can adjust the camera view to three different levels of zoom as you play, taking advantage of the Xbox 360's high-definition canvas so that you can see a huge swathe of the castle and, in theory, follow the exploits of your compatriots. The three available angles are: Impossible To See What's Going On, Somewhat Less Impossible To See What's Going On, and Actually Playable.
There's a survival mode that focuses on combat, which mostly serves to accentuate the aforementioned clumsiness of the movement controls. The co-op mode is the centrepiece. Yet aside from boss fights, where teamwork is essential in the later levels, the opportunities for meaningful co-operation are thin. Many of them involve one person waiting patiently for someone elsewhere in the castle to pull a lever or some such, so you can access a treasure chest that probably contains the same garbage armour you already have. Neither player in this scenario feels like the dashing vampire hunter of box-cover lore, but there is a special Zen impotence in being the guy who stands around doing nothing in the middle of a Castlevania game.
One time, while enduring this forced meditation, I considered what a joy it would be to play a Symphony of the Night-type adventure with a few friends, exploring a castle that had untold hours of secrets to unlock, each of us developing our own fighting styles from an array of possible strategies.
That would be a fantastic journey. It's what this mess of half-ideas and compromises wanted to be. Harmony of Despair isn't a failure of concept but a failure of ambition, one that leaves Koji Igarashi still waiting for his next great discovery.
4 / 10
Castlevania: Harmony of Despair is released on Xbox Live Arcade this Wednesday, 4th August, for 1200 Microsoft Points (£10.20 / €14.40)
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Comments (62) Latest comment 1 year ago
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I loved the snes version but this looks like a shitty cash in
Shame
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Looks like 2010's Summer Of Arcade may not be 'all that' after all.
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I couldn't agree more.
I really wanted to buy one, but there's nothing good - I tried the demo of Limbo, didn't like it one iota.
Maybe Tomb Raider will be good (only I've never liked it).
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Shanks looking pretty amazing too [link url=http://www.gametrailers.com/video/preview-hd-shank/7023 88
]http://ww w.gametrailers.com/video/previe...[/link]
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"Yet Harmony of Despair has no sympathy for failure. When a boss claims victory, you start from the very beginning of the stage, with nearly a half-hour wasted. That's right: the first time you die, you have to make another run through the whole mansion. The second goddamn time you die, you have to make another goddamn run through the whole goddamn mansion. After the third time, you start using words that my editors won't let me print."
I don't get it.
Didn't Demon's Souls got praised (and quite rightly so) for the exact same thing? How does one decide whether that's a pro or a con. I think it should be treated in a neutral way as each individual game's design philosophy and not in the way that it might decrease or increase a game's review score due to this simply being a matter of taste.
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(Shame the once-mighty Edge can't share your honesty.)
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In other news, a bummer for that Lords of Shadow is on 2 disks on 360... They have a good install thingy though...
EDIT: Don't know why someone negged me, I wasnt slagging anything :S
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Good job XBLA has trial demos then... at least I can make up my own mind but somehow I can't see myself buying this anyway as I've never been a fan of the series. I'd rather save my pennies for the Lara Croft game in a couple of weeks. We'll see though.
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I know, I have the Black Phantom Edition, no worries. Still on your 1st NG until you unlock a checkpoint chances are you are gonna have to do a 20 minute run to reach it's unlock and die in the process more than 3 times. So you have to do that all over again. Doesn't that remind you of something from this review? If by checkpoint you meant Archstones then that could be even as far as 1+ hour away for a new guy. It's even worse then, and yet it got praised.
To clarify: here you have to go from start to boss and that takes you around 20 minutes according to the review's example.
On a NG in DS your 1st checkpoint (not really checkpoint..more like shortcuts for your next run) is also like 20 minutes away and you will die several times since you are new to the whole thing plus weak + low level. It's pretty much the same thing; you will curse too or just exhale loudly on every stupid death after your 2nd.
So why I did not mention how you won't die as often on your next/NG runs where you are more experienced? Cause the same logic will apply on Castlevania. Practice makes perfect.
I just think that reviewers should mention it in their review that its that kind of "unforgiving" game so that the reader can see whether that appeals to him but at the same time maintain a neutral stance towards it since its part of that game's design and one particular game design concept that is quite subjective.
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There's a difference between you disliking something and it being awful.
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I agree that they all seem worthy of inclusion on merit alone, but I'm pretty sure Microsoft insist on exclusives or timed exclusives for this promotion. I could be wrong though.
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At least a game like Borderlands is still great fun as a single player game, this apparently is not..
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Completely with you mate. This co-op fad is getting really annoying.
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Says the single player is solid but no mention of having to replay the levels after dying.
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*walks on*
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While I do consider Eurogamer reviews mostly accurate, its the same server that gave the same 4/10 to Mafia or Conker.
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@AlvySinger: Nothing to add, just wanted to say I love your handle.
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Game is hella addicting, not to mention fun, and the comparisons with Demons Souls are quite apt.
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You kinda lost me there. Great game, sorry chaps.
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What is happening EG? A lot of new reviews seem a bit off the last few weeks. Everybody on holiday?
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Also, who the eff listens to Edge anymore? They've been a bit of a joke for a while now from what I gather from folk on forums I frequent that actually waste money on that rag. Some of the crap they've tossed 10/10s at over the last few years has been pretty chuckle worthy, and I'm informed their E3 coverage continues to be an annual Microsoft tongue rimming lowlight of their calendar. If I were looking at someone to review a game I was curious about, they'd be at the bottom basically.
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Of course I'll try the demo, but this review coupled with the messy looking gameplay footage of the game I've seen means that unless the demo somehow pulls a magic mcguffin out of it's arse, my instincts with regard to this title seem to have been on the money.
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* too frustrating
* strange/clunky design decisions
* a grind
I might try the demo, but I am pretty sure this is not going to be for me. I don't want to co-op a Castlevania game and it doesn't seem to be much fun solo.
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To me it looks Ok, will see how the trial is. As per usual though people are too quick to place 2 pages of text in front of their own opinion....which you may make once you try it (or not - baaaaa)
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Fair Enough. Bland/bad level design is something you have every right to criticize. On the Demon's souls part, read my previous comment were I explained how they compensated for the lack of shortcuts (ie smaller maps). But Demon's Souls map design and atmosphere are amazing so that pays off there.
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but as a multiplayer experience i'm rather enjoying it. it's bastard hard, and whilst you don't necessarily have to work 'together', the fact that you're all there clearing out a communal space before bashing the big boss man. the lack of a useful tutorial adds to the sense of camaraderie as you all exchange battle tips, chiming in when you see a spell that someone can absorb, or a useful item that someone's just collected.
it's a shame it's 1200 points as there's not really the content there for that sort of price, but with friends in tow you'll have a riot.
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4/10 really is a silly score...clearly the reviewer let a few personal annoyances cloud his reason. very unprofessional review imo.
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