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Castlevania Judgment Box Art
GENRE
Fighting
DEVELOPER
Konami
PUBLISHER
Konami
NUMBER OF PLAYERS
1-2
WI-FI ENHANCED
Yes
DS COMPATIBLE
No
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Castlevania Judgment

Castlevania Judgment is obviously not a typical Castlevania game. Yes, there are whips, daggers, holy water, Belmonts and even the night-loving Dracula, BBut this is not a side-scrolling action-RPG. Instead, Konami has wrapped the staples of the Castlevania franchise into a fighting package. The mash-up seems about as weird as seeing Mario in a first-person shooter. But no matter, as Judgment delivers a sufficient, if somewhat flawed, fighter to Wii.

visuals

As with the game in general, there are some high highs and some steep lows. The graphics kick things off, with character art design by Takeshi Obata, who is famous for the manga “Death Note.” By channeling his “Death Note” stylings, Obata strays from previous Castlevania character norms; Simon Belmont, for example, sports a chic red haircut and steel armor that suggestively showcases his legs. It works well in many cases -– check out the gorgeous Shanoa model –- but also looks downright cheesy in others –- Alucard’s face appears plastic and features PS1-quality textures. The environments share in schizophrenia, as some stand out and others fall flat. One positive, though, is the cool interactive stages, such as octopus tentacles that unleash onto the ship level. Small touches like these help make the game visually attractive even with the blemishes.

audio

While the graphics may hit a couple of low notes, the audio is just about perfect. Immediately, a striking Castlevania theme remix will invade the ears. It is a delight and rekindles a refreshing bit of nostalgia. More remixes also successfully enter the foray, and sound effects push the envelope a bit further, such as water droplets splashing as enemies battle inside a crystal cave. The only letdown relates to the laughable voice-acting, but it can thankfully be avoided by switching dialogue to Japanese.

gameplay

It may come as no surprise that the lowest points of the game surround the franchise’s first crack at the fighting genre. The camera, above and beyond, holds this title back. Instead of sticking to a more 2D fighting setting, Konami utilizes an auto-camera that locks onto enemies or objects. Unfortunately, it fails in a lot of ways. For one, if multiple enemies are on-screen, it may jump between baddies during attempted combos. In addition, the game focuses a lot on dodging and counter-attacks. Some dodges have enemies transporting to another spot, in which case the camera goes haywire and finding the avatar becomes difficult. The biggest culprit, though, ends up being two-player matches. Whether online or local, the camera cannot decide whom to auto-aim for, so players spend more time accidentally running away from one another instead of battling.

Not all is lost, however. For one, the camera becomes manageable after learning the ropes of the controls. The main method for combat is wielding the Wii remote and nunchuk, although players can blow the dust off GameCube controllers if so desired. A shake of the Wii remote initiates attacks, and by holding different button combinations, other offensive moves, like magic, happen. As with other Wii fighters, the Wii remote is not as precise as regular button presses. Even so, the game seems to be built with that in mind, as dodging and counters are the name of the game -– not split-second presses or frame rate counting.

Once the controls are mastered, a multitude of modes awaits. A stereotypical Story and Arcade mode are featured, although the Story mode contains a few surprises. A new character, Aeon, helps explain how all the Castlevania characters are in the same time-frame, and each story fits the characters past, although there are some exceptions, such as Maria’s plot, which is bizzarely fixated with her endowment.

A big plus to these modes is the diversity of the cast. Characters feel significantly different, a nice departure from the clone characters so prevalent in other fighting games. Another big addition to the fighting mode arsenal is the Castle mode. This mode has the same stage format, except it is showcased through castle doors that slowly lead up the building. Save points are dispersed throughout, and random battles can occur while maneuvering. The most entertaining aspect, though, is the modifications to regular fights. For instance, goals might say to destroy a gang of mermans by using a secondary weapon to finish them off. This changeup adds some diversity to the gameplay and offers more depth to the overall package.

multiplayer

Another key addition to the title is Nintendo Wi-Fi Connection battles. The online fights work well, as a clock appears at the bottom of the screen to indicate any lag. The process was rather smooth, although matches are hard to find because of a weak community. Another thing to keep in mind is the wonky camera, which makes two-player battles less exciting than the single-player bouts.

overall

Castlevania Judgment came out of left field. Not only is the game the only fighter in the franchise’s 20+ year history, but the manga art direction puts a new spin on classic characters. But after the initial shock, a sufficient Wii fighter lays waiting. There are highs and lows: Respectable visuals, a nostalgic musical score and an intriguing Castle mode serve as the solid underscore. Sadly, the camera cannot top it all off. Instead, it is the steepest low of the title and makes multiplayer significantly flawed. The game is a mixed-bag, for sure, but the highs slightly outweigh the fighting genre side effects.



final score 6.5/10





WRITER INFORMATION
Staff Avatar Evan Campbell
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"Real men don't fight — they sing!"


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