Publisher: Konami
Genre: Action/Adventure
Year of Release:
1988
Date Reviewed: 3-1-98 ("Old Era")
I'm not very certain as
to the success of the first Castlevania. However, it must have done reasonably
well, because it was continued upon in a time when, unlike today, sequels were
not granted at the drop of a hat. That aside, I believe that it was with this
game that the Castlevania series was brought to largescale attention. This game
took a different approach to Simon Belmont and the interface of a Castlevania
game. It earned mass acclaim, the cover of Nintendo Power, and elevated the
series to the level of recognition it presently enjoys.
The plot of
Simon's Quest is fairly simple. It seems that, in the first game, Dracula did
not allow Simon Belmont to get away unscathed. Rather, he placed a hex on Simon
whereby monsters everywhere would try to kill him. Belmont, needless to say, is
not pleased with this new development, and sets out in the land of Transylvania
to unify the components of the countercurse: parts of his vampire adversary's
body that are safeguarded in mansions throughout the dank territory.
With
sequels (particularly sequels to games as good as Castlevania), it is difficult
not to compare the game in question to its predecessor. That is probably why
Konami chose to so greatly diversify Simon's Quest from the original Castlevania
-- to avoid comparison between the two. Hoowever, the question that arises in
such a case is this: Did the game work, or was it a mistake to diverge from the
established paradigm? In the case of Castlevania II, the answer to that question
is two-fold. Simon's Quest works in some ways, and fails in
others.
First, the successes. The greatest successes of Simon's Quest are
the RPG elements implanted everywhere throughout the game. The most noticeable
of these elements would have to be the towns, which are set up like multi-story
hotels with the room doors on the outside. These towns are fully inhabited by a
citizenry of men and women, all of whom have different things to say to you.
Personally, I find it relieveing in games when not every creature you run into
wants you dead. Also, there is the dual-purpose of the "Heart Points." Those who
have played the first Castlevania will recall that enemies often left little
hearts behind when killed, and that these hearts were required to use special
weapons. That remains true. However, in this game, hearts also serve as the form
of currency, and so are needed to buy the various weapons and items that will be
necessary to complete the quest. You WILL need all of the items at some point,
so don't fool yourself into thinking that you can finish the game without them
as I did.
Another RPG element found in this game is the differentiation
between day and night. Simon's Quest has a built-in clock, and, every twelve
hours (on each six o'clock) the scene changes from day to night, announced by
one of Simon's two proclamations: "The morning sun has vanquished the horrible
night", or "What a horrible night to have a curse!" The description of the night
as "horrible" is an apt one, for every enemy encountered is twice as strong at
night as it is during the day.
While the nature of the game is altered
from its predecessors, the interface is not. There are still a few special
weapons that can be used (holy water, etc.), and a plethora of different whips.
The functions of these weapons changes very little from the first game, but they
can no longer be found just lying around. Rather, they must be purchased from
the many merchants of Transylvania (who can be identified by their regalious
cloaks.)
Shifting to the drawbacks, one will find that they are fairly
obvious, and available in profusion. First of all, the paths of Transylvania
fork quite a lot, leading to different towns, but the perspective remains in two
dimensions. That, in combination with the fact that all of Transylvania's
forests look essentially similar, makes getting lost an all to frequent
occurence. The player can simply miss the downward path he was supposed to take,
and not realize how far off course he is until he runs into a dead end, or is
told by one of the citizens that he is not in the town for which he was looking.
Also, the puzzles in this game are very poor examples of what an adventure
game's puzzles should be. They are not logic puzzles that the player has to
solve in order to proceed, or gain entrance to one of the mansions. Rather, they
are randomly placed hidden (but essential) secrets that don't require any real
intelligence. Successful completion of these puzzles is usually just a matter of
guessing -- guessing where and for how long to kneel, guessing where there is a
platform where none can be seen, and guessing where the floor will erode with
the use of holy water. There is no higher-order thought to them, just an
infuriating regiment of random guessing.
Much like the first Castlevania,
Simon's Quest features graphics that are enough in excess of average to be
described as "good", and an excellent soundtrack. The graphics are interesting
and suit the nature of the game, and the music is well-paced and reiterates the
setting to the player. See the "Castlevania" review on this site for further
details. There is nothing more I can think to say.
In fine, Simon's Quest
is an innovative addition to the proud Castlevania series. It is not merely a
carbon copy of its predecessor. Rather, it is an innovative attempt to bring a
new element into an established game. In some ways, it is flawed. However, in
many ways, it is a towering success, and a textbook example of how to innovate
within a series.
My Score: 7.5
Welcome to Anytown,
Transylvania.
The
frightening result of cross-breeding the werewolf and the
smurf...
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