(I started this one a while ago, but I only came back to revise it after reading about Crab's "Unloved" series. You gotta bring that back, man.
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[img width=510 height=447]http://imageshack.us/a/img685/7343/csqtitle.jpg[/img]
Every game series seems to have a black sheep; a game that while may not be all together bad, is generally looked down upon compared to the rest of the series. Castlevania II: Simon's Quest (CSQ) is not one of those games. Being an example of early non-linear game design on the NES, CSQ is packed with features that are commonplace in modern gaming, such as a day/night cycle, towns with conversant NPCs (who retreat indoors during the night), and a fair-sized world fully realized in 2D with no overworld movement. While the game certainly wasn't alone in the non-linear arena during it's day, it was certainly one of the more unique ones, featuring a story that is, well, dark and bleak.
[img width=510 height=447]http://imageshack.us/a/img580/6585/csqcurse.jpg[/img]
The game finds Simon Belmont, protagonist of the first Castlevania game, broken and wounded from his battle with Count Dracula. Seven years have passed, and the land has become a cursed place, full of roaming monsters and zombies. Transylvania's only hope is for Simon to take up his whip again, gather the scattered parts of Dracula, resurrect and destroy him once and for all.
What actually follows this is several parts unconventional game design and several parts bad translation (which in my opinion is the games worst "feature"). While the game has some typical "Engrish" statements that were common during the early days of the NES, CSQ's translation made the game quite difficult to beat, as the hints provided by certain townsfolk often made no sense, though in an
interview on G Wie Gorilla one of the series creators, Koji Igarashi, revealed that the townspeople were "liars", deliberately dolling out bad information to an unsuspecting Simon (and CSQ players as well). Still, despite this the game remains very playable even to this day, possessing an atmosphere of doom that has never really been duplicated again in the series.
As far as game design is concerned, CSQ took many of the arcade-style aesthetics of the first Castlevania and "Nintendo-fied" them. Remember whipping candles to get weapons? In CSQ weapons have to be bought or found, with a few are in hidden locations. The points system is also gone (which served nothing more than providing extra lives anyways) and since the game world is linked together in a non-linear fashion, there are no traditional level bosses, opting instead for a design similar to Metroid, but with less verticality.
[img width=508 height=447]http://imageshack.us/a/img18/2741/csqengrish.jpg[/img]
Over the years CSQ has taken quite a critical pounding, and in some respects the critics are right. There are many flaws CSQs design that, in retrospect, may have been bad choices. The lack of direction, for example, can leave the player wandering the environments in confusion. One clue, the notorious "Deborah's Cliff" clue, requires the player to do... Well, no spoilers, I guess. Pundits have blamed the translation, though re-translation of the original Japanese game has revealed most clues add nothing helpful. Another common theme amongst haters is the difficulty, or lack thereof. In fact, once one figures out the vague clues provided by NPCs and found all the relevant hidden items, the game is ridiculously easy (though it will still take you a couple of hours to beat), with much of the remaining difficulty in either enemies taking advantage of Simon's "knock-back" flaw (that could drop you in the drink multiple times in a screen) or the strangely large amount of false blocks throughout the games' mansions. Also, things can be a bit grindy. In order to progress you will have to "farm" hearts (currency, remember) from enemies, which can take a while. In the first town alone you will need 200 hearts to purchase the required items (you start with 50). Granted, after the first mansion you'll have plenty of hearts, but if you have to continue you'll loose all of them (even though you respawn wright where you died). Yet even with that, in my opinion, CSQ manages to hold up better over time than the original Castlevania (and in some respects, better than Castlevania III) due to its original design.
So I beg of you, especially if you carry either an old grudge from childhood or one based on some no-talent dink from Youtube (*cough* angrynintendonerd *cough*) take another look. Approach it with an open mind old school-style (maybe even get paper and a pencil and make maps with notes) and if you do so, I think you'll find that CSQ is worth more than a short look by even the most jaded gamer.
An excellent atmosphere of doom? Sounds great to me, and I wouldn't mind checking out one of the first examples of non-linear gameplay either. I have played far too few NES games, so I'm excited to pick this one up (as soon as I've beaten Castlevania 1).
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Great review! Sounds like this game isn't as bad as it's made out to be; I'll have to check it out some time.
I have to thank you and Crab for opening my eyes to many great NES games.
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Oddly enough...Simon's Quest is one of my favorite Castlevania games. It seems that now, with walkthroughs widely available, more and more people are finding it enjoyable. Yeah, finding your way sucks... but couldn't the same be said about Zelda? I mean who in their right mind would know to burn that tree for dungeon 8?! Cryptic games are a tradition of the NES...that and grinding are all that they had to extend playtime.
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Glad to see an even-handed CSQ review for once. Enjoyed (and beat) as a kid, and while it was grindy, and the final boss was lame, most of the hate sems overblown.
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The fake blocks are extremely annoying, there are clues that if you're holding down a button you can accidentally skip, and of course the lack of direction and the cliff.
Even with all that, the game's not bad. It's the same with Zelda II - same style of gameplay, and people panned it. Yet, it's making a huge resurgence as of late.
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@NeoMagicWarrior: I second this. It's my favorite Castlevania on the NES. Unlike the other Castlevanias, CSQ is less linear and gives you the freedom to explore; it also plays more like an RPG in terms of gathering weapons and items, and for me, this was a big plus. I've heard that some people find it too short, but since CSQ takes a few hours to playthrough and the original has a speed run logged in less than 30 minutes, I can't really see how this argument holds water. Yes, the fakes blocks are a little annoying, but I never found them to be a deterrence that made me what to throw my controller or put the game down. I never felt like I had to do any major grinding for hearts on the game and it seems that you can farm them from almost every kill. I beat this game when I was a kid and never used any cheats or magazines, so it can be done with a little patience.
My only complaint about the game is that I would have liked to see more bosses. Most of the castle areas do not have them and I believe the bosses can even be bypassed (do not have to be defeated) to collect the body parts. The bosses merely give items (please correct me if I'm wrong, it has been a while). The final battle with Dracula isn't very difficult either, just don't rest on your laurels.
Overall, a great game that everyone should try out. What a Horrible Night to Have a Curse.
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Being a big Castlevania fan, I put this one clearly at the bottom of the 2D console pack. I understand the desire at the time to "expand" the series into a more complex action game, but in doing so they lost the most important parts of the game, namely the tense action and boss fights. The items are forgettable, the dungeon layouts were the hardest part of beating them, and there wasn't much satisfaction in getting that next piece of Dracula.
The idea of the story itself doesn't even hold up. The world is in worse shape since you killed Dracula, so how could it get better if you just did it again? And after all the challenge of defeating him in the first game, he is resurrected as some colossal wimp. He can be beaten before he even gets a chance to move, and there is no second form.
The game itself is an interesting experiment, with more ideas than it could execute on. These would return in proper form in Symphony of the Night, but alas this game is just a curiosity. Do yourself a favor if you like Castlevania, play Castlevania III (or preferably Akumajou Densetsu) again and leave this one on the shelf.
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Thanks for the shout out Bomba!!
Like Neomagicwarrior and singlebanana this is my favorite Castlevania game on the NES. Solely for the atmosphere. For me its the funnest game to play even if its the most frustrating to try and beat.
It is the first game that ever creeped me out and showed me how powerful the environment could be in a game. Basically my first horror game.
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