Castlevania: Lords of Shadows is occasionally beautiful,
occasionally exciting, and occasionally rewarding. However, to fully
enjoy its best parts, you must endure a handful of drab settings and
boring stealth puzzles along the way. At times, it's enough to make you
want to put the controller down. But stick around until the end, and
you'll enjoy a satisfying reward of eye-catching boss fights and a
satisfying conclusion that ultimately diminishes the negative impact of
the game's earlier issues. Lords of Shadow 2's story should resonate
with anyone with a continuing interest in the series' narrative, and
even though the ending won't hit newcomers as hard, the occasionally
fantastic environments and monsters create a worthwhile experience that
stands tall on its own by the end of the tale.
You're in a
tough position at the start of Lords of Shadow 2. You, Dracula, awake
from centuries of rest in a cathedral, smack in the middle of a modern
metropolis. Your archnemesis from the first game, Zobek, is your first
real contact. Despite your hatred for the traitor, you enter into an
agreement with him. Help Zobek defeat Satan so that he may conquer the
earth in his place, and he'll free you from immortality once and for
all. To do this, you must take on Satan's devoted acolytes, who've
implanted themselves into key positions in society.
This
all comes after a rousing prologue, which sees Dracula at full strength
battling righteous warriors in and around his unholy castle. For all
the excitement offered there, the true start to Lords of Shadow 2's plot
with Zobek is relatively deflating. Your motivation, to hunt someone
else's enemies, doesn't inspire much excitement. Plus, you're
immediately thrust into one of the most bland and uninspiring settings
to be found: an industrial scientific complex replete with sheet metal,
red pipes, and security guards. Memories of the first game in the series
are filled with fantastic vistas and monumental architecture; apart
from the prologue, Lords of Shadow 2 frustratingly avoids them early on.
It would be one thing if the boring start to the central
plot quickly gave way to combat, which is the real reason worth playing
Lords of Shadow 2, but instead you're forced into tedious and
questionable stealth missions almost immediately after your reunion with
Zobek. It's not inherently bad, but Lords of Shadow 2's stealth puzzles
offer no room for creativity and unnecessarily slow the pacing while
offering little in return. The prologue teaches you that this is a game
about dark castles, fearless knights, and heavy combat, then it hits the
snooze button. Unfortunately, it's throwaway content that gets in the
way of the good stuff periodically throughout the game, but thankfully,
it doesn't dominate the experience.
Lords of Shadow 2
eventually returns to what it does best: gothic action adventure.
Throughout the story, Dracula finds himself back in time, though it's
not immediately clear whether this is actual or imagined, but it brings
the game back to its roots. Combat and fantastic environments take
center stage, and with the game's new free-moving camera and an emphasis
on exploration, both aspects feel fresh and new. Thanks to the flexible
vantage, you're able to dash and leap during battle with greater
accuracy than before. Throw in multiple new and diverse skill sets, and
Dracula accurately feels like a powerful evolution of his former self,
Lords of Shadow's Gabriel Belmont. This time around, there are a few new
tools to play with, including a new weapon class that's capable of
breaking down fortified enemy defenses, but the biggest changes (apart
from the camera system) are the skill mastery system and the
weapon-dependent move lists.
In
Lords of Shadow 2, you learn skills for each weapon--shadow whip, void
sword, and chaos claws--independently. Skills are learned by spending
experience points granted during combat, and each has a gauge that fills
with use. Once the gauge is full, this experience can be transferred
into the given weapon, increasing its mastery level and effectiveness.
The fragmentation of the move lists delays your effectiveness in battle
somewhat, but it also allows you to focus on customization, opening the
game up to different types of combat strategies.
When you
aren't fighting, you spend quite a lot of time exploring and clambering
about your environment. By default, your objective is often highlighted
on the map, but unlike in the linear Lords of Shadow, it's up to you to
find your way there. It's usually clear where to go; hint-like swarms
of bats tip you off to handholds for climbing and ledges for leaping.
However, unlike in the first game, there are many alternate paths to
explore in search of treasure. While not game-changing, the openness
feels appropriate given the wide world around you. Apart from some
occasionally frustrating pathfinding inadequacies, it's the map that
ultimately stands in your way. Unlike older, exploration-heavy
Castlevania games, Lords of Shadow 2 employs a map that is only ever
displayed on a piece-by-piece basis. Plus, the "world map" is just an
illustration with names and numbers attached. It doesn't hurt the
moment-to-moment poking around, but it doesn't entice you to backtrack
either. If you can't easily see things you've missed, or more
importantly, places you haven't been, returning to previous locales
becomes an unappealing prospect.
Of
course, there's also the fact that halfway through the game, the
narrative and frequency of impressive set pieces begin to steamroll
ahead, and the last thing you want to do is look back. Zobek eventually
takes a sideline to Dracula's ambitions, and you begin to understand why
you're going to such great lengths to thwart Satan. With the emphasis
on Dracula and the memories of his family, you feel compelled to move
ahead. In this way, Lords of Shadow 2 is a late bloomer. It takes a
while for the story to show its true colors, but it eventually blossoms
into an engaging tale filled a few clever surprises that should thrill
anyone who's familiar with the series.
Much of the latter
half takes place amidst sublime examples of gothic architecture, with
nearby storms raging as you hop along rooftops, adding to the drama.
Boss fights become a much more frequent occurrence, pitting you against
gruesome monstrosities befitting of Castlevania's legacy. Their
appearances can be quite striking, bringing to mind some of the best
designs from film director Guillermo del Toro's work. They're evil,
expertly crafted, and offer a variety of challenges that test your
abilities with every weapon in many different ways. They require fast
reflexes and deep knowledge of your move list, and the creativity on
display is nothing short of captivating.
It's a pleasing
change of pace after slogging through boring environments, waiting for
things to happen, and you finally get a chance to take advantage of the
time spent buffing up your skills in combat. The contrast between the
two halves of the game is hard to ignore, and even though you have to
force your way through mediocrity to get to the good stuff, the
conclusion and the last hours leading up to it justify the time spent
steeped in boredom and frustration.
Lords
of Shadow 2 should have been a much shorter game. Still, though the
game's stealth sections and drab modern settings represent the worst
elements of the three-part saga, the tail end of the game contains the
best of every aspect that the series is currently known for. It's the
stuff you expect Castlevania to be made of, and after contending with
forced stealth gameplay and a weak narrative at the start, it feels good
to be home. Even better, the final act wraps up the Lords of Shadow
trilogy with authority, and the game's final moments leave you both
gasping for air and sighing in relief. It may not strike newcomers to
the Lords of Shadow tale with such force, but it's nonetheless a
surprising and fulfilling conclusion to Lords of Shadow 2's distinct
plot. Regardless of your experience with the saga, if you have the
patience to get through the rough start, you'll discover a much better
game waiting for you on the other side.
Tuesday, March 18, 2014
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