Tag Archives: playstation 2

Star Ocean: Till the End of Time [PlayStation 2] – Review

Star Ocean Till the End of Time

About this time last year, I decided to begin playing the Star Ocean series in anticipation of the release of Star Ocean: Integrity and Faithlessness. After completing the PlayStation Portable remakes of the first two games, I finally got around to playing Star Ocean: Till the End of Time on the PlayStation 2, the third entry (discounting the Japan only Game Boy Color release Blue Sphere). Developed by tri-Ace and published by Square Enix in the United States on August 31, 2004, it’s well-regarded among many RPG fans. Conceptually, the series has always been ambitious, but I feel it was with this release that the developers were able to execute their vision in an overwhelmingly successful manner. Continue reading Star Ocean: Till the End of Time [PlayStation 2] – Review

Metal Gear Solid 2: Sons of Liberty [PlayStation 2] – Review

 

Metal Gear Solid 2 Sons of Liberty - Title Card

It’s been about a month since Jeff and I completed Metal Gear Solid 2: Sons of Liberty. Generally, I try and write about a game within a few days of completing it but this game wound up provoking so many mixed emotions for me. It’s left me awestricken in many ways, some good and some bad. This is a game that’s often touted as the first postmodern video game, and while I’m too much of a dullard to fully comprehend this statement, the way my own opinion has been split in so many ways is indicative of its provocative nature. It’s a game I admire and disdain at the same time, and I’ll try my best to detail some of the major reasons why.

Metal Gear Solid 2 Sons of Liberty - Tanker
Stealthily eliminating foes was the way to go.

Like our recent playthrough of Metal Gear Solid, this wasn’t my first experience with this game. I originally played it a couple of years after its release and recall thinking the world of it then. As a sequel, the narrative subverts most preconceived notions of what to expect, and I think high school John really got a kick out of that. As an adult, I still find that fascinating, perhaps more so now, especially having directly completed its predecessor. One of the most notable ways Kojima did this was through a bait-and-switch of the protagonist.

While the first hour or so of the game stars Solid Snake, as one would expect, the true star of the game is Raiden. As a character, he’s anything like Solid Snake, the gruff, self-assured action-movie hero one expects in a game like this. Instead, Raiden is supposed to represent the player, a novice whose preparations for the big time constituted training in virtual reality. These preparations leave him undoubtedly skilled, but not with a mindset capable of being successful in the ways Solid Snake has been previously. His lack of confidence was grating to witness, although his character arc climaxed with my impression of him notching up a little bit.

Metal Gear Solid 2 Sons of Liberty - Dragging.jpg

The story of Metal Gear Solid may have grown convoluted but it doesn’t hold a candle to anything on display here. At its most basic, this game centers on Snake and Otacon’s quest for Metal Gear nonproliferation and Raiden’s journey to discover himself. Then about a dozen layers are added on top of those and any further comprehension requires extensive notetaking and periods of downtime to digest the events of the lengthy and frequent cutscenes. The breakdown between actually playing the game and watching it was somewhat jarring, although I did enjoy watching more than playing. Maybe I feel that way because the time I had to develop my stealth and combat skills was squashed between lengthy conversations that took me out of the experience? Either way, I felt my performance was less impressive compared to the previous game.

Due to narrative reasons that are mind-blowing, the events of the game are purposefully similar to the Shadow Moses Incident and wind up serving as little more than a test to creating a solider equal to Solid Snake. Pulling the strings is a shadow organization known as the Patriots. Already in control of the United States (every election has been a sham and most major government officials are representatives of the organization) they’re seeking control of the flow of digital information now. A new Metal Gear was designed and the AI contained within, GW, is the construct to achieve their goal. There are about another dozen crucial characters and their allegiances and double crosses become confusing narrative fodder. Thankfully I did take detailed notes but even so, I remain unclear on many things and feel another playthrough is necessary to really comprehend everything. Nonetheless, the narrative was the freshest aspect of this game and it was unpredictable at every point.

Metal Gear Solid 2 Sons of Liberty - Raiden
Raiden was a tough character to like.

Likewise, the depth found in the gameplay has also been drastically increased. The increased AI is no joke; no longer do guards make buffoonish decisions when catching a glimpse of Snake in a box. Rather, they call reinforcements more often than not and send in additional soldiers to “clear” an area, searching in most nooks and crannies. It felt like setting off an alert resulted in many more mission failed screens compared to the previous game. I want to say in addition to the more stringent AI, the alerts lasted longer too. Frequently, I would throw Raiden or Snake in the line of fire just to get a quick reset instead of hiding for the few minutes it would take for things to cool down. This resulted in a less enjoyable gameplay experience. It’s also one of the reasons I’d like to replay the game again, just to take my time and devote all my focus to remaining stealthy and see if my performance and enjoyment increase.

The gameplay improvements are not relegated solely to stealth actions. Gunplay received an overhaul in the form of first-person shooting. First-person shooting provided a greater level of accuracy when eliminating enemy threats, and provided some fun when taking them by surprise. Individual body parts could be targeted, including the ability to shoot the radios an enemy may call for reinforcements with. This viewpoint was only useful in specific cases though as the character would remain locked in position – the game couldn’t be entirely played like a first-person shooter. It was a smart addition nonetheless and added a further layer of complexity to approaching a situation.

Metal Gear Solid 2 Sons of Liberty - Precision
With first-person shooting, the level of precision allowed increased immensely. Shooting soldiers, or glass bottles, in specific locations yielded different outcomes.

Like its predecessor, there were many great set piece scenes with most of them revolving around the varied boss fights. Again, there was a rogues’ gallery of bad guys to defeat and each encounter was a unique experience. I can’t think of any being down-to-earth showdowns; for instance, Raiden battling a roller-skating mad bomber of sorts or his showdown with a small force of towering Metal Gears. The set pieces extended beyond cinematic fights though, including one particularly frustrating platforming section. One section in particular ate our lunch, seeing us retry twenty or so times. Raiden was forced to navigate a narrow strip of piping across a body of water and the various obstacles highlighted why such a section didn’t jive with the super responsive character movements.

Metal Gear Solid 2 Sons of Liberty - Boss Fight
By the end of the game, Raiden had been redeemed in my eyes, proving he could hang tough.

What do I think of this game? The narrative is bold, but tough to follow. I want to replay and reread my notes to try and piece everything together. I didn’t much care for Raiden although I felt he was redeemed by the end; for a deeper analysis that I agree with (and reasoning why this game is postmodern), read this. The gameplay split my opinion the most. I like the improvements, even though the increased AI resulted in a tougher game with more frustrations. Again, it’s another reason I’d like to replay, in order to have a more enjoyable experience. As it stands, it was enjoyable seeing what happened in the game, less so to actually play. I still think the original is unsurpassed as a pure video game or piece of entertainment. I would agree that this game is incredibly bold and deserves most every ounce of praise; it just wasn’t as fun to play.

Policenauts, Import Games, and a Weekend of Learning

Policenauts

I set about this past weekend with one objective in mind: play an English-patched copy of Policenauts. In the course of attempting this, my task grew into a more general objective of playing import PlayStation and PlayStation 2 games; or rather, attempting to play them. Often, I’ll set about accomplishing something with a strong desire to see the process through only to have that yearning feeling dissipate and highlight a limited attention span and a quick-to-cave attitude. “Not this weekend!” I thought to myself. Although I remained unsuccessful on one front and only partially successful on the other, I ended the weekend with my head held high, brimming with new knowledge.

This desire to play Policenauts is not new to me, but the realization that it could be an actuality was. As my friend and I have been playing through the Metal Gear Solid series, I’ve done additional reading on the other works of Hideo Kojima. Policenauts is one such title and even though it never released in English-speaking territories, it’s still moderately known and highly regarded. Through this research, I stumbled upon the news that an enterprising group of fans had produced an English translation (circa 2007) and that it had been successfully patched into the PlayStation version (circa 2009). The process of implanting the patch didn’t seem too complex so without any additional thought, I acquired a copy off eBay… and Metal Gear Solid: Integral for good measure.

These games came in the mail this past Wednesday and before getting down to the tough stuff, I set about locating my Swap Magic discs. These are boot discs for the PlayStation 2, specifically the slim version, that allow the play of import and backup discs, with a slight modification to the console’s disc cover. I purchased these a few years ago when I first attempted to play import PS2 games. I went through the entire process of getting a slim PS2, modifying the disc cover, and finding a few games to play, only to fizzle out when I had done all the “hard” work (it was actually pretty easy). After thoroughly disassembling my gaming closet Thursday, I located the Swap Magic discs and was ready to begin processing the Policenauts patch.

My modified PS2, featuring a "toilet seat" disc cover.
My modified PS2, featuring a “toilet seat” disc cover.

Cue Friday night. My weekend had officially begun and I’d sat down at my computer to examine the readme file associated with the patch. Step one was simple: acquire a copy of Policenauts. Check. Step two upped the ante. “Rip your hard copy of Policenauts to the ISO format.” Furthermore, the author recommended CloneCD to rip the discs (it’s a two-disc game) to a .ccd format and then another program: Alcohol 120% to convert the .ccd files to .iso files. I did as he said and was successful in creating the .ccd files, after perusing that program’s help documents. I then attempted using Alcohol 120%. Before installing, it warned of compatibility issues between it and my HP laptop. I disregarded this prompt hopefully naively, and was greeted with a blue screen of death on the post-install restart. Another attempt resulted in the same issue. Through system restore, I brought my laptop back safely and was forced to look elsewhere for converting these .ccd files, read: Google.

The Google searches yielded many options for programs generating .iso files from .ccd files, but I had a hell of a time finding one (a) compatible with my HP laptop, (b) that was free or had a free trial, and (c) looked trustworthy enough to download. The incompatibility between Alcohol 120% and my HP laptop is a known issue with two solid fixes, but I didn’t feel like uninstalling the conflicting program or upgrading to Windows 10 to remedy the issue. Unfortunately, many other similar programs had similar incompatibility with HP products and my urgency to play Policenauts was beginning to waver. Fortunately, my friend demonstrated enough persistence to persuade me and I eventually discovered UltraISO, a program which granted me access to what I needed with its free trial. I now had the .iso files I needed.

The third step was another doozy: “install xdelta 3.” An innocuous enough task with even a link being provided, simple enough one might say. Wrong! Maybe it would be simple for someone who knew what they were doing. I was just following steps and as soon as the path deviated from those steps, I was lost. Whether it was the second step or this one, I had to devise my own workarounds to get to the same end result as the readme documentation. What I needed here was some kind of .exe file, of which there were many variations of, and looking back on it, I just mishandled this and started banging my head against the wall when the solution wasn’t as clear-cut as the instructions lead me to believe. To cut a long story short, I found what I needed.

With that .exe file safely tucked away in the same folder as the .iso files and the English patch, I simply had to execute the patch file and, voila! It didn’t work! But, before getting up in arms, I realized that was a possibility. There was a second patch file for computers running an Athlon CPU, which apparently I’m running, and when that was executed I was greeted with sweet, sweet success! Finally! The patch files had been applied to the .iso files and I could then burn them to blank CD-Rs and test them out in my PS2 using the Swap Magic discs. There was one single issue remaining… the Swap Magic discs don’t work with PlayStation games and backups, only PlayStation 2 games and backups. D’oh!

In a continuing display of naiveté, I realized this only after attempting to boot a CD-R and then an original disc, both unsuccessfully. A little bit of reading clarified this point to me and served as a reminder to always read the instructions fully before beginning a task (there were no instructions regarding this but I should’ve thought ahead). So, how else could I play these patched CD-Rs on actual PlayStation hardware? The readme file for the patch didn’t delve too much into that topic, but I’ve since researched a variety of options but have yet to settle on one. There’s also the simple route of just playing with an emulator, but the few times I tried doing so with ePSXe haven’t been fruitful. I’m in the process of getting that to function currently and will report back with results.

So, my weekend had barely begun when I realized that playing Policenauts likely wouldn’t be a reality. With the Swap Magic discs available and the PS2 already set up though, my friend and I turned towards the stack of import PS2 games we had hauled into the living room. Without too much effort, it was soon clear why I had fizzled out on the import scene when my interest first piqued years ago.

The stack, laid out.
The stack, laid out.

The Swap Magic method of playing import/backup games is pretty simple. It can only be done with a slim PS2 that has had its disc cover replaced with one resembling a toilet seat. Once the Swap Magic disc boots, it’s replaced with the desired disc which then runs as if region locking wasn’t an issue. The disc cover can’t be opened though, or else the PS2 reverts back to the browser, hence, the toilet seat design which allows for easy access. The Swap Magic discs are sold in a pair – one to boot CD based games and another to boot DVD based games.

We had no issues using the CD based Swap Magic disc. We were able to dabble with a few of the CD based games and had an enjoyable time in particular with The Zombie vs. Ambulance, or Zombie Virus as it’s known in Europe. The PS2 did not cooperate with the DVD based Swap Magic disc however. In fact, the system didn’t read any DVDs regardless of region. It was becoming clear to me why I burned out originally: because I ran into issues with DVD based games. We flat lined at this point and moved on to more productive ventures for the night.

After a night of sleep and a morning of garage sailing with my sister, I kickstarted the search for solutions to my DVD woes on Saturday afternoon. Most reading led me to believe that the laser failing to read DVDs (but still retain its CD reading functionality) was somewhat common. Cleaning the laser ruled out the potential of dust or dirt being the issue and the next cheapest option was simply replacing the laser. Luckily, I obtained a second slim PS2 at an estate last year for a pittance; alternatively, a replacement laser was about $12 on Amazon. I made sure to test a variety of CDs and DVDs in this second PS2 before going any further and fortunately, all worked. After watching a few YouTube tutorials on replacing the laser I had confidence that I was up to the task.

Later that night, while watching Dr. Zhivago on the OETA Movie Club, I successfully switched the lasers. It took much longer than it should’ve thanks to the distraction of the movie but there were also a couple of screws that were royal pains in the butt to remove. Once the movie had finished I had the opportunity to test out the modified PS2 and… it still didn’t play the Swap Magic DVD! What’s more, the system successfully played other DVDs. Looking on the bright side, my issues were narrowed down more specifically to the DVD based Swap Magic disc itself. It didn’t look too scratched, although there were minute cosmetic issues with the disc. Getting it resurfaced would either solve the problem or eliminate one more possibility.

Sunday afternoon, once they’d opened, I made the drive to the nearest Vintage Stock with a working resurfacing machine. While waiting I stumbled across an older GameShark for the PlayStation. In the reading I’d done on playing import/backup copies of PlayStation games I saw mention of an exploit that might possibly allow me to play Policenauts. I bought it to be on the safe side but realized when I arrived home that it wasn’t compatible with my PlayStation. Policenauts was again put on the backburner, but I was one step closer! Next up on the docket was testing the newly resurfaced DVD based Swap Magic disc.

To my surprise, it worked! The PS2 successfully read the disc and launched the Swap Magic menu. I exchanged the disc for Michigan, a Grasshopper Manufacture survival horror game that I remembered seeing on X-Play years ago. The involvement of Suda51 may have also had an impact on my purchase too… Side note: this game was released in Europe, but good luck finding a copy for under $40 and let me know if you do! I was appeased after a little while and was ready to try another game when the PS2 stopped booting the Swap Magic disc. It recognized it as a PS2 disc in the browser and would act like it was booting it, only to return me to the browser menu. ARGH! Other DVDs played just fine so I’m led to believe there’s an issue with the disc itself – not the surface of it, but the information that’s written to it, so… yeah.

I can’t explain why it worked once and not again other than just getting lucky, but I’m not going to sweat it. Maybe I’ll get a plan of action assembled for this upcoming weekend, maybe I’ll have these issues resolved before then, or maybe I won’t even bother and just fizzle out entirely here. No, after all I’ve been through I know I won’t take the easy route out, I’m going to see my objectives through. I’ve been constantly disheartened through these two procedures, but I’ve consistently found ways to make something work or narrow my issues down. Whether it’s playing an English-patched copy of Policenauts or playing DVD based, import PS2 games, I can look back at this weekend disappointed that I wasn’t entirely successful, but I can also look back at it and be proud of the work I put in and the knowledge I’m left with. This weekend was a learning experience that things won’t always be as easy as they seem, but that’s no reason to give up. The path to success is lined with trial and error and through that process, much can be gained.

Random Game #37 – Gran Turismo 4 [PlayStation 2]

Gran Turismo 4

When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

This was the first brand new game I purchased for the PlayStation 2. I can still remember so clearly walking into the newly opened GameStop in my town and picking this game up. It had to have been six months to a year after release as it was about thirty dollars, if memory serves. This was the first “major” simulation racing game I played. I was enveloped in the experience as a result and spent so much time playing, unlocking car after car. That was one of the things that kept me hooked. Since I grew up on Pokémon, I can dig collecting, and Gran Turismo is one of those series where there’s an immense amount of cars to collect. I didn’t fully complete it, and I daydream about returning to it, almost instead of trying my hand at one of its sequels. This will remain a collection of some of my fondest PS2 memories.

Gran Turismo 4 was developed by Polyphony Digital and published by Sony Computer Entertainment. It was released for the PlayStation 2 in North America on February 22, 2005, following the original December 28, 2004 Japanese release. As is the case with every title in the series currently, its development was overseen by Kazunori Yamauchi. Also, in keeping with tradition, this game was subject to many delays. That being said, no one can dispute the quality of the final product.

Random Game #30 – Ridge Racer V [PlayStation 2]

Ridge Racer V

When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

There was a time when it wasn’t a PlayStation launch without a Ridge Racer game. The series’ peak was arguably confined to the era of the first PlayStation, but this game is also very well regarded. The only games in the series I’ve spent a great deal of time with are this game’s predecessor and successor. I have played this game maybe once. I’m interested to play it more but I don’t believe there’s a ton to do. This was a launch title for the PlayStation 2 and I would bet the development was constrained due to the impending launch of the system. I still get a kick out of reading OPM and PSM during this game’s preview cycle and reading the writers’ praise for the graphics though.

Ridge Racer V was developed and published by Namco. It was available for the PlayStation 2’s launch in all three major video game markets, which means it was available in North America on October 26, 2000. One cool unlockable is the ability to play as Pac-Man and his ghost enemies.

Random Game #11 – R: Racing Evolution [GameCube]

R Racing EvolutionWhen you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

Like Super Monkey Ball 2, R: Racing Evolution was another game that I acquired through the local Sam’s Club bargain bin. It’s a simulation racing game from Namco and is a spin-off from their Ridge Racer series. Compared to the more hardcore console simulation games from the generation in question, this game is a little lacking. At the time, Gran Turismo 4 and Forza Motorsport hadn’t released yet, but Gran Turismo 3 was the de facto standard. For owners of the Xbox or GameCube though, this was arguably the next best example. This game had something neither of those series did though and that’s a story. It followed the unexpected racing career of Rena Hayami and I can still remember how cool it was to hear the team manager patch in to her during the races.

The game was developed and published by Namco. It was released in North America on December 9, 2003 (nearly 11 years to the date!) and was available for the PlayStation 2, Xbox, and GameCube. The Player’s Choice rerelease on the GameCube includes Pac-Man Vs. so that’s cool.

Castlevania: Lament of Innocence [PlayStation 2] – Review

Ayami Kojima, the artist for this and many other Castlevania games is self-taught. What talent!
Ayami Kojima, the artist for this and many other Castlevania games is self-taught. What talent!

Castlevania: Lament of Innocence was released on this day eleven years ago. It marked the franchise’s return to 3D, after a pair of reportedly underwhelming N64 titles. This title also marked Koji Igarashi’s first attempt at doing so, after helming many lauded 2D Castlevanias (Circle of the Moon not among them). It didn’t surprise me when I found this game to be very similar to the GBA and DS games that I adore. The formula of those games was transposed into the 3D action-adventure genre, although at least one key gameplay element was omitted, making for a less addicting game.

But you're Death. Aren't you already dead?
But you’re Death. Aren’t you already dead?

On top of that, the combat system implemented here lacked much depth. This didn’t bother me too much, although it also didn’t encourage me to explore the full repertoire of the game’s protagonist. But, that leads to one of the facets that drew me into this game and the franchise in the first place – the stories and settings. The Gothic settings and character designs are second to none in the video game realm. This game serves as the chronological origin for the franchise so it’s a key game in that regard, and even with a small cast of characters, I found it to be entertaining and worth my while. It only took me six hours to complete, after all.

As I mentioned, the formula that the 2D Castlevanias are known for was completely lifted and applied to the 3D action-adventure genre, with a few exceptions… That formula – the “Metroidvania” formula – is often noted for its extreme backtracking tied to character development. Neither of those elements was on display in this game, much. There was a fair dose of backtracking, but this was generally confined to each unique area. Character development also wasn’t a focus.

The HUD would display much information. It wasn't overly crowded though.
The HUD would display much information. It wasn’t overly crowded though.

The castle that the protagonist was exploring served as a hub to about six other remote sections. There wasn’t much tying these stages together, besides a foreboding sense of trouble. Even the association puzzles that I infrequently came across didn’t cross boundaries. Character development of abilities wasn’t a hindrance to my exploration either, so this was somewhat unique among the more recent entries in the franchise. Exploration was limited, and very straightforward. Thankfully, the castle itself was basically a character; granted one with dissociative identity disorder.

Composed of about six distinct areas, the castle was diverse, but always atmospheric. The Ghostly Theatre, the Anti-Souls Mysteries Lab, the Garden Forgotten by Time, you might intuit their ominousness from their names. When they weren’t recycling the same hallway or large room that hosted a group of enemies, they were fun to examine. Especially when coupled with Michiru Yamane’s fantastic soundtrack. The Castlevania games are host to some of the best video game music, and this one didn’t disappoint. In fact, there were a handful of songs that I had to download to listen on their own.

Guarding was crucial to this game. It negated all physical damage dealt.
Guarding was crucial to this game. It negated all physical damage dealt.

The game’s combat lacked much ambition, especially in comparison to some of its contemporaries, namely Devil May Cry. The basic combat centered on light and heavy combos with the franchise’s traditional whip. Also at my disposal was a small amount of magical buffs and the classic sub-weapons from the original Castlevania. I was content to mash the heavy attack button through the entirety of my playthrough, and this was very effective. It didn’t have to charge up much and the increased damage dealt was always worth the effort.

I refrained from using magical buffs, as I only had access to one until I was near completion. Plus, I didn’t find the one I had too helpful. On the flip side, the sub-weapons were a highlight. Four of the five were directly from the original Castlevania, but they were more than a nostalgic throwback. They provided many opportunities to deal ranged damage, and each had many variations. These variations were fun to experiment with and allowed me the opportunity to explore that aspect of the combat system, unlike the lackluster whip combos that were gradually learned.

On the whole, the game's difficulty curve was fair. Maybe a little easy, but there were some tough spots too.
On the whole, the game’s difficulty curve was fair. Maybe a little easy, but there were some tough spots too.

What made this game less addicting than its handheld brethren was the omission of any role-playing elements. I’m specifically thinking of Aria of Sorrow, where the player character could level up and equip a plethora of weapons. There was nothing like that in Lament of Innocence – and the infrequent health/heart boosts don’t count; nor do the three other whips. Instead, any sort of character development was done strictly though the combat system, which as I mentioned, lacked depth outside of the sub-weapons. RPG elements were commonplace in the franchise at this point, so I have to wonder if their omission had to do with the transition to 3D or a focus on simplicity for the origin story?

Lament of Innocence serves as the origins for the franchise, or it did before Lords of Shadow. I believe that’s another “universe” however. Taking place in 1094, the game sets up the eternal struggle between the Belmont family line and Dracula. The amount of exposition was minimal on the whole, with lots at the beginning and end, but little in the middle. The cast of characters was also small, but each is given much screen time as a result. I have nothing but praises for the narrative, definitely a highlight, and well worth experiencing for fans of the franchise.

The cross was one of the sub-weapons.
The cross was one of the sub-weapons.

Most of the narrative was told through dialogue between Leon Belmont and Rinaldo Gandalfi. The former was the protagonist, obviously, while the later aided those who sought to defeat Walter Barnhard, the vampire antagonist. Leon entered Walter’s immense castle in an attempt to rescue his betrothed, Sara Trantoul. It initially seems as though Walter captured Sara to draw a foe into his castle – to hunt Leon, more or less – but in a twist, it’s revealed that he was being used by a surprising character, forcing the Belmont family into a future of vampire hunting.

Well, now you've done it Leon.
Well, now you’ve done it Leon.

Castlevania: Lament of Innocence proved to be a solid effort at transitioning the franchise into 3D, again. I was disappointed by some of the gameplay elements, but enjoyed others. The combat system on the whole was a little dull, although the sub-weapons were a nostalgic callback, and fun to experiment with. Exploration was also a little dull, despite the castle’s diverse composition. The lack of much RPG influence was perhaps my biggest knock against this game, but I still enjoyed my time with it. Perhaps due most of all to the well told story and mysterious cast of characters. Castlevania: Lament of Innocence is a worthwhile adventure for fans of the franchise or genre, but it’s not the best of either.