Mon 1 Jun 2009
Pending the arrival of Dissidia: Final Fantasy in America scheduled for this autumn on PSP, and the Tales of Versus as Namco Bandai Games is actively in its laboratories, Castlevania Judgment tip the tip of his nose on Wii, with the firm intention to give a different dimension to a series that had so far used to walk in huge haunted mansions. Equipped with a cast that includes some of the most charismatic of the mark, it was expected the fighting to live up to the event with Castlevania Judgment. But Count Dracula has come to settle the jugular from Konami.
Castlevania Judgment obviously does not match the usual CADORS kind (Soul Calibur, Virtua Fighter, Tekken), even putting all of his health to take their best ideas. These include the sharp knives in the legend that never dies from Namco Bandai Games, a choice that is easy because the whips, swords and spears have never failed in the series. In fact, the balance of hits which is problematic, making it impossible to get the fighting almost balanced. We should not spend ten nights on Castlevania Judgment to realize that Death, as ferocious melee and distance, is one of the characters of the game cracked, in the same way that Eric Lecarde can snap nuclear combos. What disgusted those who desperately seek the flaw in the game side. If it is still jubilant morfler of this stage of learning where one learns to know the strengths and weaknesses of each of the combatants, after more punishment, there is no denying that Castlevania Judgment offers no margin progression. Suddenly, the fighting quickly turned to the settlement of accounts among Lecarde and Death, the other actors cast are requested to go play in the sandbox. You can always scrape a game or two with Syph Belnades, but lost the link without having the possibility to rebel comes out of everything, even a will of iron. The assumption of Castlevania Judgment with the Wiimote and Nunchuk does not really matters, and demonstrates once again that we should not rely on extreme accuracy from the two appendices to the console when they are not tamed by Nintendo. Shake the remote control of a movement allows dry out conventional attack, and then it will insist on the movement to execute a combo. With such a system, no need to vary his shots hoped since the recognition of movements does not take into account the angle and speed of the gesture. It is therefore with a monotonous rhythm and archi-predictable attacks. The perfect cocktail to ruin a fighting game.
The developers at Konami have still had the presence of mind to allow the use of a GameCube pad or a Classic in the hope that the purists of the genus are found with Castlevania Judgment. This is unfortunately not the case, since we are left with the same flaws that corrupting the Wiimote and Nunchuk: soporific still fighting combos and do not awaken the dead. There is still a slight improvement in shifting his character and the devastating attacks out a little more naturally.
We had not expected much from Castlevania Judgment indeed. Difficult to be disappointed by the fighting game from Konami while we did believe it before. Achievement on the street, shaky grip, poor casting, gameplay balance, the Japanese developer could not do worse. Even the Story Mode will fail to convince fans of the Castlevania saga, though it was without doubt a great opportunity to work on the background of the characters. In short, you have probably already understood, Castlevania Judgment is a song to forget. You can return to play Castlevania: Order of Ecclesia on DS.
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