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IGN reviews Castlevania Mirror of Fate (3DS)

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Initial post: Mar 5, 2013, 2:39:45 AM PST
Last edited by the author on Mar 5, 2013, 2:44:14 AM PST
got mayo?™ says:

by Colin Moriarty

What a horrible night to play this game.

→ March 5, 2013 Castlevania: Symphony of the Night represented a major sea change for what was, back in 1997, Konami's best-known franchise. Heavily inspired by bona fide classic Super Metroid, Symphony of the Night created an inescapable trend with subsequent Castlevania releases. It took a series best-known for grueling difficulty and linearity and replaced it with exploration-based, RPG-driven gameplay. The results were staggering: Symphony of the Night is widely considered to be not only the best Castlevania game, but one of the best games of all time. Naturally, it spawned a litany of handheld games modeled after it. And virtually every one of those games is far superior in just about every conceivable way to Castlevania: Lords of Shadow - Mirror of Fate.

In short, Mirror or Fate suffers from a troubling identity crisis. Caught between developer MercurySteam's high-quality reimagining of the Castlevania series in Lords of Shadow and the towering legacy left behind by the Koji Igarashi-driven handheld games (some of the best available on both Game Boy Advance and Nintendo DS), Mirror of Fate is a muddled, rarely enjoyable slog that attempts to take inspiration from both, but ends up pleasing the sensibilities of neither camp of Castlevania fans. It's unfocused, unfulfilling, drab and boring.

A classic shot from a not-so-classic game.

We're cast in the roles of four different characters that will be familiar to Castlevania fans, starting with Gabriel Belmont. Graphics are standard 3DS fare, while cutscenes utilize a unique
Castlevania: Lords of Shadow -- Mirror of Fate
March 5, 2013

Castlevania: Lords of Shadow -- Mirror of Fate is the first 3DS entry in the gothic action-adventure series.

Colin Moriarty Says
Play These Games Instead:

Castlevania: Dawn of Sorrow
Super Metroid
Castlevania: Lords of Shadow
Castlevania: Symphony of the Night

art style with voice acting that, while sparse, is well delivered. What's not so well delivered is the story, which is a nonsensical and uninteresting mess. Its convoluted, almost obtuse delivery is further stymied by seemingly interchangeable characters that Castlevania fans hold near and dear to their hearts - from Simon and Trevor Belmont to Alucard and Sypha - but ones they'll be hard-pressed to care much about in the context of this game.

Presentational issues aside, where Mirror of Fate really begins to fall apart is in how it plays. For starters, it lacks the tight, consistent controls that are the hallmark of the handheld Castlevania games that came before it. Battling seems totally random; you can have an easy time fighting some enemies (a small variety of mostly uninteresting foes) at one point and get your clock cleaned against those same enemies later, not because you're getting worse, but because everything is incredibly inconsistent. Hit detection, both in dealing and receiving damage, also seems unreliable: I was, at one time, hit by a sword-wielding enemy when jumping over it, with the sword slashing a full body-length below my feet. The fact that you're forced into using the 3DS' circle pad instead of the directional pad to move your character just compounds these and other problems. In a game that requires fighting on a 2D plane, with some challenging platforming to boot, Mirror of Fate necessitates a level of gameplay tightness it just doesn't allow for.

The developer seems to have made a modest admission of its game's complete lack of reliable combat mechanics by designing boss fights that are laughably forgiving. In old-school Castlevania games, boss fights are dreaded; they can stop you dead in your tracks and really force you to think. In the Metroid-vania games, beating boss fights requires tactical acumen, the proper equipment and the right player level. In Mirror of Fate, skill isn't the name of the game; tricking the system is, and that's all too easy to do. Bosses have patterns to learn like in any old Castlevania game, but brute force can be utilized to get to the next in-fight save point. You die, respawn, and resume fighting the boss, whose health meter has not been replenished, and try, try again until he's dead. If that weren't enough, occasional tired quick-time events will ensure that virtually no one enjoys these fights.

Then there are the environments you'll be exploring. One of the greatest things about any Castlevania game is... well... the castle, or at least its surrounding territories. The gothic, Eastern European, horror-laden setting of Castlevania is truly riveting, and it always has been. Think back to Castlevania II: Simon's Quest and how amazing those mansions were, or how surreal it was to return to the castle you'd destroyed in the original game. Or harken back to Castlevania III: Dracula's Curse (the single classic Castlevania game MercurySteam seemed to evoke when making Mirror of Fate) and how immersive and expertly imagined the non-linear journey from Warakiya Village to the depths of Dracula's castle was. Hell, think of Symphony of the Night or its handheld counterparts, and how colorful and sharp the graphics were, how well-imagined and diverse the castles were, how badly you wanted to explore, see, find and do everything.


Then look at Mirror of Fate's uninteresting, dreary and monotonous locales. It's all entirely too mundane for a Castlevania game. Different parts of the castle run together into a sort of muddled darkness; it almost reminds me of having to play Circle of the Moon on GBA under a lamp, except that game's excuse is that the system it's on has no backlighting. Here, there is no excuse, other than a lack of art direction. There's absolutely nothing compelling about Mirror of Fate's world save the occasional glimpse of greatness from afar, usually when you're looking at the castle's towering turrets and flying buttresses off in the background.

The castle is also sparsely populated by enemies, giving Mirror of Fate a vacant feeling that detracts heavily from the foreboding we're supposed to feel in Castlevania. Danger doesn't lurk around every corner; it lurks in preset, 2D arenas that seal you off from proceeding until those enemies are defeated. Once that's done, you can literally run right past (or jump over) just about any enemy you encounter, though you do so at your own peril, since killing those enemies rewards you with precious essence that levels your characters up. And that brings up yet an entirely new set of problems.

For one, the leveling system is inadequate for a game like this. There are no statistics to delve into, no equipment or items to find and switch up (with the exception of each characters' necessities, like holy water or a time stopper), nothing but God of War-like moves that unlock as you level up to supplement the vague sense of your characters becoming stronger. And you never have to use these moves to win - I sure didn't. For a game that goes to such lengths to mimic what makes Symphony of the Night and its ilk so incredibly compelling in terms of exploring non-linear sets of maps, MercurySteam dropped the ball when it comes to giving us a reason to level up and seek ever-greater levels of strength.

Meanwhile, the fact that there are four playable characters is also a problem. This isn't like Castlevania III, where the fun is in exploring with Trevor, Grant, Sypha and Alucard. Here, the characters at your disposal are locked into one of four acts in the story, and as soon as you really start to get a feel for one character, you have to move onto the next. Apart from primary whip-based attacks, these characters all utilize specific items, weapons and skills that can't be switched out. So as soon as you get used to chucking an axe, throwing some holy water or utilizing light/dark effects, you won't get to use them anymore unless you go back to the specific act in question.

The Verdict

The greatest shame with Mirror of Fate is that its heart is in the right place. As far as I can tell, MercurySteam did its absolute best to chart its own course with handheld Castlevania, one that borrows from the greatness that came before it, but without copying it outright. But in going off the beaten path, the studio ended up diluting what has made Castlevania so great in the last 15 years. Its emphasis on fragmented exploration and shallow leveling is the exact opposite of what Castlevania fans like myself love, want and have come to expect.

Stranger yet is the fact that Castlevania: Lords of Shadow got what Castlevania was all about a lot more than many people gave it credit for. But that understanding hasn't at all segued to the Nintendo 3DS version. I beat Mirror of Fate in just under nine hours with an 88% completion rating, and it wouldn't take me more than an hour more to get it up to 100%. I simply don't want to play anymore, which should tell you all you need to know. Because even the worst of the GBA/DS Castlevania games are more than worth seeing to statistical completion, but Mirror of Fate isn't worth playing at all.

4.7 Bad

Castlevania Lords of Shadow: Mirror of Fate is not the Castlevania you're looking for. Not even close.

Posted on Mar 5, 2013, 4:07:02 AM PST
Last edited by the author on Mar 5, 2013, 4:13:51 AM PST
Wow, reviews of this are really all over the map so far. Just for balance, I'll post the other two English-language reviews it's received so far.

Here's the first one:


Castlevania: Lords Of Shadow - Mirror Of Fate review: The first essential 3DS game of 2013
Posted by Joe Skrebels on 5th Mar 2013
Official Nintendo Magazine

At the heart of the latest Castlevania lies a compromise. Its predecessor, Lords Of Shadow, retconned the Castlevania storyline and turned it into a blistering 3D action game, while Mirror Of Fate aims to drag this new style into the series' traditional 2D aspect. It's a meeting of two distinct modes, not to mention two often disparate types of genre fan, who may well begrudge the encroachment of one style on the other. Things could get messy.

To bring you up to speed, Gabriel Belmont is something of a bastard. After being sent to put an end to the reign of the Lords of Shadow in the home console game, he somehow ends up as Dracula. As this game begins, we learn that Gabriel's wife gave birth to a son, Trevor, in his absence, who himself went missing after setting out to kill his now-nocturnal father. Trevor's own son, Simon, seeks to discover the truth of what happened, being stalked along the way by the mysterious vampire, Alucard.

Clear? No? Good, because this endlessly intertwining familial plot acts as the game's lifeblood, as much a way of facilitating constant action as it is narrative intrigue. You take control of each named character (Gabriel's section acts as a short, blistering tutorial prologue) in their own take on the story. This is where the brilliance of MercurySteam's design shows itself, as each take is a way of expanding and extending how you play, as well as what you see.

Gabriel serves to introduce the game's approach to combat, a pared down version of the intricacies of the home console game. Simon comes next, with an application of those abilities to a more traditional Castlevania exploration scenario, offering huge swathes of castle to explore and plunder. Alucard's section, which interweaves with Simon's, modifies how you looked at the preceding chapter, with room-wide puzzles and more outlandish exploration offered by his supernatural abilities.

Trevor's chapter, coming at the end, amps up the spectacle, accounting for any game fatigue you might have developed in the past eight or nine hours by including gigantic bosses, epic scenes and clever references to mysteries set up in the future sections you've already played.

Are you experienced?

That final section reveals the game's greatest strength: pacing. Each character has separate abilities you earn as you progress, but everyone shares the same constantly building experience bar, comprising 18 levels. Each level offers you a new combat technique with the whip-like Combat Cross used by every character, and the XP builds quickly. In a game that takes around 12 hours to complete, we estimate we received a new ability every 40 minutes. It's a masterclass in keeping a player interested.

Then there are the various items, skills and spells each character earns separately. Befitting its classical style, Simon's section gives you new options only sparingly, meaning you discover new bits of castle throughout the chapter. Alucard, on the other hand, seems to get a new trick every second room (and in fantastic ways - biting a resurrected Daemon Lord as you plummet down what seems to be a giant garderobe chute enables you to sprout handy wings), meaning you're not bogged down in familiar areas for long.

If there is a negative to be taken from this juggernaut pacing, it's that it results in a game that, in its presentation and constant mapping, appears to promise a true Metroidvania-style experience, but slowly gives up on it as it seeks to ramp up the more exciting elements.

Long-time fans are likely to be a little disappointed that the no doubt intricate levels often lead you to unadorned caves with minuscule stat bonuses, rather than new items, intrigue or vistas. The glowing scrolls left by long-dead explorers - brought over from Lords Of Shadow - do offer some colour to proceedings (there's a brilliant Mario reference to be found in one), but it's rarely enough pay-off for the effort taken to get to them.

Backtracking to get to newly accessible areas can feel like a chore, too. Even with a nicely implemented annotated waypoint system on the touchscreen and despite the occasional fast-travel gate or Dark Souls-esque shortcut reveal, you're often asked to go through the motions of a puzzle you've already solved just to get yourself a maximum ammunition boost.

Cracking The Whip

That leaves true power in the hands of the action, which, fortunately, rarely fails to live up to its standing. Using the Belmonts' chain-whips is a brilliantly intuitive, two-button system that steadily extends to include other techniques. The X button starts a more powerful, short-range attack, Y a wider arc that can take in flying or distant enemies at the cost of damage, and earned abilities let you chain the two into rising attacks, complicated juggles and even outlandish, gale-force guardbreakers.
It'd all be for nothing if you didn't enjoy fighting, but the cast of creatures is brilliantly diverse, not to mention well-paced in itself. Just as you feel you've figured out fighting the haunted mannequins that populate one area, you'll stumble across a new species of merman, or somesuch. In fact, the later vampire knight enemies are amongst some of our favourite regular opponents in any action game - every fight becomes a duel that can last for minutes, and when you're fighting more than one, things can quickly get desperate.

Happy Hardcore

Boss battles are plentiful and universally excellent. Supremely classical in approach, you'll be learning attack patterns, solving action puzzles and completing QTEs in every one. They're refreshingly difficult, too, proved by the fact that almost every one has at least one checkpoint during its duration. If you're truly invested, there's even a hardcore New Game+ option when you've finished it all once.

The only issue is some occasionally rather troublesome slowdown, which rears its head at odd moments, but even that's forgivable when you look at some of the areas in which you're fighting. If we had the money and an art team that wouldn't murder us at the suggestion, we'd love to burrow through the magazine to give you a true sense of the 3D in the screenshots on these pages.

2D games have always, somewhat perversely, used the 3DS' stereoscopic skills most effectively, and this seems to be the culmination of that. Castle rooftops stretch way back to painterly landscapes, ruined churches hide shambling ghosts in the gloom and even fights can take place across planes, challenging you to fight while being assaulted by mine cart-riding hunchbacks in the background. The approach to platforming as a sort of bruising, rugged parkour only makes it better, giving every surface a tactile feel - the 3D reciprocates by helping demonstrate where you can and can't access.

The camera matches that commitment to the spectacular by crashing in and out as you fight or explore, revealing secrets when you reach the right position and even abandoning its cross-sectional perch to show off particularly impressive sights.

The sound design can't quite match up - whether through laziness or a lack of on-cart memory, voice recordings and foley effects are tinny and repetitive. And the score, while lovely for its gothic clichés, is hugely limited, too, occasionally seeming to lend massive importance to finding a loose brick by firing a brass section explosion through your poor, unsuspecting eardrums. But it's another compromise: sound design was less important than look, and it pays off. It's the hallmark of the entire game, a set of oppositional ideas that play off of each other, usually perfectly, in order to give a great, startlingly new, game.

In a world in which developers are so often afraid of spectacle in handheld games - scared, apparently, that you'll miss it, or it'll overcomplicate things - this stands out proudly. It's a compromise between action and exploration, between the series' history and contemporary trends, between traditional presentation and modern technology. It's the best Castlevania game we've played in years and it might be the best action game we've ever played on a handheld console.

The ONM Verdict:


Learning about what this was might not have pleased purists, but playing it no doubt will. This is among the best of its kind on handhelds, never mind the 3DS.

Posted on Mar 5, 2013, 4:13:12 AM PST
Castlevania: Lords Of Shadow - Mirror Of Fate review

Edge Staff at 08:00am March 5 2013

That Mirror Of Fate's plot is so convoluted is some kind of achievement, given 2010's Lords Of Shadow was a reboot and not considered Castlevania canon. That game's protagonist, Gabriel Belmont, is turned into Dracula after saving the world, and while he'll reprise his good guy role in LOS's sequel, he's the antagonist in this 3DS spin-off. When the credits roll, you'll have played as three more Belmonts, each avenging a death. You have to wonder how many more loved ones have to die before the clan gets the message and swears off gear-gated Gothic castles for good.

In fairness, it's quite a castle, home to a full-sized theatre, a spooky toyshop and an abandoned mine as well as the usual belfries. And it's a handsome game, the Belmonts animated with a level of detail that belies their tiny forms. The camera is constantly on the move, pulling out to show a mini-Belmont against a huge castle door, or to give you a wide-angle view during larger puzzles. When your avatar occupies such a small part of the screen, things naturally feel sluggish, but this is a 2D Castlevania - you need a wide view of your surroundings to spot the pathways you'll be coming back for later. You can also drop markers on the map on the bottom screen, noting down what blocks the way.

The camera zooms in closer for battles, and Mercury Steam's flair for combat has survived the move to 3DS. There's depth here, but it takes time to shine through, with a levelling system handing out new moves one by one. When fully upgraded, you have an embarrassment of riches: launchers and juggle combos, dashes and guard breakers, and a block button that becomes a parry when properly timed, plus character-specific projectiles.

It's an elegant, flexible system, and your moveset is persistent across the game's three acts, even carrying over into subsequent playthroughs. Sadly, that doesn't apply to everything you find along the way. You start a new character stripped of the projectiles and powers you found with the previous one. When the adventure is over and you dive back in to mop up the secrets you've marked on the map, you can only do so by replaying each act, or the whole game, from the start.
Three times the protagonists gives you three times the number of toys and an engaging, if thoroughly convoluted, story, but it's not without cost. What Simon, Trevor and Alucard give to the mechanics and narrative they take from its flow: you still feel gated, even when you've got all the gear. It's a deflating discovery, but few games save their disappointments for their endgames. And Mirror Of Fate, like Lords Of Shadow before it, feels like Castlevania, but carves out a likeable identity of its own.

Edge Score: 7

Posted on Mar 5, 2013, 4:24:40 AM PST

Posted on Mar 5, 2013, 4:28:43 AM PST
Another Zombie U? Some love it while others hate it. :)

Posted on Mar 5, 2013, 4:31:09 AM PST
Aku says:
The demo was kinda crappy, if it's really indicative of the final product I think a 5/10 isn't too far off.

Posted on Mar 5, 2013, 4:31:55 AM PST
Castlevania: Lords of Shadow - Mirror of Fate
A Fresh Take On The Portable Bloodline
by Tim Turi on March 05, 2013 at 02:00 AM

Set aside all your preconceptions about handheld Castlevania games before diving into Mirror of Fate. This is not a successor to Symphony of the Night or the subsequent titles in the same vein. Mirror of Fate takes its cues from MercurySteam's 2010 console title, Lords of Shadow, and mixes in some light Metroid exploration elements. Once you've got your head around that, you're in for an adventure that successfully fuses Castlevania's new flavor with the franchise's 2D roots.

Like its console predecessor, Mirror of Fate's combat is all about pulling off flashy combos and using helpful magic abilities. Swinging the whip feels weighty whether dealing heavy or light attacks, and landing hits feels great. The left shoulder button is used to dodge and block, which feels natural from the start. You level up by killing enemies and discovering secrets, which unlocks useful new moves like air juggling or extended combos. I love Lords of Shadows' combat, and it feels fantastic in this 2.5D framework. The spectacular boss fights highlight the combat system's strengths, especially during the climactic Dracula battle.

Players control three separate characters throughout the game: Simon Belmont, Alucard, and Trevor Belmont. Each character gathers special items unique to their section. For example, Simon can absorb damage with his magic familiar, Alucard's mist form allows him to phase through enemies, and Trevor's light magic heals him when he deals damage to enemies (my favorite). I liked all these abilities, but your time with them feels too short. Just as I started getting into the rhythm of Trevor's light and dark magic, his act was over. Thankfully some core abilities, such as the double jump or grappling hook, are carried across characters. Some may adore the fresh starts with new characters, but I would've appreciated more time with each monster hunter.

While your character may change, the whole game is spent exploring a singular castle by leaping across pits and climbing up ledges. Like combat, platforming and swinging from your whip feels weighty, but it works. My favorite sequence involves fleeing a gigantic bell as it crashes after you down the clock tower. Timing is key, since one missed jump can turn the player into a broken mess on the castle floor, but forgiving checkpoints keep frustration at bay. Several conveniently placed portals make backtracking to previous areas easy, but it isn't worth the effort. Most of the enticements for exploring previous areas involve lackluster bestiary scrolls and XP caches, with the exception of a health or magic upgrade.

Mirror of Fate nails many of the elements its console predecessor did so well, with lame puzzles being the big exception. Whether you're adjusting mirrors to reflect light beams or solving a block-pushing puzzle, these sections are tedious. The zoomed-out camera perspective strains the 3DS' resolution and adds to the headache. Fortunately, these sections are brief and you can often cheat by using in-game tips.

Mirror of Fate is a worthwhile endeavor for any 3DS owner, and should make Castlevania fans consider picking up the handheld if they don't have one already. The impressive cutscenes flesh out the Lords of Shadow fiction with fun twists, and should be required reading before Lords of Shadow 2 arrives.

Game Informer Score: 85

Posted on Mar 5, 2013, 4:34:56 AM PST
More and more reviews are popping up now. Currently a Metacritic average of 71 based on 11 reviews, the highest score on MC being a 92 and the lowest a 25. Nothing like a little range of opinion, lol. ;-)

Posted on Mar 5, 2013, 4:37:13 AM PST
MrFoxhound says:
"Mirror of Fate is a worthwhile endeavor for any 3DS owner, and should make Castlevania fans consider picking up the handheld if they don't have one already at their local Gamestop, and while you're there, remember to sign up for a subscription to Game Informer and get your Power UP Rewards card that will save you money on pre-owned games."

In reply to an earlier post on Mar 5, 2013, 4:53:16 AM PST
got mayo?™ says:
[Customers don't think this post adds to the discussion. Show post anyway. Show all unhelpful posts.]

Posted on Mar 5, 2013, 4:54:48 AM PST
That demo left a whooole lot to be desired...

In reply to an earlier post on Mar 5, 2013, 5:02:41 AM PST
Ha, nicely done. You should write for GI, Fox. ;-)

Posted on Mar 5, 2013, 5:03:09 AM PST
GI gave it an 8.25 I believe.

Posted on Mar 5, 2013, 5:06:22 AM PST
uncledonnie3 says:
IGN tasked one of their most devoted Sony fanboys to review a 3DS game? Smart move. Don't worry though, if it ever gets that HD release he'll say how he was wrong the first time and that it's a great game.

In reply to an earlier post on Mar 5, 2013, 5:08:26 AM PST
I think it was the same old demo from E3, so I would hope the final product has been improved since then. That said, I enjoyed it more than you did. Based on the demo, somewhere in the 7ish range feels about right to me. If significantly improved, then maybe a bit higher.

In reply to an earlier post on Mar 5, 2013, 5:19:01 AM PST
Last edited by the author on Mar 5, 2013, 5:22:13 AM PST
Yeah, I believe he usually reviews Vita games for them, doesn't he? Frankly, I don't care how crappy it is, I would never trust a reviewer who gave a higher score to Little Deviants than to any Castlevania game ever made. Even Adventure, and that's saying something.

In reply to an earlier post on Mar 5, 2013, 5:20:28 AM PST
new Tron says:
He's a HARDCORE Playstation fanboy. I mean, he doesn't even acknowledge the PC as a viable gaming platform.

With that said, he's a good writer if you're looking for Sony-based material.

In reply to an earlier post on Mar 5, 2013, 5:29:02 AM PST
uncledonnie3 says:
Like Tron said, him and Greg Miller are basically more well spoken versions of Flores and Doug. They are diehard Sony ballwashers.

Posted on Mar 5, 2013, 5:30:54 AM PST
Gameresq says:
The Igarashi Castlevania games were the golden age of the series, it seems. Still, I will give this one a shot.

In reply to an earlier post on Mar 5, 2013, 5:52:01 AM PST
new Tron says:
Greg Miller definitely loves Sony, but I don't think he's actually anti-everything else like Moriarty is. Miller loves Halo and constantly talks about how excited he is for Sim City. He seems to be more open minded.

In reply to an earlier post on Mar 5, 2013, 5:53:48 AM PST
Last edited by the author on Mar 5, 2013, 5:54:28 AM PST
uncledonnie3 says:
Personally I find them both to be insufferable chodes. Although I feel bad for Greg because he's battling cancer right now. Or was anyway the last I read.

In reply to an earlier post on Mar 5, 2013, 5:56:36 AM PST
Miller is okay, definitely biased of course. Why would they have half of the Playstation podcast review this 3DS game? They do have a Nintendo team still, right?

In reply to an earlier post on Mar 5, 2013, 5:57:40 AM PST
new Tron says:
I'm actually not sure if they still do.

Posted on Mar 5, 2013, 6:36:45 AM PST
[Deleted by the author on Apr 23, 2013, 1:52:01 PM PDT]

Posted on Mar 5, 2013, 6:39:42 AM PST
That Emu Kid says:
Reviews are all over the place for this, and even the positive reviews mention some framerate issues. I might pick it up anyway. I loved Lords of Shadow.
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