Castlevania Judgment Preview
Dracula takes a break from his handheld hijinks to waggle up a fighting game Wii release.
Date: Wednesday, August 06, 2008
Author: Tracy Erickson

  • Game: Castlevania Judgment
  • Platform: Wii
  • Publisher: Konami
  • Developer: Konami
  • Genre: Wii Fighter
  • Release Date: November 18, 2008
  • Why You Should Care: Simple, intuitive use of the Wii Remote and nunchuk; good implementation of classic Castlevania weapons and abilities; great visuals.
  • Why You Should Worry: Motion controls make stringing together combos difficult; no firm details on multiplayer; a departure for the series.

  • Koji Igarashi, creator of the Castlevania series, has attempted on several occasions to move from side-scrolling action to full three-dimensional adventures. While the most recent try wasn't altogether too bad, those before it have left an indelible mark on the franchise. Surprisingly, that isn't stopping him from continuing the push into polygons, this time with a totally different approach. Castlevania Judgment marks another attempt at 3D gameplay, ditching the side-scrolling gameplay for straight up fighting.

    While Igarashi is keen on defining the game as something other than a traditional fighting game, this Wii-exclusive hones in on head-to-head bouts between characters in the franchise. With all due respect to its creator, it's clearly a fighting game and one that promises to exceed expectations based on what we've played. As you'd expect from any Wii fighter, the game employs motion controls for standard attacks. Combined with special abilities specific to each character, as well as a bevy of classic items from the series and you've got a surprisingly deep combat system.

    Swinging the Wii Remote triggers basic attacks, with horizontal and vertical swipes translating to respective slashes on screen. Dodging your opponent's blows--which is critical in preserving health--is done by shaking the nunchuk. Whatever direction you're holding the control stick determines the angle of your dodge. Stages are fully 3D, which makes evading attack much easier; conversely, it was often difficult to land hits because of how easy it is to avoid attacks.

    Basic attacks really are best for close-quarters, while secondary weapons come in handy at range. Jamming on the A button allows you to attack with whatever sub-weapon you have on hand. It's not infinite, however, as sub-weapon use is restricted to the number of hearts you possess. Just like the main series, collecting hearts allows you to execute attacks with your secondary weapon. Playing as Simon, we had access to either a dagger or cross for ranged hits. Switching to Alucard or Maria granted the opportunity to wield vials of holy water.

    In the two stages we played--Between Thrones and Abbey Ruins--there was a lot more to contend with beyond our main competition. Classic Castlevania creatures milled about the environment such as zombies and living skeletons that could whittle away health and prove as much a problem as fully-fledged opponent. They're definitely an annoyance, but we actually like them. It gives the game a unique twist and ties it to the main side-scrolling series. Sure, it's a lot more fun and definitely a greater challenge going up against the main characters but it adds an acceptable degree of difficulty.

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