Castlevania: Lords of
Shadow was an excellent blend of exciting combat, well-crafted puzzles and
grand boss fights that quickly became the single best-selling Castlevania of
all time. Lords of Shadow 2 puts you
back into the shoes of one Gabriel Belmont, who became (or already was?)
Dracula, the Prince of Darkness, at the end of the first game. A more
action-oriented game than its predecessor, Lords
of Shadow 2 focuses more on its excellent breed of fast-paced combat but
suffers from a convoluted and unfocused story and some occasionally
over-ambitious gameplay ideas that simply fail to come to fruition.
Dracula is portrayed as a stone-cold badass... but also loving father..? |
Lords of Shadow 2
takes place well after the events of both Lords
of Shadow 1 and Lords of Shadow:
Mirrors of Fate and is actually set in the modern day. After his castle is
besieged by an angry mob known as the Brotherhood of Light, Dracula is forced
into a deep sleep lasting a thousand years. He awakens in the present day (ish)
and comes into contact with Zobek, one of the Lords of Shadow (and voiced by Patrick
Stewart), who promises to remove his curse of immortality if he destroys Satan,
who Zobek will return to Earth soon. Dracula must track down the three
Satan-worshipping acolytes that can lead him to Satan. Along the way, however,
Dracula is plagued with constant visions of his late wife (who he was tricked
into killing in the first game) and his son, Trevor Belmont aka Alucard (yes
that is Dracula backwards…). Oh, and
he’s also being stalked by bloody reincarnations of his castle, who are
desperate for him to stay in his castle and so possess people and objects to
attack Dracula…
Needless to say, the plot gets a little weird. It gets off to a promising start, but each layer of
convoluted nonsense that gets added spread its focus thinner and thinner. It’s
hard to enough to keep up with the game’s intense back story and all of the
crazy lore surrounding the Lords of
Shadow series without all the extra nonsense layered on top. The game makes
a number of rather hokey attempts to humanise Dracula by trying to show him as
a loving father and devoted husband. These scenes are hard to take seriously
and really highlight the confused pacing and tone of the story. These failed
attempts to explore Dracula’s character are made worse when they are
continually contradicted by scenes of Dracula being a ruthless, cold-blooded
bad-ass (which is exactly what he should be).
That’s not to say that the story is completely without merit, however, and
there are a couple of cool moments spread throughout (with a genuinely good twist
towards the end). But, frankly, Lords of
Shadow 2 presents a fairly disappointing conclusion to the trilogy.
It's fair to say that things get weird before Dracula's dead wife shows up |
Where the story fails, however, the gameplay truly excels.
The combat is more complex than the previous games and takes more explicit
influence from titles like DmC: Devil May
Cry. These influences come from your three main weapons: your Blood Whip,
Chaos Claws and Void Sword. Combat revolves around you switching between these
three weapons to take advantage of their varying effects. The Void Sword does
less damage but returns health on each strike, the Chaos Claws hit fast and
hard and can break armor, whilst your Blood Whip is your default weapon. Both
the Void Sword and Chaos Claws require separate types of magic to power and
each successful strike will deplete a weapon’s respectful magic bar (magic is
gathered through killing enemies and dealing damage without being hit). The DmC likeness comes from the way that
each weapon is effectively toggled on and off. The Void Sword is toggled with
one button (LB on the 360 pad) and Chaos Claws are toggled with another (RB). The
game gives you good reason to switch between weapons, though the few they give
become quickly predictable.
The game also encourages you to mix up your weapon habits by
offering you three levels of “mastery” for each weapon. Full mastery of a combo
is gained through prolific use of it, which is displayed by a percentage that
will increase by a small amount after every successful use of that combo. Once
a combo reaches 100% mastery, it can be transferred to the overall mastery
level of the weapon that it belongs to (since each weapon has its own combo
list). Each mastery level gained for a weapon will increase its damage output
and thus its overall effectiveness in combat. It’s an interesting system that
gives you plenty of incentive to vary your combos and encourages you all
weapons in equal measure. It works excellently in giving you a legitimate
reason to mix things up and resist the urge to just mash out the same combos
every time. The combat generally flows better, looks better and feels way more
satisfying than it ever did in the first game.
Gameplay is fast, fluid and vastly improved |
Further improvements in the gameplay come from the ability
to turn off quick-time events. First of all, arguably the
most important change from the first game, the ability to completely get rid of all quick-time events from start to finish. A
bizarre yet fascinating feature to include, one wonders when or why these QTEs
became optional (negative reaction from fans? Play testing?). Either way, QTEs
are now a toggle-able option in the options menu. This is made even stranger
because of how QTE-rich this game is, boss fights are full of them, interacting
with objects usually requires it, all finishing moves use them, the list goes
on. Being able to turn off QTEs is an excellent and refreshing change that
really makes you realise (even more so) how dumb and unnecessary they really
are.
The game’s excellent combat, very basic puzzle-solving, and
rewarding exploration are occasionally let down by some truly awful
pseudo-stealth sequences that feel both poorly designed and completely out of
place. Whilst the majority of the game is well-made, the over-ambition and lack
of focus that encumber these stealth sequences unfortunately overshadow the obvious
talent over at Mercury Steam Entertainment. Occasionally you’ll be faced with
clumsy forced stealth sequences in which Dracula must evade a pair of huge
brutes wielding inexplicably large weapons, who will instantly vaporise him on
sight. Escaping these sticky situations either involves distracting them
with a swarm of bats and then sneaking past or using Shadow Portals to turn
into a pack of rats to then distract them or get behind them before possessing
one of them, usually to then open a locked door. Needless to say, these
sequences are horrible. Frustrating,
poorly designed, out of place and thoroughly without merit. Such sequences feel
like a physical manifestation of a developer with too many ideas and too much
ambition.
Most of the boss fights are pretty awesome |
The design of the world, however, is one of the few things
in Lords of Shadow 2 that actually
feels like it stems from too little
ambition. Unlike the exotic locales of the original Lords of Shadow, this game takes place almost entirely in a stale
and extremely ordinary modern day setting and many of the environments live off
a colour palette diet of dull greys and browns. Whilst there is some novelty to
the concept of demons in a modern day setting, they just don’t do enough with
it to make it interesting. Aside from a panic-ridden news report towards the
beginning of the game, there is zero mention of people and society in this
completely empty world and the world is inhabited almost entirely by demons.
That is, of course, except for a group of mech-soilder dudes with guns and jetpacks
who are given absolutely no explanation, and become a prevalent enemy type
later in the game. When you consider how great the game looks on PC, the environment
design is disappointingly plain and feels far too uninspired (especially when DmC: Devil May Cry showed us how cool
demons in the present day can be when done well).
On the PC, the game looks truly amazing. With some excellent
lighting and some great-looking environments, the game’s many beautiful moonlit
set pieces really show up the game’s 360 and PS3 counterparts. Fortunately, the
game also manages to run extremely smoothly. Controls are tight and the game
plays reasonably well on a mouse and keyboard set-up, though you’d probably be
better off using a gamepad. The star-studded cast of the first game continues
here with Patrick Stewart reprising his role as Zobek and Robert Carlyle
reassuming the lead. Needless to say, the voice acting is truly excellent and,
in some cases, manages to compensate for some shaky writing and the unstable
plot.
On the PC, the game looks really fantastic |
Castlevania: Lords of
Shadow 2 is a fairly divisive mixed bag. On the one hand, the game presents
a thoroughly improved and truly satisfying combat system, incredible visuals,
some great boss fights and a number of outstanding moments. But on the other hand,
you have a convoluted story with confused pacing and tone that offers a pretty
disappointing conclusion to the Lords of
Shadow trilogy, a couple of over-ambitious mechanics and simply boring
environment design. In the end, though, Lords
of Shadow 2 maintains a high level of quality and enough moments of
excellence to make up for the parts that just leave you thinking who thought this was a good idea?
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