E3 2010: Castlevania: Harmony of Despair Hands-On Impressions
by June 20, 2010 @ 5:14 pm

Much of the attention at this year’s E3 was diverted towards the 3DS and new-fangled motion control devices. As a result, a few titles slipped under the radar. Take Konami’s Castlevania: Harmony of Despair for instance. It lacks the flashy, awe-inspiring visuals of most offerings yet still caught our eye, once again proving that gameplay is king.
At its core, Harmony of Despair is a no-frills 2D side-scroller, one that represents a twist on the Metroidvania style popularized by Symphony of the Night. As with most Castlevania titles, the end goal is essentially the same: to work your way through trap-laden labyrinths conceived by long-standing nemesis Dracula and his minions. This time, however, going it solo isn’t your only option. In a single co-op session, up to six players can band together.
Before embarking on a demon hunting session, whether solo or co-op, players can choose from several playable characters. The playable roster currently sits at five, including familiar faces like Soma Cruz, Jonathan Morris, Charlotte Aulin, Alucard and Shanoa. We chose Alucard. The sprites for these characters have all been recycled from previous Castlevania entries, which we suppose shows a bit of laziness on Konami’s part, but it doesn’t detract from the overall experience.
Each level is comprised of a string of interconnected corridors filled to the brim with treasure chests and foes. For the most part, level design is varied to the point that each room looks completely different than the last. Thankfully, it’s not easy to lose your way, as Konami has included a mechanic that allows players to zoom out and view the entire map by simply pressing the right analog stick. Press it again to zoom back in, it’s that simple. While you can play from an eagle-eyed viewpoint, it is somewhat difficult in our experiences, as the sprites become quite minute in size — almost like tiny specks on screen.
All the usual RPG elements are present. There are a number of rest stops scattered throughout each level, where players can don new equipment, organize their inventory, or utilize any items picked up along the way. In the level we tested, it was interesting to see how the end boss was positioned. Resting in the top rightmost corner of the map, he was able to fire intense laser beams across the entire map, ripping through obstructing walls. Failing to evade them means your character will incur damage — and a hefty amount at that. Keeps players on their toes, we’d say. It remains to be seen if later levels will incorporate secondary, reoccurring threats such as this.
Although certainly not pushing the envelope in terms of game design, at least from what we’ve experienced thus far, Harmony of Despair is a refreshing take on a tried-and-true subgenre. Anyone who has spent time with Symphony of Night or the DS Castlevania installments will feel right at home. As part of Microsoft’s Summer of Arcade initiative, look for it to hit XBLA later this summer. There’s no word on a PSN release at this time.
Follow this author on Twitter.