Despite the blessed status Symphony of the Night holds in the gaming community, there was a nearly five year gap until we saw another game we now label as metroidvania-style. Once that drought ended, we were flooded with Castlevania on handhelds. By the end of the 2000s, Castlevania (and Igarashi’s style of Castlevania in particular) had become a nearly annualized event. Between 2002 and 2008, five “Igavania” titles appeared on GBA and DS (and a sixth if you include Circle of the Moon, though Igarashi was not involved in it). Despite being well regarded by players and critics, each successive game sold less than the previous.
What makes this period in Castlevania so remarkable is none of these games attempted to do the same thing. Each one has unique qualities that give in merits over what came before and after. As the last metroidvania-style Castlevania game that Igarashi worked on before leaving Konami, Order of Ecclesia is perhaps the most divergent of the bunch.
We started to see a move away from a single-dungeon design in Portrait of Ruin, where the player left Dracula’s castle to enter themed portraits. In practical terms, it wasn’t that different from having a single castle with themed areas because the player still needed to traverse the central castle anyway to find the portraits. Order of Ecclesia takes this a step further by eliminating a central castle altogether. This makes a huge difference in how Order flows compared to its predecessors.
Order of Ecclesia takes cues from RPGs without a free-ranging world map. The player selects a location from a map screen to travel to and new locations are found not through exploration but by pushing the game’s predictable plot along, eliminating what many would consider to be the defining trait of Igarashi’s style--exploration. With a few exceptions (most notably being the final area), each area is a linear, straight shot to a boss or event to unlock a new area on the map. In fact, some levels are literally flat horizontal affairs, with nary a platform to be seen. Despite the surface similarity to Portrait of Ruin, without needing to explore to open new areas, Order is focused on action more so than any other post-Symphony entry in this series.
The majority of areas are linear and scroll horizontally, a stark contrast to the depth and interconnected areas that popularized metroidvania-style games.
Each boss has an interesting design and pulls out surprising attacks, but have too much HP and hit too hard to be fun.
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Featured community review by dagoss (October 19, 2021)
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