Review Etrail 3/5 · May 17, 2025
Intriguing design, brutal difficulty

Castlevania III is a return to the form of the first game after the ambitious-but-flawed departure of Simon's Quest, though this entry makes many improvements and additions to the format, trying several new mechanics and structure that are surprising for a game of its time. For instance, for the most part, the game is still essentially "linear" in its …

Castlevania III is a return to the form of the first game after the ambitious-but-flawed departure of Simon's Quest, though this entry makes many improvements and additions to the format, trying several new mechanics and structure that are surprising for a game of its time. For instance, for the most part, the game is still essentially "linear" in its level design with 2D side-scrolling that has you progressing through each level in one direction without the side paths or back-tracking found in Simon's Quest's more metroidvania design. However, after most of the levels, you have a choice of paths to take, leading you to a different level for your next adventure toward the showdown with Dracula. These levels also differ quite noticeably, offering a variable experience on later playthroughs rather than the lazy re-skins you might otherwise expect.

Further and perhaps most strikingly, the game features multiple characters you can take with you and transform into with the push of a button, opening up an entirely new move set and style with each. You can even choose whether or not to take different companions with you, allowing you a bit of choice in how you approach the game going forward. The rest of the game's components are up to par for this point in the series, if not taken to another level with great electronic music and simple-but-striking visuals that are evocative but never detract from the game's gothic themes.

My complaints with the game are less about its innovations and more that the absurd challenge of these early entries in the series is just a bit too much for me. I've been playing through some of the collections on Steam and when it comes to entries like this, I'm approaching more with curiosity than because I expect the game to especially be my thing. Even as someone who can be a little try-hard with many genres, playing these games straight-up without shamelessly abusing save states is just way too much for me. I was able to struggle through much of the first game without save states, but this title I found especially punishing, with just about every source of damage knocking off a large chunk of your life bar. Embarrassingly, I didn't even know about the character switch mechanic until a good way into the game, so perhaps I could've used the tools at my disposal better, but I found much of the game extremely punishing. I've heard this is arguably the hardest game in the series and that seems quite plausible from where I'm at so far. The first game I could play through much of without too much trouble and I loved it. But this one turns the punishing factor up quite a bit and somehow has even more irritating stair segments than the first two games. It's kind of shocking how long it took them to figure out how to do stairs!

Nevertheless, I'm playing this out of interest in how these early games formed the foundation of such a long-running game franchise (and other genres) and there was definitely a lot intriguing about it in that regard. Without having to deal too much with the ridiculous difficulty, I was able to appreciate the neat things the game was doing to iterate on previous titles, by delivering more of what the series has established to this point, while introducing innovations that would be quite rare in games for some time. I'm a little conflicted in how to rate this game since it delivered on the "interesting" aspect I was coming for, but if I'd played the game as intended, it'd have to be a 1-star I just gave up on after a few levels (though, in fairness, I might've actually improved if I'd pushed myself and gotten more used to it). So I decided to go with somewhere in the middle.

I like the purple in the background here. And overall the Look had that classic first Castlevania vibe, but it was really annoying especially in BLK 6 I think and spontaneously throughout the game, where you couldn't tell which platforms were actually in the foreground and able to be utilized. Thank goodness for savestates, but that would have turned me off of the game if I were playing it vanilla.... well, maybe... I get too hooked to Castlevanias so probly not lol. But the point still stands: a good Look should make it clear which platforms can be used and that shouldn't be a mechanic in level design imo.
Dracula's castle had a nice Look, more distinct and refined/advanced than the other areas imo.
Lol what are these greens and hard-to-discern platforms/steps.... I don't like how the Chronology Project is changing my perspective of classic favorite games >.<

There are a lot of cool video effects. This fog operates on multiple layers giving illusion of depth.




