Review NoahsBarks.com 2/5 · Mar 15, 2026
A Graveyard Smash—as long as you're not stuck doing the Transylvania Twist.
Playing the MediEvil demo on Interactive CD Sampler Disc Volume 8 is a huge part of my childhood. I've tried the proper game as an adult via emulation, but never got that far. It's great to have finally laid this skeleton to rest. I think MediEvil is in constant conflict between its best and worst qualities. The best qualities are …
Playing the MediEvil demo on Interactive CD Sampler Disc Volume 8 is a huge part of my childhood. I've tried the proper game as an adult via emulation, but never got that far. It's great to have finally laid this skeleton to rest. I think MediEvil is in constant conflict between its best and worst qualities. The best qualities are its aesthetics, style, writing, and presentation. This may be the most "Halloween" game ever made, and that's a high compliment, given the wonderful season. It truly feels like you're part of a classic, animated children's Halloween movie. The text is witty and full of lively charm, and the voice acting talent does a fantastic job of selling the setting (especially the Gargoyles).
On the other hand, the gameplay—woof. I think the simplicity of MediEvil is the least of its problems. I can get along with mindless hack and slashing in an adventure game format; Zelda games typically don't have great combat, either. But I do need the feedback to be consistent. MediEvil's camera resists you like you're royalty during the French Revolution. It's locked at the most arbitrary of times, and defies attempts to focus your view in front of you. I know programming a camera is difficult, and I respect the developers for having area-specific camera behavior, but I feel like there's not a great reason for lacking a feature to snap the camera behind Dan at any time. That alone, while not perfect, would make the experience drastically smoother.
Alas, the play control struggles somewhat, too. Dan slides whenever you interrupt a run, and platform edges are remarkably uncharitable and will send you plummeting to your doom even if you're sure you ought to be grounded. The game gives you a generous amount of health bars as, I think, a way to compensate for this while keeping falls punishing (they take one bar, each), but it's a band-aid solution. It's not uncommon for the fussy camera to cause you to misjudge distances and your forward momentum, making you lose multiple health bars in seconds. Not to mention, the worst platforming excursions will have you enter subsequent levels with less than full health, meaning this slapdash fix has diminishing returns. The dark environments also make using Dan's shadow as a landing marker unreliable. 80% of my negative feelings regarding this game have to deal with falling into pits, and I was pretty pissed off at times.
Fortunately, levels are quite short once you figure out their pathing. I've seen people heavily criticize the level layouts, but I disagree. I think their fragmented nature makes them feel more organic and gives the game a basic level of exploration that might not otherwise be present. Players are correct that levels can be confusing, but I put this down to the camera. Normally, players can use the camera to keep landmarks in familiar position as they run around, which helps them better map locations out in their head. With MediEvil's fascist camera, you have to memorize what every landmark looks like from every angle. If you had more camera control, it would be fine. Also, the default view is isometric, which is an odd choice. If this was meant to give the game a German Expressionist appearance, it works. But, that movement wasn't creating video games. It might have been best to have the view default further down towards Dan's back, only opting for a more "fixed" overhead view like the final product during certain areas with high enemy density.
There's not much to combat, but I'm not going to rake any game that's not Devil May Cry over the coals. It's a bit confusing how you're supposed to engage with enemies, at first, because the physics seem to encourage running around while wildly slashing, but this actually piles on contact damage. Instead, it's best to slowly inch forward and stand your ground, because enemies are typically knocked just far enough back to have their I-frames expire before they reach Dan's hitbox. Bosses could be annoying with their limited vulnerability windows and the need for your inaccurate ranged weapons, but they never drove me too crazy.
MediEvil is a fine game and worth its frustrations, but it's a prime target for a remake. Except, they did it twice, and according to some, neither did it right. Third time's the charm, maybe? I'll definitely play all other games in the franchise at some point.