![]() In terms of nostalgia, of crafting something and trying to make it work with your own game, all while making it enjoyable and not feel forced, this DLC is absolutely wonderful. A full-blown reboot for the franchise that uses modern-day mechanics, but still keeping within the lines of a game that has its own identity. This feels like the modern reinterpretation of Castlevania that we’ve been begging Konami for. From the subtle introductions of the content with bats casually casting across the screen, to the weapons you acquire, the enemies you battle and that incredible musical score. This is 100% a passion project and it shows, through and through. That game has managed to do it all on its own. Motion Twin didn’t need to do this to make Dead Cells relevant. If this content does nothing but get you to pay attention to this game in case it was somehow never on your radar, it will have served its purpose.īut I’m also here to tell you that Return to Castlevania somehow, someway, has made Dead Cells feel like a true, honest to goodness Castlevania reimagining and is all the better for it. This is still the brilliant roguelite which we adore and have covered extensively since its launch. So if you’re somehow worried the core experience is lost, don’t be. ![]() Once you’ve interacted, go down the stairs behind him and head towards Castle Outskirts. He will appear once the hanging flasks appear (after three attempted runs). You will need to find Richter Belmont within the Prisoner’s Quarters biome. Once purchased, the content can be accessed from within the main game. Like create a whole piece of content dedicated to the game they love, which gave their product life and try to balance it by creating something authentic while staying faithful to the game they’ve made. ![]() These are all sweet, subtle touches, and are probably enough of a nod or a wink needed to pay respects, even if they mostly feel a bit tacked on.īut sometimes, the likes of a Motion Twin will go out there and do something a lot more ambitious and risky. Sometimes it’s as simple as, ‘Oh, there’s a cameo from a character I recognise’ or ‘Hmmm, this place looks oddly familiar’. When games pay homage to their inspirations, they often struggle to do it in a meaningful way.
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