
The last
Castlevania I played before
Circle of the Moon was
Harmony of Dissonance - which is convenient, as
Dissonance is the next Metroidvania in the series chronologically.
Dissonance makes a good point of comparison to
Circle of the Moon in other aspects, because they're opposite ends of a spectrum: while
Dissonance largely hews to traditional
Symphony baroque excess, with its fancy-boy protagonist and bevy of loot and wealth of screen-clearing gee-whiz item crashes & spells,
Circle is far more spartan: you will take your standard five Belmont subweapons and traditional
Castlevania levels and absolutely minimal story and like it, thank you. Also - crucially - while
Dissonance is
stupid easy,
Circle is
stupid hard. I mean STUPID hard.
Part of this has to do with issues in the execution of the classic
Castlevania style. For one, Nathan's whip is pixel-thin. It's a wet noodle, and it's hard to target enemies, because your weapon has such a narrow hitbox. For another, Nathan has
ridiculous knockback. It's at least half the screen. You can imagine the fun to which this led in
Circle's version of the clock tower. It also makes just plain progressing through the castle a huge slog, considering the sheer distance you're sent back (and down, through gaps in platforms) for getting hit; to have such ridiculously overblown punishment for failure is extraordinarily patience-trying. While I respect the game for trying to inject a good helping of toughness back in the franchise,
Circle's difficulty isn't...organic, like it is in the best of the level-based games. It's dependent on cheaply unbalanced numbers.
But back to that in a minute.
Circle's mission, seemingly, is to marry
Symphony of the Night's then-new style of explorative gameplay to the franchise's old-school roots, with a limited moveset and at-times punishing difficulty. I respect the attempt, but I can see why
Castlevania ultimately went the other route. The lack of neat stuff in
Circle, be it from a mechanical or audiovisual perspective, is a letdown. Loot in Metroidvanias is a reward for exploration: you see cool stuff and get more neat toys to play around with if you poke around the castle instead of blazing straight through, even if said stuff & toys are ultimately not very useful. In
Circle, on the other hand, you'll just get one of three bog-standard (and very meager) stat increases from discovering new areas (through whipping walls, which here yield short secret passages instead of the traditional Belmont wall meat). It's disappointing to find a hidden path, only to be rewarded at the end with another dinky 5-point life/magic/heart pickup.
Now,
Circle has a tarot system that should provide for some fun experimentation - you have a series of primary cards and a series of secondary cards that you get from random drops, and each combination of primary with secondary yields a different effect - bathing your whip in flame, or changing it into a thorny sword that unleashes a torrent of rose petals with every swing, or giving Nathan immunity against poisoning, etc. You're not told, though, what the effect of each combination is until the character actually makes use of it in-game, and while some of the effects are self-evident (the weapon augmentations, for instance), in some cases, they're not so apparent (with the status immunities, you have to be actually hit by the status-inflicting attack before you're learn you're now immune).
The problem, of course, is the goddamn difficulty. While the tarot effects are neat, you're allowed to activate only one effect at a time. I clung like grim death to the "increase damage by 25%" one, because otherwise, I would've had no chance of surviving in most of the game's areas, particularly later on.
Circle has too many overpowered enemies who are
ridiculous controller-throwing threats. There's this waterway area populated by knights with ice magic who, when you first encounter them, will take off 9/10 of your health and freeze you long enough to ensure they land that finishing blow - meaning, essentially, that
Circle is the first
Castlevania to feature an area with all one-hit kills. There's a good number of miniboss-type enemies who have significantly stronger attacks and can't really be run past effectively but who are big health drains to fight. (One of these, in fact, lurks between the next-to-last boss room and the nearest-yet-not-very-nearby save room, ensuring I had to refight that boss at least three times despite defeating him each time because I'd get wrecked post-fight by the miniboss before I could make it back to save.) Then there's this demon miniboss who summons this ice asteroid storm that covers like 75% of the screen (with the remaining 25% broken up into little tiny crevices), which then
sweeps across the screen diagonally, making evasion impossible. Combined with the knockback and the falling and
everything else, it's just so, so...well, I keep returning to the word
ridiculous, but that sums it up; no one on the dev team cared whether or not these threats were survivable.
The easy ("easy") way out of all of the bruising combat is to grind levels. Sometimes, there's nothing else you
can do; there were a couple times where I'd run into a new area and discover that I was doing only 1 damage to everything, and final-stage Dracula fight more or less requires you beforehand to go kill grunts for 45 minutes or so. This seems to suggest that I was traveling through the game underleveled, but I'm not a speedrunner by any means - I like to take my time and explore, which usually results in me being
overleveled - and I didn't have any inordinate problems with the bosses (the bosses, mind you, not the regular enemies) for three-quarters of the game.
Circle is too often just unbalanced. While I can understand that RPG elements are still kind of new to the series and their implementation isn't going to be perfect, the blatant stat walls are aggravating and, taken with the other cheap gameplay mechanics, make the game reek of a certain type of laziness.
The game's artistic aspects gravitate toward being at the very least serviceable but certainly not the focus of the production. In another version of
Circle's back-to-basics aesthetic, most of its soundtrack is taken from previous games, which isn't bad - it has a snazzy rendition of "Vampire Killer," a version of "Clockwork" that goes in an interesting, more modern direction, and a couple welcome deep cuts like CV3's "Nightmare" and
Bloodlines' "The Sinking Old Sanctuary" (
Circle deserves credit for rescuing the latter from obscurity; no one cared about
Bloodlines till
Portrait of Ruin). I wish the game had more original tunes, though. It
does, perhaps, have one of the better-looking end bosses in the form of Xenomorph Rocket Sled Dracula up there, (and, strategywise, even after you beat the grinding game, he
does require you to think a bit to figure out how to counter his various moves, which is welcome). Though the game is otherwise wholly visually unremarkable - save for the fact that it gives Dracula a treasury with giant piles of gold coins & jewels & crowns & stuff, which
Dissonance, despite having a specific Treasury level, failed to do - I did kind of like its atypical palette of off, muted shades of blue, green, & grey to match its hero. Not that the hero, or anyone else, is remarkable in any other way: the kidnapped-mentor story is, like I said at the start,
serviceable in that NES-manual sort of way, but after
Symphony and even, God help us,
Castlevania 64, we expect a little more in the plot department.
But I expected more in the combat, too, and, welp.
.