The Let's Play Archive

Castlevania II: Belmont's Revenge

by Simply Simon

Part 6: Stage Thoughts CV2


The picture strongly suggests that this is the last stage...guess we'll have to amend a second Wily skull for the next level? Spoilers there's a next level.

Stage Thoughts
Yeesh.

Now for the boss.
Soleiyu is obviously fucking hard, and merrily crosses the line to bullshit a few times, I think. It's not a terrible encounter - my semi-comparison to the first game's atrocious final boss is a little uncalled for - but I do think they ask a bit much of the player. It gave me a lot of trouble already, I cannot imagine how daunting this fight must feel for someone playing this on an actual Gameboy with little to no experience in other platformers.

The key point that makes it feel so over the line is that I see no other way of winning consistently (you prooobably can damage race him if you get lucky) than to manipulate his AI. He'll always whip when he gets close to you, whichs stops him in place, and that's the only way to make him stand still long enough so the knives fall harmlessly behind you instead of you getting trapped between him and them. I might well miss a different loop than the one I ended up doing where you force him to do the same thing over and over and therefore get your openings to cross from left to right over and over, but...that'd still be manipulating him. I think that having a boss become easier, even trivial if you realize that his behaviour is completely based on your position relative to him is perfectly fine; not every player will have the discipline to even pull that off, and the fight will probably FEEL like it's random and frantic for almost every casual player. An example of an excellent manipulatable fight is Zero from MMX2.

The problem here is that it feels absolutely necessary to do this kind of manipulation, and you can't even get it consistent (at least I can't); Soleiyu might jump forward or back, up on the platform or down with no real rhyme or reason. Exploiting his whip-happiness seems the one thing you can always do, and they probably did account for that by making the whip hitbox mercifully tight so you can't get hit from a different plane; with the one problem being that you can't hit him either.

Apart from the knives, therefore, this does feel like a fight against yourself, and such duels are usually pretty good. In this case, it misses the mark a little because you have fuck-all for movement options, and while Soleiyu doesn't either, I don't see him getting knocked back from anything and Christopher sure as hell can't just magic up infinite semi-homing knives. Speaking of which: obviously, as you cannot just jump and weave through those at will, they also have to be manipulated into falling where you are not, adding another element to this hell dance.

Overall, it's simply a little too much to ask for. You can develop a working strategy incorporating Holy Water (which is thankfully given to you every time) which involves a lot of patience and not jumping at the wrong moment (i.e. directly into the knives' path), but the fight being drawn-out due to Soleiyu's unpredictable behaviour means that you just have more chances to fuck up. Hence my final Dark Souls comparison: I feel like I did understand at the end what I had to do, the problem was not making too many mistakes in the span of a very frantic minute or two. That's usually how bosses in the Souls games work for me as well, and finally putting together that string of "little enough fuck-ups" feels amazing and bestows a great sense of accomplishment.

Really wish that didn't come at the tail end of a possible repeat of the same 5-minute-stretch of level each time you die twice; the limited lives given are not at all enough for you to learn the very, very complicated fight in time, so I think the rapid-fire repetition the save state gave me was absolutely vital. Otherwise each attempt has an undercurrent of panic because you really don't want to fuck up and have to replay the rope room, and that hinders the learning process quite badly, at least for me. I'd have been almost perfectly fine with this level (the fight is still a bit too much on its own) if the checkpoint was right before Soleiyu.


Music

Passepied [Dracula's Castle Part 2] [I corrected the spelling to the actual French dance, which I had to google]

Soleiyu's Room
Faith [Talking to Soleiyu]
Chromatische Phantasie [Soleiyu Battle]

I got sick of the stage music after a while tbh. That's a bit coloured by my experience however, so take that with a grain of salt. I see now however that it's just a 1-minute-loop, that might have something to do with it...
The chromatic fantasy (in German) - that's the music motif, not the colour thing, by the way - is a very interesting battle theme which I greatly enjoyed when I didn't get absorbed in the rhythm of whipping. It's quite restrained in its complete focus on a single-track melody, and I feel like playing this on piano would be fuckin' dope. Wonder if there's non-8-bit-remixes?

not-edit-while-waiting-for-the-video-upload: of course there is! I knew this was Bach as fuck.

another edit: this is such a dope sprite