Castlevania II: Simon's Quest (1987)
Despite the title's insistence otherwise, this feels much more like a sequel to
Vampire Killer. Freed from a level-based structure,
Simon's Quest commits to what
Vampire Killer couldn't, with a single continuous world to roam in search of its many secrets. It's a massive technical advancement as well, scrolling its vast environs in all directions for a cohesive sense of space well out of the previous games' reach. In RPG fashion, Simon Belmont and his weaponry grow ever more formidable over the course of his quest to break the curse killing him and the land of Transylvania, even as each passing day is a reminder that his time is running out. With newfound ambition backed up by a prodigious engine and unusual thematic depth,
Simon's Quest surpasses
Castlevania in every way and stands as a pillar of the NES's legacy.
Well, it would, if it weren't all a put-on.
Simon's Quest turns out to have a lot less substance than
Vampire Killer. That game has the same song and dance in all seven levels, but this game puts the player through
one level over and over, and that level's thinly spread. Each area has a palette swap of the one mansion, a palette swap of the one town, and rolling stretches of palette-swapped land connecting it to adjacent areas. Gray is usually the dominant color. Every mansion is a sprawling jumble of stairways and spikes, the bizarrely tiered towns waste space and the player's time with closed buildings and blathering townsfolk, and the plains and forests have precious little going on besides the occasional novel enemy or spot to use an item. It's all so repetitive and aimless that it might as well be procedurally generated, but it's set in stone, and so is the path through it. This open world is
not meant to be explored, as you'll quickly find out if you try going left at the start of the game. Instead, do as the first NPC says and spend the hearts you mercifully start with on the crystal. But don't listen to the next guy's warning about "bum deals", or you'll miss out on the other items you need to buy, eventually get stuck, and have to trudge back to the beginning, like I did the first time I played.
And I mean trudge. Simon takes his time getting around, which is suited to
Castlevania's methodical gameplay but makes
Simon's Quest's long, trivial stretches between mansions an absolute slog. As it happens, the backtracking I blundered into was the intended path through the game, so after I reached the start and then made it all the way back to where I'd gotten stuck, I quickly came to an actual dead end and had to trek back through two full areas for the third time in a row. This journey would be boring enough, inexcusably so for a Castlevania game, if I had to make it once. Not only did I have two more trips to get through, but I was interrupted all along the way by the infamous day/night cycle, which is every bit the waste of time it's made out to be. I'm not even talking about the stupid transition sequence; the only gameplay purpose this nonsense serves is to slow you down. During the day, you get half as many hearts from killing enemies. At night, you can't spend them on anything and have to wait around for the next day. And if you take much longer than the bare minimum of days to beat the game, you get a bad ending. Are we having fun yet? I'm guessing that this element was included to break up the visual monotony a bit, but when the graphics are all redundant palette swaps, it doesn't help much to add
palette swaps of the palette swaps. Sheesh.
The mansions, the most monotonous part, don't even get the day/night cycle. They all have the same tiles, all big stone blocks, arched iron gratings, and ostensible windows with a blank void beyond them. Hanging corpses do their best to provide visual flair, but after their second appearance in the first mansion, there isn't much that they can add to the rest. Even though the mansions are larger and more open than the levels in the first game, they ramble all over the place in much the same way as each other, and their oppressive and unchanging visuals are stifling from the start. With no view outside their dingy stone confines and frequent pools of water at their lower reaches, they all feel like dips into various regions of the biggest sewer level on the NES. Coming after
Vampire Killer, it's ridiculous that
Simon's Quest has so little to see in its mansions and even less to do. The earlier game's non-linear scavenger hunting has been retained, but it's reduced to the most basic form possible: Wander around until you find the stake vendor (?), then find the Dracula part, then go back through the mansion to get out. If there's a boss, fight him or don't. (The second boss drops a critical item, but the first – who shows up
three mansions into the game – drops a weapon that can be safely ignored. These are the only two bosses before Dracula.)
Without
Castlevania's focus,
Vampire Killer's relative depth, the variety of either, or even the time pressure of the rest of the game, the mansions in
Simon's Quest are dull at best and frustrating at worst, and there's no shortage of frustration. The first fake floor is one of the nastiest dick moves I've ever seen in a game, and there are plenty more to keep it company. Fall through the floor, or at all, and the multi-directional scrolling often spares you the death you would have met in
Castlevania – only to replace it with a circuitous, slowdown-burdened march back to where you were. (Interestingly, Simon has a very slow fall in this game, almost floating downward, which makes me wonder if the new engine couldn't keep up with his normal falling speed.) False floors and walls can be revealed with holy water, which also breaks destructible tiles. This reveals secrets (more on those in a bit) and opens inaccessible areas, but it's just as likely to lead to dead ends. When in doubt, which is any time a floor or wall is present, throw some holy water and see if anything happens. Of course, 99% of the time, nothing will, so you might as well just use a map and save yourself the trouble. This shouldn't be all that different from
Castlevania's encouragement to whip every corner in sight on the chance of finding meat or a tablet, but that's much more reasonable in the context of the first game's tighter level design, which presents fewer and more conspicuous opportunities for the action.
Progress from one area to the next is gated in two ways. First, each area has stronger enemies than the last and a whip upgrade to prepare Simon for the next. Because both scale together, each whip upgrade is functionally a toll paid in hearts, rather than anything relevant to gameplay; enemies always go down in one or two hits, maybe one more at night. (Collecting hearts levels up Simon's health, which likewise keeps pace with enemy damage.) If you don't have enough hearts, hang out at the edge of an area and repeatedly cross over to spawn enemies to kill. Is it fun? No. Does it work? Yes. The game's second barrier to progression is its arbitrary MacGuffin items – crystals and some of Dracula's body parts – with very specific uses, few of which are clear even from the game's copious text. Only about a quarter of what the townspeople tell you is any help, the rest being lost in translation, meaningless filler, or simply false. (Of course, you still need to talk to every Transylvanian you see, just in case they happen to give you a MacGuffin after their dialogue finishes plodding onto the screen.) The only vaguely reliable source of information is the "clue" books, but they're hidden behind breakable tiles, so you have to spam holy water at every wall to find them until you get Dracula's eyeball and can see where they are. The most important clue before that point isn't even behind a wall like the rest; it's buried in a random ground tile in the woods! You'd never find that clue playing normally, even without the spiders immediately pelting you with webs and forcing you to get a move on. (Should you dig it up, you get one chance to read it before it's gone forever – be careful with that B button!) But let's say that you meet the game halfway and only use a map to see where the clues are before uncovering them for yourself. Heck, meet it a quarter of the way and read the clues online while still analyzing them without a walkthrough. None of the books even say what you need to do with Dracula's heart, and the only NPC with relevant dialogue says to use a different item instead, so there's no reason to play along with any of this. The game is functionally an advertisement for
Nintendo Power.
Under all the obtuse repetition, though,
Simon's Quest is still a Castlevania game. How are the fundamentals? Simon Belmont is as stolidly purposeful to control as ever, and there are moments of interplay with the enemies and environments that match
Castlevania's highlights. My favorite is a river or lake in the very first area that Simon must cross while whipping leaping fishmen at the apex of each jump between platforms, which I like even more than the best parts of the first game. But moments like that only punctuate an otherwise shoddy experience. Most of the terrain between the towns and mansions is negligible as level design, and the mansions don't offer much challenge beyond habitually placing platforms at the limits of where Simon can jump. Little things, like enemies that spawn almost on top of Simon when he enters an area or platforms just low enough for him to bonk his head on while jumping, show an uncharacteristic inattention to detail for a Konami game, let alone one of this pedigree. On top of that, the special weapons are a farce. The base versions are unlimited one-time buys, while the upgrades consume hearts better spent on the mandatory purchases to get through the game. It doesn't quite take a genius to know which will be thrown around without a care and which will languish in Simon's inventory until Dracula shows up.
Simon's Quest demands to be played with maps and a walkthrough, negating its already flimsy pretense of non-linear exploration and puzzle solving, and with the structural conceit out of the picture, the basic gameplay doesn't come close to either
Castlevania's or
Vampire Killer's. Is there anything this game does right that wasn't better before? In fact, yes. I don't have much patience for the MacGuffins, but the way that the laurel figures into the game's progression is much more substantial and rewarding. The holy water could have been the same way if its use had been reined in: Lose the fake floors and give the breakable walls more emphasis in the level design, and you have a reasonable upgrade instead of a tedious chore. One very silly but entertaining detail regarding the holy water is that it's sometimes needed to access townsfolk who have been mysteriously walled away in their cellars, "The Cask of Amontillado"-style, which they don't seem to mind or even be aware of. It doesn't take much thought to figure out what to do, and the situation is so ridiculous that I can't help smiling at it. In contrast to this bathos,
Simon's Quest also has a dubiously appropriate flair for the dramatic. I like the cackling ferryman, so ominous for no apparent reason. I like the portentously nonsensical revelation that there are stairs under the water if you can just use the item that scrolls the screen downward. I even like the abandoned ruins of Dracula's castle at the end... in concept. In practice, it needs a final boss whose maximalism equals the preceding minimalism, and we all know what Drac is actually like here. The whole thing just ends up being a lame anticlimax – but the ruins do a good job of
setting up something that
could have been great. Moreover, inveterate palette swapping aside, I appreciate the somber, grounded atmosphere in general, which transforms Transylvania from an assortment of horror movie sets into a blighted and dying land (regardless of the "film reel" effect on the main menu). And I'd be remiss to ignore the game's most lasting contribution to the series, the "Bloody Tears" theme, a track as iconic as it is short and repetitive. Is this the best that I can say about the game? Can I only damn it with faint praise? I'd better wrap this up.
Despite the favorable revisionism provoked by attention from a certain YouTube star (along with, I suspect, more people watching and making videos about the game than actually playing it),
Simon's Quest is plainly undercooked. The obscene repetition and padding, along with the slapdash level design and sketchy structure, betray a development cycle that just wasn't adequate for the ambitions of the project. It's not like it was ahead of its time and people hadn't yet figured out out how to make a game like this –
Faxanadu and its computer-based predecessors stomp
Simon's Quest into the ground, and even games with such contested legacies as
The Adventure of Link and the original
Metroid "understand the assignment" in a way that
Simon's Quest doesn't seem to. My intuition is that this isn't really the game its makers wanted to make. Unfortunately, its potential wouldn't be realized. Its ideas were swiftly abandoned, and when Castlevania eventually tried something similar again, it was in an unrelated and unrecognizable form. For this easily romanticized tragic element, and for the basic '80s Castlevania foundation, I am sympathetic enough to
Simon's Quest to almost enjoy it.
4/10
Sorry that this took so long. Late December was a harried time for obvious reasons, the beginning of this month had some serious stress of its own, and the review itself kept getting longer every time I went back to it. (This is about twice the length of the one that I lost a month ago, and it doesn't even mention everyone's favorite magic tornado.) Future reviews will be posted more promptly and will be more manageably sized.