Seeing as how I've played Castlevania: Harmony of Dissonance on and off again since its release way back in 2002, I'm left with no choice but to write something about it. This is an underrated entry in the series. It's overly lean and a bit messy in parts, but my goodness it feels great to play. It's a constant series of rhythmic button taps that compels me to continue until the credits roll. This is one of those games that I think really benefits from using an arcade-stick. Yeah, not exactly possible with the original hardware, but who cares nowadays? The Castlevania Advance Collection is a perfectly fine method for enjoying this classic. Although, as you've surely noticed, I opted for emulation. My most recent play-through uses the Visual Improvement romhack.
One aspect of this game that I've never given enough thought to in the past is its art-direction. Dracula's Castle is described as a "Creature of Chaos", and this is one of the entries that best exemplifies that theme. The psycho-surrealist architecture and sometimes incomprehensible backgrounds make for a particularly unwelcoming yet intriguing visit. It probably says something that the only normal room Juste Belmont finds is the one he immediately claims as his own. Also, this is quite literally two castles in one. Both are in various states of disrepair, as if the "Creature" is still trying to form itself. Navigating between them is confusing at first, which is partly by design and partly bad design, but I can look past that. If anything, it makes a Randomizer play-through more appealing. Anyway, the amount of detail in each area is really impressive. Finding items and equipment in the castle's darkest recesses is always nice, but the real treat almost always lies in the background.
Rather than attempt to discuss this game's music, I'm just going to say that the Castlevania 35th Anniversary Remastered Soundtrack by DavSound is incredible. It encompasses all four games in the Advance Collection and goes even further by creating additional arrangements for Harmony of Dissonance. Absolutely give it a listen if you haven't already. As for the in-game music... Hm... At least the compositions are better than in Gradius Galaxies. Yeah, I know that's a random aside, but I've been playing it recently and the audio quality is rough. All one can do is lament the Game Boy Advance's lack of a sound chip and move on.
Okay now let's finally dig into the real good stuff: the controls. I can't talk enough about how amazing this game feels. Initially, I was a little put off by Juste Belmont's Scooby-Doo run animation, but the amount of time actually seeing it is nil. In a genius move that unfortunately couldn't be carried over to subsequent entries, the dash-buttons are mapped to L & R. Dash forwards, dash backwards, dash any time and all the time. It's great! Cancelling out of a dash with an attack or jump is seamless. What are some of the things that I always say? Second-nature? As easy as turning one's palm? Yeah, those also apply. Still, I believe it's the act of button-pressing that really brings everything together. The consistent tapping sound and accompanying "swish" work in concert to create a really satisfying feedback loop, emphasizing that I am in 101% control.
It only gets better once Juste acquires traversal powers. The first is the slide, and it's the best slide to ever grace a Metroidvania. I don't say this lightly, because Richter's slide from Symphony of the Night & Portrait of Ruin is no slouch, but Juste's slide is raw power. Tying its strength to the whip was such a brilliant idea. Sliding through the opposition is a marvelous way to traverse. The few enemies that take more than one hit add just the right amount of technical depth. Land those hits with the whip, then finish with the slide. Again, this is all in service to the rhythm of battle, the rhythm of exploration. Utilizing both means of attack to efficiently cruise through the castles never becomes tiresome.
The double-jump & dive-kick are also integral to Harmony of Dissonance. Mastering both will allow players to pick up certain key-items early. Dive-kicks are powerful enough to immediately dispatch weak enemies, perfect for all those rooms where Juste has to head downwards. They also serve as a means for him to hit the ground quickly, so he can resume sliding or set up the next maneuver. Whether on the ground or in the air, the vampire hunter has a lot of versatility. The final upgrade being the super jump is just perfect. Speed, momentum, efficiency; this game showcases an almost startling understanding of all three.
Admittedly, I can't offer a thorough explanation of all the sub-weapons and spellbooks. They all have a purpose, with some being more useful than others. Creative uses of Ice + Fist can help you reach certain areas, and that's always cool. When I'm playing, however, it's all about Thunder + Cross and Wind + Cross. These two combinations kill bosses. The only difference is that Wind + Cross has a learning curve to achieving its maximum usability. Cross by itself is also very strong, suitable for those times when there isn't enough MP for spells. Other players can (and probably should) use the other spellbook and sub-weapon combinations, but who knows if I'll ever take that advice. The overpowered stuff is too much fun to do without.
Next on the review checklist is the boss-battles. This set of archfiends encapsulates quantity over quality. A few bosses are simply a regular enemy that's been super-sized, and occasionally they don't even get a chance to show off their moves before a maniacal Juste breaks out the most busted spellbook combinations. Perhaps these factors contribute to why I don't mind fighting any of the bosses in this particular game. There are a few adversaries that take it to the next level: Pazuzu and Maxim come to mind. Still, even when the fights are mediocre, I still have fun with them. Circle of the Moon is more peaks and valleys when it comes to bosses, and those valleys... Yikes! Only way I'd ever revisit the 2nd form Dracula fight in that game is if I lost a bet and my mind all at once.
I love just how streamlined Harmony of Dissonance is. Perhaps I'm starting to appreciate the action-adventure games where I know exactly what's expected of me, or that I don't feel it's necessary to have x item or x equipment to finish the game. There are rare-drops and a little bit of shopping, but neither serve a real purpose beyond being a nice little bonus or something to fall back on if the player is struggling. Everything I could ever need is easy to find and doesn't require farming or luck to obtain. That said, there are a couple of locations I tend to farm, such as the hall of glass skeletons, but usually that's only if I'm playing an unfriendly Randomizer.
Mainly, what I want to say here is that the game is defined almost entirely by its fundamentals and movement. The basic, advanced, and expert techniques are all centered on creating the most efficient route around or through enemies. I can't bemoan the lack of abilities common to past and future Metroidvanias, simply because everything that this entry does, it does extremely well. The Castles aren't going to win over anyone on the first visit, but if they grew on me, then maybe they'll grow on someone else.
