Castlevania’s 16-bit period gave rise to some of the saga’s highest-regarded entries. Action-platforming epics like Super Castlevania IV and Rondo of Blood don’t need much in the way of introduction. I’ve covered both previously, as well as the Super Nintendo’s divisive Dracula X. What I’ve yet to do is give the ever-formidable Genesis its due. Well, I’m delighted to finally declare that I’ve been saving the best for last! Sega’s machine was graced with its lone installment, Castlevania: Bloodlines, in 1994 and developer Konami knocked it clear out of the park with this one. Bloodlines weds the typical lush Gothic atmosphere and stunning music the series is famous for with innovative settings, an electrifying set piece approach to level design, and faster, smoother action than ever before.
On its surface, Bloodlines (also known as Vampire Killer in Japan and Castlevania: The New Generation in Europe) appears to be another stock tale of two vampire hunters, John Morris and Eric Lecarde, fighting through six stages of creepy mayhem on the way to slay Count Dracula. That it is, though it earns bonus points from me for being the only Castlevania game to directly reference Bram Stoker’s 1897 Dracula novel. Bloodlines is set in 1917, twenty years after the events of the book, with John Morris described as the son of Stoker’s Quincy Morris, who the instruction manual goes so far as to claim as a distant descendant of the legendary Belmont family. I could nitpick here, as Quincy was a bachelor with no hint of offspring, but I’d much rather give Konami credit for going there at all.
In a deliberate inversion of the typical formula, John and Eric start out at Dracula’s castle in Transylvania before going on to pursue his vampire niece, Elizabeth Bartley, west across Europe, hoping to stop her before she’s able to revive her uncle. Thus, we’re treated to levels based (very loosely, of course) on flooded Greek ruins, the Leaning Tower of Pisa, a German wartime munitions factory, and the Palace of Versailles. This international angle gave the development team carte blanche to present concepts outside the Castlevania norm. They leaned into it big time, and I’m not just talking about Pisa. While a mere six stages may not sound like much compared to SCIV’s eleven, each location in Bloodlines is massive and composed of many distinct sections with their own unique enemies and environmental hazards. Germany, for example, begins with an approach to the factory where you’re bombarded by skeletons in army helmets popping out of metal drums and chucking bones over a fence in the background. Once inside, you battle regenerating skeletons across a sequence of moving conveyor belts. Next, you must ascend a tight vertical shaft without getting crushed by the giant pistons along its length. After that, a classic clockwork area with giant spinning gears and the staple flying medusa heads awaits. All this, and you’re still not halfway there! Plenty of fresh platforming gimmicks and a mid-boss still stand between you and the next stop on your road trip. It rivals Contra III in terms of sheer “What next!?” factor.
All this variety is only enhanced by the presence of two playable characters. John wields the fabled Vampire Killer whip passed down by the Belmont clan and therefore plays the most like previous Castlevania protagonists. He has the special ability to whip diagonally upward while jumping, which has applications outside of combat, since it allows him to latch onto ceilings and perform an invincible swing maneuver necessary to cross certain gaps and reach the occasional out-of-the-way item. Eric fights with a magic spear gifted to him by none other than fan favorite dhampir Alucard. The spear offers longer reach than the whip in exchange for dealing slightly less damage. Unlike John, Eric can’t attack upward in the air, He can, however, do so while standing on solid ground. The spear also enables a pole vault jump that’s similar to the whip swing in that its primary function is to enable Eric to access a few alternate routes John can’t. The idea of branching paths is a fine one, even if the game only includes two instances of it. On top of their individual movesets, the pair can find and employ three limited-use sub-weapons: An axe, a boomerang, and holy water. In a flourish lifted from Rondo, a stronger “item crash” variant of each sub-weapon’s default attack is available in exchange for more of the gems that stand in for the usual hearts as ammunition here. Although I tend to find Eric’s reach more generally useful than John’s damage output, both feel powerful, distinct, and relatively balanced. That last bit in particular is something earlier multi-character Castlevania outings Dracula’s Curse and Rondo really struggled with.
In spite of its world-class levels and thoughtfully balanced heroes, the flow of the action in Bloodlines might be what truly won my heart. Konami resisted the urge to showboat with the sort of massive player sprites that led so many 16-bit action-platformers to feature slower movement and more cramped screen layouts than their 8-bit ancestors. Rather, John and Eric were given NES-like proportions that, in tandem with the Genesis’ famously zippy processor, resulted in the quickest-paced Castlevania yet. It’s hardly Sonic the Hedgehog, mind you, but try booting up Bloodlines immediately after any of the games that inspired it and I guarantee you’ll spot the difference. It all amounts to a substantial, fair challenge that’s a joy to take on.
Bloodlines’ brilliant mechanics are bolstered by a remarkable soundtrack courtesy of composer Michiru Yamane in her Castlevania debut. Her “Reincarnated Soul,” “Iron Blue Intention,” and “Calling from Heaven,” all fit in right alongside slick Genesis FM arrangements of such touchstones as “Vampire Killer” and “Bloody Tears.” It’s so good, I had to own it on vinyl. The graphics do their musical accompaniment full justice, with impressive sprite work (that’s also impressively gory unless you’re stuck playing the censored European version for some reason) and a bevy of striking background effects that include reflective water in Greece and a dizzying swaying tower in Pisa.
Konami was close, so achingly close, to realizing a perfect old school Castlevania experience in Bloodlines. What tripped them up mere inches short of the finish line was, of all things, the continue system. Yes, flying in the face of all tradition and good sense, Bloodlines is the sole console entry in the franchise to saddle the player with limited continues. An unwritten rule dating all the way back to 1986 was that no matter how daunting the task of hunting down Dracula grew, you’d never be confronted with a true game over. As long as you refused to give up during that long night, dawn always beckoned. Here, run out of lives three times and it’s back to the title screen with you. It’s a decision so contrary to the Castlevania ethos that it may well have torpedoed the whole production. Thankfully, there is a workaround in the form of the password system. It’s an imperfect one, owing to the fact that passwords record your current life and continue count as well as your progress. Still, it does at least mean that you can treat a password obtained after a clean run through a stage as a de facto save point. It turns a potential deal-breaker into a manageable low grade annoyance, albeit one that was wholly unnecessary in the first place.
Pound-for-pound, Bloodlines is my pick for the best overall Castlevania release of its generation. In fact, it sits near the top of my personal series tier list, right below the first and third NES titles. Despite being historically underappreciated relative to its contemporaries, I maintain that it looks and sounds just as superb as Super Castlevania IV and Rondo of Blood while handily outstripping them both in terms of level design, difficulty balancing, and general gameplay feel. Hardly a popular opinion, I admit, but a sincere one based on extensive experience with all the games in question.
Speaking of sincere, happy Halloween to you all, and congratulations on surviving another October’s worth of spine-chilling game reviews! I hope you’ll join me next week as we resume our regularly scheduled programming.