I ’ ve pulled together a list of every single Castlevania video game I could find this side of the previous Tiger Electronics LCD handheld game. Some of them are signally atrocious, but for the most region, Castlevania games hover somewhere between “ good ” and “ masterpiece. ”
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36. CR Pachinko Akumajou Dracula
(Arcade, 2015)
This Japan-only arcade entertainment appeared mighty around the clock it became clear that Konami was less interested in making video recording games than it was in slapping the imagination and names of its beloved bet on properties on unrelated ventures. To make things worse, it decided to sell this by-the-numbers gambling game with the promise of “ EROTIC VIOLENCE. ” A classify act through and through .
Reading: The best Castlevania games
35. Castlevania Puzzle: Encore of the Night
(iOS/Android, 2010)
not a bad puzzle bet on ( it ’ sulfur reasonably much a Puzzle Fighter heist with a Symphony of the Night theme ), but this one ranks near the bottom of the list because it ’ s no longer available for purchase and doesn ’ thyroxine exercise on any currently-available call or OS. A game that ’ sulfur literally impossible to play is literally impossible to enjoy, and therefore it unfortunately ranks way toss off here. That said, not playing a game is still a better experience than existing in the same plane of reality as that miserable pachinko game .
34. Castlevania: Order of Shadows
(Mobile, 2007)
Like Encore of the Night, this bet on is no longer playable without hunting down a telephone that hasn ’ metric ton been available for a ten and consequently comes in way down here at the penetrate. But, you know, it wasn ’ t a bad take on the nonlinear Castlevania platformer format, considering it had to work within the limitations of a pre-touch mobile phone. It ’ mho bungling and it ’ s eldritch, but it was ambitious for the platform it appeared on. You ’ five hundred never want to seek it out to play it, true, but there were surely worse ways to kill time on a Java-format telephone .
33. Akumajou Dracula: The Arcade
(Arcade, 2008)
A average House of the Dead clone masquerading as Castlevania. There ’ randomness a certain bangle in playing a light gunman game with a whip, it ’ south truthful. There ’ randomness besides a certain novelty in topping a nice steak with a scoop of ice cream. That doesn ’ triiodothyronine beggarly it ’ sulfur something you should always actually do .
32. Haunted Castle
(Arcade, 1988)
Castlevania is good. Konami ’ mho arcade games were good. so why was its Castlevania arcade game so bad ? Blame atrocious graphics, unfriendly controls and inordinately cheap game design put together to wring quarters from players preferably than giving them a fair-but-challenging shoot at taking down Dracula. At least it had cool music .
31. Castlevania: The Adventure
(Game Boy, 1989)
The early arrival of a Castlevania game on Game Boy should have been a signal to take Nintendo ’ s beginning hand-held cabinet seriously. unfortunately, it largely ended up symbolizing the challenges that dogged the console table in its early days. It looked and sounded fine, but that was about all it had going for it. It ran sluggishly and demanded preciseness bid that the controls didn ’ metric ton very support. It besides abandoned many core Castlevania mechanics, such as sub-weapons … and fun .
30. Castlevania Legends
(Game Boy, 1997)
Belmont ’ s Revenge proved that Castlevania could work on Game Boy, so the fact that this third and final black and white out for the serial played so badly was equitable inexcusable. To its credit, it did at least include some attempts at mechanical complexity with a decent magic trick organization, and it attempted to lock down an origin fib for the series by having its heroine hook up with Alucard to make lots of little Belmont babies ( though this prequel attempt was stricken from the record by Lament of Innocence a few years later ). Like The Adventure, though, it just didn ’ t feel beneficial to play, so all those full intentions amounted to nothing .
29. Castlevania: Dracula X
(Super NES, 1995)
It looks like the Super NES port of Rondo of Blood at first glance, but it decidedly is not. Think of it more as the mutant step-sibling of the personal computer Engine plot. It contained fewer levels and none of the surrogate routes of Rondo, and the levels it did reprise were all redesigned to be vastly worse and crushingly unfair. The entire hateful philosophy behind Dracula X can be summed up in its find with Dracula, whom you have to fight while hopping around on slender pillars over a yawning expiate — a design choice that elevates a difficult battle to nigh-impossible. At least the music sounds nice .
28. Lords of Shadow: Mirror of Fate
(3DS, 2013)
While the HD rework for consoles turned out slenderly better than the 3DS original, it never crossed the threshold between “ tolerable ” and “ oh ordinal number ” In attempting to merge Lords of Shadow ’ sulfur grim, combo-driven, QTE-heavy vogue of play with the popular exploratory action of the DS and Game Boy Advance Castlevanias, developer MercurySteam managed to offer players the worst of both worlds : A long-winded, atrocious, plug away through a lifeless castle. The entirely real pleasure here was in seeing fair how cockamamie the remixed learn on the older games ’ storyline turned out to be. ( Spoiler : extremely cockamamie. )
27. Vampire Killer
(MSX, 1986)
Launching side-by-side with the original Castlevania in Japan, this alternate rendition of Simon Belmont ’ s travel to defeat Count Dracula didn ’ t turn out closely deoxyadenosine monophosphate well. Its open-ended stages and incredibly slender RPG mechanics deserve credit for laying the groundwork for the metroidvania entries of the franchise, but here they by and large make for a confuse and odd gamble. It takes a amazingly hanker clock time to muddle through the fairly little stages since you have to find specific items and characters while avoiding bad guys that whittle down your health — and since Vampire Killer offers limited lives and no continues, every single screw-up makes it that much less probably you ’ ll see the ending. An ambitious game, but not quite a beneficial one .
26. Castlevania Judgment
(Wii, 2008)
No one in the worldly concern asked for this game, except for whatever misguided Konami executive gave it a green light. A Castlevania crusade game, for Wii, with a assortment roll of franchise characters redrawn by the artist of Death Note ? absolutely bonkers. That said, it ’ s not actually a badly bet on, fair a wholly unnecessary one. The fighting oeuvre reasonably well, and some of the character stories are amusingly balmy. It ’ mho no Smash Bros., but in a world where DreamMix television exists, this actually international relations and security network ’ t the worst combatant Simon Belmont has appeared in .
25. Circle of the Moon
(Game Boy Advance, 2001)
r-2 of the Moon made a great depression back when it was fresh ( assuming you could actually see the night graphics on the impossibly dim original GBA screen ), but it hasn ’ metric ton aged well at all. not now that the universe of a nice-looking Castlevania game with a bang-up soundtrack is no longer a knickknack. Moon ’ s dull gameplay centers around a bang-up automobile mechanic that sadly relies heavy on random luck, and its enormous difficulty degree stems from enemies being bore wrong sponges preferably than from any kind of apt design. circle of the Moon paved the way for better things, and now that those better things have arrived, you no longer need to play Circle of the Moon. ( But decidedly do check out its cause of death soundtrack sometime. )
24. Castlevania
(Nintendo 64, 1999)
The series ’ beginning plunder into 3D was not big ! For every fun mind, like skeletons riding round on motorcycles or Frankenstein ’ s monster furrow you around a hedge tangle, you had to deal with decidedly un-fun factors like “ awkward controls ” and “ awkward 3D fight ” and “ miserable graphics. ” Castlevania 64 ’ mho center surely was in the right place — the piece where making deals with a sketchy merchant would finally consign your soul to Satan was clever ! — but it has the distinct awkwardness of most 3D action games of the recently ’ 90s. besides, it shipped incomplete .
23. Lords of Shadow 2
(PlayStation 3/Xbox 360, 2014)
While the second ( actually one-third ) chapter of the Lords of Shadow saga earns points for making a bold attempt to do something new with its dress by placing the gamble in a contemporary city, it besides takes a bang-up many false steps. Making Dracula the playable fictional character surely was bold ; forcing the godhead godhead of vampires to shyly complete dull and punishing stealth sequences was … possibly not thus bold. It ’ second another one of those Castlevania efforts that manages to achieve parity between good ideas and bad, and the fact that the Lords of Shadow line ended here is no tragedy .
22. Castlevania II: Simon’s Quest
(NES, 1987)
Villagers lied ; Simon died. This NES sequel didn ’ t miss for ambition, sending Simon Belmont across the entirety of Transylvania in his request to break Dracula ’ sulfur hex, but it ’ south pretty uneven. It lacks the focused design of the first game, playing more like a beefed-up take on Vampire Killer, and its far-out experience system makes combat inordinately unmanageable if you don ’ t take time to grind for levels. But does it matter ? The frictionless continue system means there ’ s identical little penalty for poor play ; the challenge here comes from making sense of the absolutely obtuse ( and sometimes openly dishonest ) clues from non-player characters. A audacious undertake, but barely an 8-bit classic .
21. Legacy of Darkness
(Nintendo 64, 1999)
The first N64 Castlevania shipped incomplete, so Legacy of Darkness arrived a class subsequently to spackle over the gaps — and included stallion campaigns for two extra playable characters. These days, Legacy would be a DLC update, but back in the day it appeared as a standalone cart that completely mooted its predecessor. It does incorporate some child mechanical tweaks, but it doesn ’ triiodothyronine actually fix the fundamental flaw of the first base game ’ second design. bequest of Darkness decidedly feels like a product of its era, with awed 3D platforming and sometimes-miserable fight, but it besides feels more complete than Castlevania 64 and less misguided than Lords of Shadow 2 .
20. Castlevania: The Dracula X Chronicles
(PlayStation Portable, 2007)
This package brought Rondo of Blood to the West for the first base time by room of a 2.5D polygonal remake. The remake is … OK. It has the buoyant feel and imprecise fight common to polygonal platformers, and it makes some changes to the layout and content of the crippled that fail to improve on the classical. The best thing about The Dracula X Chronicles, truly, is that it includes a adequate emulated version of the original Rondo of Blood .
19. Lament of Innocence
(PlayStation 2, 2003)
Konami ’ south first attempt to take the metroidvania ramify of the Castlevania family into 3D turned out to be fraught with shortcomings. It plays like a less matter to rendition of Devil May Cry — lots of jazz band attacks — apparently relying on its focus on mid-range whip attacks to differentiate it from the series from which it clearly draws its determine. While it plays reasonably well, its biggest defect is in its castle design. Dracula ’ s dwelling this fourth dimension around looks beautiful, but it has a dull, drawn out, and decidedly insistent layout. The necessitate to wander back and forth through the same corridors over and over again ( while fighting the same monsters ) promptly saps the joy from the broadly adequate fight and exuberant soundtrack .
18. Harmony of Dissonance
(Game Boy Advance, 2002)
Speaking of wandering corridors, the first base portable “ IGAvania ” has one of the most ailing laid-out castles in the series ’ history. technically, it has two of the most ill laid-out castles in the series ’ history, since the doodad here is that Juste Belmont has to defeat Dracula by leaping across dimensions and exploring parallel versions of the vampire ’ south knowledge domain. It ’ s an interesting theme that doesn ’ metric ton quite come in concert due to the bewildering layout of the maps — and the game ’ s eyesore color schemes and shrill soundtrack don ’ thyroxine do it any favors, either. What dissonance does have going for it, however, is far more fluid action than in Circle of the Moon and a cagey skill organization that combines familiar sub-weapons with charming spells. It ’ s a disruptive plot, but it surely has its moments .
17. Castlevania: The Adventure ReBirth
(WiiWare, 2009)
Despite what the title would suggest, this is not a remake of Castlevania : The Adventure. Certainly it riffs on the Game Boy game ’ randomness content, but in truth this is a wholly original study that features proper Castlevania mechanics along with some fairly solid visuals and music. Although it doesn ’ deoxythymidine monophosphate quite rank up with the true masterpieces of the series, it ’ s the survive “ classic ” style Castlevania and in a fortune of ways feels about like Haunted Castle done correctly. sadly, it besides has been delisted with the demise of WiiWare, but it seems a draw more probably to be republished at some compass point than the serial ’ mundane lost mobile entries .
16. Kid Dracula
(Game Boy/NES, 1991)
This cockamamie by-product stars a youthful vampire in a platform-shooter than feels for all the populace like the Castlevania adaptation of Mega Man. And that ’ s reasonably bang-up ! entirely the Game Boy version came to the U.S., but it ’ randomness more or less the lapp game as the Famicom cart minus the otiose quiz sequences. With capricious, upbeat action that straddles the line between miniaturizing and satirizing classical Castlevania moments ( along with riffs on King Kong and other media works ), Kid Dracula is a fun as its anserine remixes of beloved Castlevania tunes would suggest .
15. Lords of Shadow
(PlayStation 3/Xbox 360, 2010)
Although the sequels went wildly off the rails, there ’ s a distribute to like about the master Lords of Shadow. Rather than attempt to continue the Castlevania saga in 3D like Lament of Innocence, Lords of Shadow developer MercurySteam more or less took a clean-break approach that allowed for newly story ideas and newly approaches to play. Granted, that “ newly approach ” owes a distribute to God of War, but it works for the most depart. Solid child battles serve as the ligament connecting distinguished emboss fights and lots of traversal sequences centered around supporter Gabriel Belmont ’ s whip. Less successful : The clumsy-yet-pretentious script. Poor Patrick Stewart does his best as narrator, but evening he can ’ deoxythymidine monophosphate perform miracles .
14. Super Castlevania IV
(Super NES, 1991)
This, the purport inspiration for Lords of Shadow, was a boot of its own in many respects. Super Castlevania IV recounted Simon Belmont ’ s journey through the original game in an elaborate format that owes a big cover to Castlevania III ’ sulfur expanded journey to Dracula ’ s palace. As an try to rework the 8-bit Castlevania concept for 16-bit hardware, Super Castlevania IV plays like no other chapter of the series. Simon appears as a huge, hulking protagonist whose whip spans closely the entire screen once powered up ; to compensate, the action here moves far more lento than in previous games and tends to be decidedly lower on difficulty .
A killer soundtrack, a bromidic haunted firm atmosphere and lots of interesting Super NES-specific effects make for a memorable journey, but the underlie gameplay suffers from the awkwardness of being, somehow, a dramatic reinvention of the Castlevania concept tied slavishly to existing mechanics .
13. Curse of Darkness
(PlayStation 2, 2005)
apparently a sequel to Lament of Innocence, Curse of Darkness abandoned the look and vogue of that outing in favor of a dark adventure that took frightful liberties with the Castlevania concept. While it suffers from some pacing flaws and the awkwardness common to military action games of the era, Curse of Darkness feels more like its own creature than any other 3D Castlevania out. It drops the whip-based battle in favor of shorter-range melee skills and places the burden of mechanical diverseness on the demons its protagonist ( a former servant of Dracula by the name of Isaac ) can synthesize and summon. While largely ignored by fans of the franchise, Curse of Darkness plays heavy into the second season of Netflix ’ s Castlevania cartoon, which will likely help improve its reputation … at least slightly, anyhow .
12. Belmont’s Revenge
(Game Boy, 1991)
There ’ randomness something about symbolic about the storyline that drives this second portable Castlevania submission. The premise : Christopher Belmont was supposed to have handed off the holy Vampire Killer whip to his son Soleyiu, but the child went and turned evil, so it ’ s up to the previous valet to put things right. similarly, Castlevania : The Adventure was intended to be a successor to the NES Castlevania games but went dreadfully askew, so the series had to look to those older console-based adventure to get back on track. Belmont ’ s Revenge plays capital, with cleverly crafted action that brings the dependable Castlevania intent to the humble Game Boy. Which isn ’ t to say it ’ s all business as usual ; the decidedly not-Dracula ’ s-castle set that comprises most of the quest feels about inspired by Mega Man. But have no doubt : This is Castlevania through and through .
11. Harmony of Despair
(PlayStation 3/Xbox 360, 2010)
sometimes, practical constraints can suffocate the life from a game ; but every once in a while, they work to its benefit. Harmony of Despair is a case of the latter. clearly designed as an undertake to create an on-line, concerted Castlevania game with as small a budget as possible, it consists about wholly of recycle material attract from across the integral franchise, smashed in concert with little respect for consistency or cohesion. And, weirdly, it ’ randomness brilliant. Players can team up to make a delirious dart through multiple remixed versions of Dracula ’ s home, controlling characters ranging from 8-bit Simon Belmont to Order of Ecclesia ’ s Shanoa, battling a wide range of monsters and super-bosses .
It ’ s a ocular mess, but the wholly thing hums with a sort of frenzied energy that never gives you time to stop and contemplate the unfamiliarity of the whole matter. Every grade turns sprawling metroidvania maps into a collected challenge to be beaten ( with the aid of friends ) within a time specify. Unique and strange, it ’ s a fun stopping point to Koji Igarashi ’ s prevail as the series ’ producer .
10. Portrait of Ruin
(DS, 2006)
While the metroidvania overture was beginning to feel a spot long in the tooth by the meter Portrait of Ruin arrived, it managed to keep things feeling fresh by mixing things up a morsel. Players controlled two heroes at once — whip-wielding Jonathan and spell-casting Charlotte — swapping immediately between them with the affect of a clitoris. The game makes clever use of the dual-protagonist style, with levels and battles designed around the duet ( Dracula ’ s team-up with Death is particularly inspired ). Narratively, it works as a sequel to Bloodlines, and its portal-based structure allowed the carry through to range far beyond Transylvania. unfortunately, the grindy weapon system and repetitive back half puff things down despite all the obvious attention and concern that went into the game .
9. Bloodlines
(Genesis, 1994)
The series ’ sole outing on a SEGA platform, Bloodlines feels like an outlier in a draw of ways. At heart, though, this is pure, classic whip-and-jump Castlevania action at its best … or spear-and-jump, since this is the beginning entrance in the serial to give players the option to control a moment, non-Belmont protagonist ( one Eric Lecarde ) from out the beginning. Eric helped pave the means for the likes of Alucard, precisely as the globetrotting scenario helped break the series free from the environs of Dracula ’ s castle. Add to that some stun music and creative floor designs that incorporate hardware-pushing technical school tricks in a meaningful way and you have a forgotten Castlevania that merits rediscovery .
8. Castlevania
(NES, 1986)
It ’ mho rare that a first entry in a series gets thus a lot properly its first time at bat, but Castlevania is a about perfect little muffin of a game — a high point of the early NES library. It defined the series ’ quirky desegregate of gothic repugnance and freak movie schlock perfectly. Its creative whip-based combat and close, exacting control system paired beautifully with the artful tied blueprint and challenge ( but never unfair ) monsters to make a baffling but accomplishable bet on. It raised the bar for music in games and locked down the basics of the series ’ long-running Belmonts-versus-vampires saga. It ’ s a true classic, let down entirely by the fact that, at a bare six stages in duration, it feels terribly slight by modern standards .
7. Dawn of Sorrow
(DS, 2005)
In some ways a refinement of the capital ideas contained in Aria of Sorrow — not to mention a huge audio-visual pass made possible by the move from GBA to DS — Dawn of Sorrow falls reasonably short of its harbinger thanks to a few hapless design choices that appear to have trickled down from the bodied offices. The narrative and quality art abandon the series ’ painterly gothic mystery in favor of anime-style bombast — a bid to sell Castlevania to a younger audience. Worse, the knob battles are punctuated by an ill-conceived touch screen catch in an undertake to show off the DS hardware … as if having a permanent wave map available on the second screen at all times wasn ’ thyroxine a big adequate sell point !
Despite these shortcomings, Dawn of Sorrow has one of the best gameplay loops in the series thanks to its soul-capturing arrangement. Oh, and the unlockable bonus mode is a heart-warming love letter to Castlevania III .
6. Castlevania Chronicles
(X68000/PlayStation, 1993/2000)
yet another try to remake the master Castlevania, this is the best of them. primitively released on the Japan-only Sharp X68000 family computer, it was remade for PlayStation with some modern features years subsequently. Either translation you go with, you ’ re in for a visually stunning remix of the master NES classical with blazing music and arguably the most unmanageable gameplay in the entire series ( at least, the most unmanageable that never strays into unfair or sloppily designed district ) .
Like Super Castlevania IV, Chronicles incorporates elements of later games ( even Rondo of Blood ) into its elaborate rendition of Simon ’ s travel, and there ’ s no deficit of new surprises ranging from stained glass windows that jump to life and attack, to swarms of monsters that attack you for trying to reveal hidden power-ups from the original game .
5. Order of Ecclesia
(DS, 2008)
The final true metroidvania crippled, Order of Ecclesia does a pretty good job of synthesizing the invoke of that format while adding its own ideas to the desegregate. Foremost among those : A ragingly brutal difficulty degree, intended to encourage players to make use of the chondritic, RPG-style attributes and weaknesses arrangement. even more interestingly, Order of Ecclesia attempts ( 20 years later ) to put Castlevania II ’ s ideas to rights : The entire gamble centers around a town whose citizens have been abducted, and it slowly grows to become fill up with citizens who offer non-misleading hints as heroine Shanoa liberates them from their vampiric prisons. It ’ s an excellent final instruction for the series ’ authoritative era, at once embracing Castlevania ’ s inheritance while demonstrating that the formula still has room for invention .
4. Castlevania III: Dracula’s Curse
(NES, 1989)
This would be a perfect NES action game if it weren ’ triiodothyronine for a deplorable late-game design choice along the underground path to Dracula ’ s palace ( it involves the necessitate to climb falling blocks, using madly hazards as mistreat stones ). then again, that route is wholly optional … and on top of that, one of the playable characters has a power that renders the entire job superficial. So is it in truth all that bad ? And that ’ s precisely what makes Dracula ’ south Curse sol bright : It ’ s a game about choice. Protagonist Trevor Belmont can travel one of several different paths to the conclusion of the game, and he can team up with one of three different vampire hunters for aid tackling Dracula … though professional players may elect to go it alone for supernumerary challenge .
The addition of partner characters opens up both fresh fight tactics vitamin a well as new ways to navigate the palace, giving an already expansive adventure ( it ’ mho roughly three times the size of the first Castlevania ) enormous replay value. A true high gear item for 8-bit gambling, Dracula ’ mho Curse remains exceptionally playable closely 30 years late .
3. Symphony of the Night
(PlayStation, 1997)
The most widely beloved entrance of the Castlevania franchise by far, Symphony of the Night not only changed the management of the series but besides defined an integral music genre of gambling. Drawing equal divine guidance from its own predecessors and from landmark action RPGs like Zelda II and Metroid, Symphony worked as a love letter to a ten of Castlevania adventures, a rousing defense of 2D graphics and gameplay in the face of an industry-wide shift to 3D, and a rich new evolution of platform gambling in its own correctly. apparently simple jump-and-slash action enjoyed surprise depth thanks to the integration of role-playing and inventory systems .
“ Dated ” 2D graphics felt full of life and contemporary thanks to the inclusion of loving details and elusive, up-to-date effects. The soundtrack used the certificate of deposit format to elevate the sound recording standards of a serial already renowned for its cause of death music. If the difficulty felt a little underwhelming and the surprise-twist second castle dragged overmuch, well, cipher ’ mho arrant .
2. Aria of Sorrow
(Game Boy Advance, 2003)
symphony orchestra of the Night did a distribute well, and some of its best moments were never matched. But that ’ s not to say the game itself was never bettered, because Symphony assistant director Koji Igarashi bested his previous work a few years former. Granted, Aria of Sorrow didn ’ thyroxine get down to compare to Symphony in terms of technical school — that ’ s a grandiloquent holy order for the humble Game Boy Advance — but both its game design and its narrative leave all the early metroidvania chapters of the series in the dust. Aria brings the series forward into the future, positing a final decisive defeat of Count Dracula in 1999 — an consequence whose fallout drives the report here .
The plot in turn feeds into the core plot mechanic, which allows hero Soma Cruz to capture the person of defeated monsters and harness their powers as his own. Likewise, the palace here is possibly the most interest layout in the stallion series, introducing tons of fresh enemies to deal with and giving players ample incentive to experiment with Soma ’ second newfound powers. It ’ s a clever, replayable game that makes the most of its precede and setting despite the minor hardware that powers it.
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1. Dracula X: Rondo of Blood
(PC Engine, 1993)
When it comes to Castlevania, no game more efficaciously encapsulates everything that defines the serial than Rondo of Blood. Brisk, demanding platforming action ? Check. Rewards for exploration ? Check. Stunning music and disingenuous graphics ? Check. imaginative legal action set pieces and elusive hide details ? Check. Rondo set a bar for Castlevania that ’ randomness never been surpassed, embracing its history while demonstrating just how much astuteness and replayability can be squeezed into a linear action game. From the first step fight through the combustion ruins of a greenwich village from Castlevania II to the dramatic kung-fu struggle with Death silhouetted by a clock column, Rondo demands top-tier gameplay and unflagging skill from players, but it always rewards their efforts with incredible surprises and fresh new challenges .
For years, this game remained a rare, expensive, import-only japanese free, and it developed the kind of legendary cachet that tends to build up around such curios. What sets Rondo of Blood apart from those others is that once everyone outside japanese personal computer Engine fanatics ultimately had a gamble to play it, it absolutely lived up to its reputation. It ’ s not barely the best Castlevania game, it ’ second one of the greatest games of all time .