Skip to main content
  1. Home
  2. Gaming
  3. Reviews

Castlevania: Lords of Shadow – Mirror of Fate Review

Add as a preferred source on Google
castlevania lords of shadow mirror fate review cover art
Image used with permission by copyright holder
Castlevania: Lords of Shadow – Mirror of Fate
“Mercurysteam flexes its abilities and tries something new, with mostly good results”
Pros
  • Great atmosphere
  • Fits in the older Castlevania universe
  • Diverse and fun gameplay
Cons
  • Inconsistent design
  • Often drag graphics
  • Serious pacing issues

“Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.“

The Belmonts have always employed  Napoleon Bonaparte’s battle plan when it comes to fighting Dracula: First you show up, then you see what happens. Just look at the original Castlevania for the NES. Simon Belmont just walks up to the gates of Drac’s castle and saunters on in like a boss. That’s how the heroes of Castlevania always do it, picking up the weapons they need on location and beating to death anything that gets in their way.

Recommended Videos

Castlevania: Lords of Shadow—Mirror of Fate developer Mercurysteam seems to have followed the same plan. The developer shows up with some spectacular riffs on the series’ exploration and platforming, but it often feels like it went in without a plan at all, starting to make one game in one style and then ending up making something very different halfway through. One second Mirror of Fate is a sort of loud spectacle like its console predecessor Lords of Shadow, with its hero riding on the back of a giant insect during an obnoxious quick time event. The next, it’s a quiet, patient exploration game in the mold of Koji Igarashi’s classic Castlevania: Order of Ecclesia. This indecision keeps Mirror of Fate from perfection, but like any great conqueror, Mercurysteam’s raw talent and verve carries it through. This is the studio’s best game, even if it feels rough at times.

Castlevania review 2
Image used with permission by copyright holder

Family Values

Unlike Lords of Shadow, Mirror of Fate goes old school, a two-dimensional romp that has you wandering the halls and grounds of Dracula’s fortress home with a few familiar names. The wanderers in question are three generations of Belmont. In the first of the game’s three acts, you control Simon, grandson of Gabriel, who became the monstrous Dracula at the end of Lords of Shadow. Simon, a red-haired, whip-wielding cross between Billy Connolly and a WWE wrestler, knows all too well about his lineage and is there to clear the family name and avenge his father Trevor. Aiding Simon is Alucard, Dracula’s vampiric son and fan-favorite from Castlevania: Symphony of the Night (Alucard has his signature coat, but strangely doesn’t wear a shirt anymore.) In the second act, you control Alucard, and in the third, you go back to play as Trevor, finding out what happened all those years ago. 

All three characters share experience, their whip skills leveling consistently throughout all three acts of the game. New moves for the combo cross are unlocked by fighting off monsters and bosses, from drooling mermen to feathered vampire knights. Each hero has four special skills though, that have to be found in the castle. Simon can call on spirits like his mom Sypha Belnades to protect him while Alucard can transform into a wolf and Trevor can slow down time. The similarities and differences between the three characters keeps the combat fresh throughout, but also uneven. Alucard is so weak even with his powers that the prolonged combat—even at the end enemies take many hits to put down—can feel cheap and unfair especially when you have to wail away on a giant demonic wolf after your fiftieth death. Playing as the overpowered Trevor in Act III, meanwhile, lacks some of the satisfying challenge from when you play as Simon.

Castlevania review 3
Image used with permission by copyright holder

Metamorphosis 

Alucard’s section of the game, the lengthiest of the three, feels the most fleshed out. He’s more versatile in exploring the castle, more limber than Trevor or Simon thanks to the ability to double jump and climb walls (Trevor can do both, but he can’t float, just jump farther distances). But the characters are so similar that it doesn’t seem like the three acts were meant to be distinct. It just feels like part way through each, Merucrysteam had a new idea and just threw it in. Why not have Alucard solve some giant puzzles? Or have to backtrack through the castle to find items to enter Dracula’s throne room, even though Simon was able to just wander right in?

The chunks of castle that Alucard gets to explore are more interesting too. Simon’s stretch of game is very drab, almost ugly thanks to halls dominated by brown and grey. When Alucard’s act starts, the castle is much more colorful and varied even though he visits some of the exact same spots. When Simon gets stuck on a monstrous carousel dodging nasty looking monster heads, Alucard is in bizarre room above where you have to solve a devious puzzle to shut it down. The game is often inconsistent in this manner.  

In cutscenes, the blocky characters are cel-shaded. Simon’s hair burns red and Trevor’s coat is a brilliant aqua blue. During play though, everything is muted and bare. Mirror of Fate actually looks better with the 3D on, but it’s sometimes too hard to follow the action with the effect active. The flow of the game is another example of this inconsistency. Trevor’s act seems to have been made well before Simon or Alucard’s. It opens with the same chunk from the earliest demos of the game, with you fighting giant possessed suits of armor. If the plan was to have Trevor’s section of the game at the end, why does the game start throwing up tutorial prompts on how to dodge and fight again?

Castlevania review 4
Image used with permission by copyright holder

Mirror of Fate

In spite of all these problems, Mirror of Fate ends up engrossing. Melodramatic as its story is, it’s surprisingly good. The meetings between all the various Belmonts are all sad and moving, their impact reinforced by brevity. When Trevor and Gabriel meet at the end, it hits home in a way the series has never managed.

Exploring the castle is excellent, too. Mercurysteam’s game never feels as vast and smooth as the Symphony of the Night era games, but it’s chock full of personality. Swinging your way through Vertical Prison section of the game just plain feels good. It doesn’t even matter that the game sometimes misinterprets what which way you’re jumping. Technical problems, a weirdly inconsistent flow, some ugly graphics – all of these failings melt away in inspired moments like Simon’s fight against the Night Watchman. 

Conclusion

Mercurysteam has the potential to become Konami’s most valuable developer, but it has a long way to go. Mirror of Fate can feel schizophrenic and almost improvisational in its design, but it also feels more distinctive and energetic than Lords of Shadow. Rather than an homage to other games and genres, this 3DS game feels like a developer stretching out and testing its limits. It even feels more like a proper Castlevania game. Even without all its callbacks and references to past entries, it nails the game’s mixed atmosphere of cartoon bombast and dread. It may be imperfect, but it’s exciting game making. The next time Mercurysteam shows up, we can’t wait to see what happens.

Score: 7 out of 10

(This game was reviewed on the Nintendo 3DS using a copy provided by the publisher)

Anthony John Agnello
Anthony John Agnello is a writer living in New York. He works as the Community Manager of Joystiq.com and his writing has…
Pusheen is getting its first game with Pusheen’s Place on Apple Arcade
Pusheen’s first official video game arrives on Apple Arcade alongside four more October additions
Book, Comics, Publication

Pusheen the Cat has been everywhere from plush toys to stickers, but the internet-famous cat has somehow never had an official video game. That changes on October 1, when Pusheen’s Place arrives exclusively on Apple Arcade.

The game headlines Apple Arcade’s October update alongside River City Survivors, Terraria+, Touchgrind BMX 2+, and 4 Pics 1 Word+. As usual for Apple Arcade releases, the games will be available without ads or in-app purchases.

Read more
The $260 SteelSeries pro controller makes switching between Xbox and PC ridiculously easy
SteelSeries Aeon Pro

If you own a gaming PC and an Xbox, you know the hassle. You either need two controllers or constantly have to re-pair the only one you have. You probably need a pro gaming controller that doesn’t throw as many tantrums across different gaming platforms. 

Enter SteelSeries, a company that has made headsets and mice for years. It’s entering the gaming controller market with a model that ships with a special dock that makes your life easier.

Read more
Arm thinks AI is the secret to better gaming on your phone
Arm’s new Mali GPU uses neural rendering to chase sharper visuals, smoother frame rates, and more ambitious ray tracing without pushing phones quite as hard.
Photography, Light, Person

PC gaming has spent the past few years leaning heavily on AI to squeeze better graphics and higher frame rates out of hardware. Now, Arm wants to bring a similar idea to the phones in our pockets.

Arm has unveiled the Mali G2-Ultra NX, its first mobile GPU designed with dedicated neural acceleration built directly into the graphics hardware. That sounds like a mouthful, but the idea behind it is surprisingly simple: instead of asking the GPU to brute-force every pixel and every frame, AI can help fill in some of the gaps. For mobile gaming, where battery life and heat matter as much as raw performance, that could be a pretty big deal.

Read more