Castlevania Judgment. When we
first heard of this title, we immediately conjured up memories of
Soulcalibur Legends (read the preview that got us blacklisted by Namco Bandai
here). Somehow, Konami is daring to tread the same path by re-imagining the
Castlevania franchise as a waggle-filled fighting game with subpar (even for Wii) graphics and shallow gameplay. We'd feel sorry for poor ol'
Castlevania for being treated this way -- but we've been through this
before.
At the very least,
Judgment is much more competent and fun than
Soulcalibur Legends. Graphically speaking,
Judgment is rather unattractive, featuring awkward character models that certainly don't belong in the
Castlevania universe. Textures are low-res, environments are uninspired and character models are poorly constructed with flat textures and low poly counts. Sadly, it doesn't match the visual fidelity of the 3D
Castlevania titles on the PS2.
Thankfully, the gameplay in
Judgment isn't as shallow as you may expect. Yes, you can swing your Wiimote every which way, but you won't be able to win with blind waggling. Perhaps it's because
Judgment is being touted as a fighting game and not an adventure game, but the fighting engine does feature a bit more depth than the one found in
Soulcalibur Legends. A huge change, for example, is that you'll actually have to block attacks (!). Players will also be able to equip various
Castlevania-themed secondary weapons to unleash upon opponents. For example, I equipped the trusty cross with Simon. A press of the A-button throws it like a boomerang. It's perfect to use after knocking an opponent to the ground. As they get up, it smacks them in the back. Yeah, it's a dirty trick.