It's also frustrating that the game doesn't scale the difficulty depending on how many players you have. Plus, it's not always the easiest thing to get six people to work together against a common foe. The levels are cool, but I prefer the exploration angle found in most games in the franchise. On the other hand, I'm not sure playing Castlevania with a bunch of other people is as much fun in practice as it is in theory. I also like the dungeon crawler influence it's an inspired gameplay decision. On one hand, having six players makes this game feel significantly different from the rest of the recent Castlevania adventures. The multiplayer is the game's biggest pro and con. Although you can throw bones at enemies, you aren't much use until somebody finds you and resurrects your body. Instead of becoming a bored spectator, killed players will be able to wander the map as a skeleton. This is especially true if one of your team mates gets killed. Since you have to work together, it's incredibly handy to be able to pinpoint a specific player at a moment's notice. These different camera angles also help you keep track of the other players in your room. You can zoom out to see only a few screens at once, which allows you to better navigate your way through these challenging mazes. Thankfully there's a happy medium between the map view and the traditional close up. Of course, you won't want to do this for long, because unless you have a 200 inch television, you're never going to be able to see your teeny tiny character. At any time in the game, players can fill their widescreen TVs with the entire maps while still hacking and slashing their way to the boss. In Harmony of Despair, Konami has managed to incorporate this into the actual gameplay. The game only becomes more impressive with each passing level.Castlevania has always been one of those games where players are asked to keep switching between the in-game map and the action. While in the very next chapter you are using paintings to teleport your way through a gigantic mansion. In one level you'll be in an underground cavern dealing with a boss that is literally half the size of the entire map. Not only are the backgrounds wildly different from one level to the next, but they also play out in surprising ways. I was impressed by the diversity of each chapter. It's a lot of fun going through levels you've already memorized with brand new characters you'll find that each of these fighters has a purpose. These different characters use different weapons, have different fighting styles and use different special items. Right from the start you have the choice of five familiar characters - Alucard (Symphony of the Night), Soma Cruz (Aria of Sorrow), Shanoa (Order of Ecclesia), Jonathan Morris and Charlotte Aulin (both from Portrait of Ruin).
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