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It is madness that Konami still hasn't made a new Castlevania - Reader's Feature
It is madness that Konami still hasn't made a new Castlevania - Reader's Feature

Metro

time26-07-2025

  • Entertainment
  • Metro

It is madness that Konami still hasn't made a new Castlevania - Reader's Feature

A reader is baffled as to why Konami keeps rebooting increasingly obscure older games but still hasn't brought back the classic Castlevania series. There's a lot of rumours about a new Nintendo Direct at the moment, which is probably going to have quite a bit about Metroid Prime 4, since it's their big Christmas game this year. If the game is a hit then the whole series will be in a very good place since Metroid Dread was the biggest entry ever, despite being a pretty difficult 2D game. Dread is definitely one of the best Metroidvanias I've ever played but of course that name has two parts to it. Even though Metroid came up with most things first, the other half of the name is Castlevania, which hasn't had a new game in over a decade. Why is a mystery to me because the Netflix show was very popular a few years ago and I'm sure many people never even realised it was based on game. What really makes the situation weird is that Konami has brought back series like Metal Gear, Contra, and Survival Kids recently and is planning to make a dozen new Silent Hill games, and yet still there's no word on Castlevania. There's been some retro collections for Castlevania but the last new game was Lords Of Shadow 2 which was, admittedly, awful. It was also barely a Metroidvania, so it's very easy to imagine a bunch of ways to do a new game better, whether it's 3D or 2D. For a long time people have been saying that Konami should get FromSoftware to make one, because Bloodborne was basically halfway there already. I get this and agree but they're way to successful now to be working on someone else's game, so that's not really an option, I don't think. The problem for Konami, and I assume this is part of the problem, is that there are so few 3D Metroidvanias around that there's nobody that's really an expert that they can go to. Ironically, the ones with any real experience are MercurySteam, who made Metroid Dread and… Lords Of Shadow. So I can imagine there's some bad blood there. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. But surely someone out there can make it. Maybe the people that did indie game Revenge Of The Savage Planet, since that's a 3D Metroidvania. Or just do the other obvious thing and make a 2D game instead. There's a bazillion indie developers that could help out there and it'd be cheaper too, if Konami is worried it's spent all its money on Silent Hill. There are so many people that love Castlevania that even though there hasn't been a new game in so long there's a bunch of crossovers. Basically everything with vampires in it, from V Rising to Vampire Survivors. There's so much love for the franchise, from everyone but the company that can do something about it. So yeah, I don't really know what else can be done. Konami know the interest is out there, they're busy reboot lots of other franchises, but for some reason it's never Castlevania. A part of me hopes for an annoucement at the Nintendo Direct but I've been thinking that sort of thing for years now and it never happens. Plus, I've seen no rumours or leaks that says anything is on the way. More Trending I just don't get it. If you're rebooting something as obscure as Survival Kids, how does that come before Castlevania?! Oh well, if it's not in the Direct maybe they'll do something for the 40th anniversary next year. Although why do I get the feeling they won't? By reader Grackle The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: I had a Commodore Amiga as a kid and this is not the gaming future I imagined - Reader's Feature MORE: The biggest problem with the Nintendo Switch 2 is that it's too big – Reader's Feature MORE: Donkey Kong Bananza is Nintendo and gaming at its best - Reader's Feature

Retro Reboots: Why Classic Games Are Making a Comeback
Retro Reboots: Why Classic Games Are Making a Comeback

Time Business News

time23-06-2025

  • Entertainment
  • Time Business News

Retro Reboots: Why Classic Games Are Making a Comeback

In a digital age where hyper-realistic graphics, massive multiplayer ecosystems, and AI-powered mechanics dominate the gaming industry, it might seem odd that pixelated characters from decades ago are once again taking center stage. But that's exactly what's happening. From Final Fantasy VII Remake to the revival of Metroid Dread , and indie homages like Shovel Knight , the demand for retro reboots is skyrocketing. Why are these classics from the '80s, '90s, and early 2000s experiencing a second life? The answer lies in a mix of nostalgia, gameplay purity, and evolving gamer demographics. Let's dive into why classic games are making a triumphant return—and why they continue to dominate the gaming news cycle. At the heart of the retro reboot trend is nostalgia. Gamers who grew up in the early eras of console gaming are now adults with disposable income and a desire to relive the golden days of their childhood. For many, booting up a new version of Crash Bandicoot or Tony Hawk's Pro Skater isn't just about gameplay—it's about rekindling a feeling, revisiting old memories, and sharing those experiences with a new generation. Game developers and publishers recognize this emotional pull. By revamping classic titles with modern graphics and quality-of-life improvements, they're not only appealing to longtime fans but also attracting new players curious about what made these games timeless. Another reason for the resurgence is the elegant simplicity of retro games. Before the days of expansive open worlds and cinematic cutscenes, developers focused on core mechanics—tight controls, clever level design, and rewarding difficulty curves. These foundational principles still hold up today. Take Mega Man , Castlevania , or Super Mario Bros. as examples. Their straightforward objectives, skill-based progression, and short session formats make them accessible yet challenging. In contrast, many modern games can feel bloated with side quests, microtransactions, and confusing upgrade trees. Retro reboots often retain the original gameplay structure while polishing visuals and streamlining controls, making them ideal for both short gaming bursts and long play sessions. The result is a refreshing break from today's often overwhelming AAA titles. Indie game studios have also played a huge role in the retro resurgence. With platforms like Steam, and Nintendo Switch offering low barriers to entry, indie developers have embraced pixel art, 2D side-scrollers, and chiptune soundtracks as a cost-effective yet powerful artistic style. Games like Celeste , Undertale , Dead Cells , and Hollow Knight are modern classics built on retro foundations. Their success proves that you don't need cutting-edge visuals to captivate an audience—you need heart, smart design, and memorable storytelling. Many of these indie developers grew up playing retro games and are now using their skills to pay homage while innovating. This blending of old-school inspiration with modern sensibilities continues to fuel the retro reboot phenomenon across the gaming news landscape. Today's reboots aren't just ports of old titles—they're technological overhauls. Developers are using modern engines like Unreal and Unity to rebuild classic games from scratch. The result? Gorgeous lighting, enhanced character models, re-recorded soundtracks, voice acting, and smoother performance—all while staying true to the original design philosophy. The Resident Evil series is a perfect example. The 2019 remake of Resident Evil 2 retained the horror and tension of the original but presented it with a third-person perspective, stunning visuals, and expanded storylines. Fans and critics alike praised it for respecting the source material while offering a fresh experience. Similarly, the Final Fantasy VII Remake reimagined the 1997 RPG into a real-time action title with cinematic storytelling, all while preserving its emotional core and beloved characters. It's not just older gamers who are driving demand. A younger audience, curious about gaming history and increasingly disillusioned by live-service models and loot boxes, is discovering the magic of retro-style titles. Many Gen Z players are diving into classics through platforms like Nintendo Switch Online, PlayStation Plus, and Xbox Game Pass, where remastered collections and emulated titles are readily available. By experiencing reboots and remakes, this new generation gains an appreciation for the roots of modern gaming. Developers, in turn, are creating games that bridge generational gaps, combining storytelling depth with gameplay accessibility. Twitch and YouTube have significantly boosted the retro revival as well. Popular streamers frequently revisit old games or showcase new remakes, introducing millions of viewers to titles they may have missed. Speedrunning communities have also helped maintain interest in classic titles like Super Mario 64 , The Legend of Zelda: Ocarina of Time , and Sonic the Hedgehog . Social media campaigns and Kickstarter projects further generate hype around reboots and remasters. The viral success of Shenmue III and fan-led campaigns for remakes of games like Chrono Trigger illustrate the power of collective nostalgia and online communities in shaping development trends. From a business standpoint, rebooting a known IP is often less risky than launching a new franchise. Studios already know there's a built-in fanbase, existing assets to work with, and a strong chance of media buzz. This makes retro reboots a smart commercial move—especially when development cycles are streamlined using modern tools and engines. More importantly, many studios are listening to fans. Community feedback has become integral to development, ensuring reboots aren't just cash grabs but genuine efforts to enhance beloved titles. This collaborative spirit strengthens loyalty and trust between players and publishers. The return of retro games isn't just a trend—it's a testament to the enduring power of great design, emotional storytelling, and the universal appeal of video games. Whether through full-fledged remakes, remastered editions, or indie tributes, the spirit of the classics is alive and well in today's gaming culture. As long as there's a hunger for meaningful gameplay experiences and a reverence for the past, retro reboots will continue to shine. And with the latest gaming news constantly featuring new announcements, leaks, and fan theories, the future looks bright for those pixelated pioneers of play. So dust off your old controllers, or boot up your next-gen console—because retro gaming is back, and it's here to stay. TIME BUSINESS NEWS

Blades Of Fire review - hammer of the gods
Blades Of Fire review - hammer of the gods

Metro

time28-05-2025

  • Entertainment
  • Metro

Blades Of Fire review - hammer of the gods

The makers of Castlevania: Lords Of Shadow and Metroid Dread return with an original game that has a very unique system for both using and creating weapons. Success in any medium can be a double-edged sword, from actors being typecast by certain roles to directors who can only get work making the same sort of films over and over again. It's even worse for video games, with some studios, like Call Of Duty's Infinity Ward, having been working on the same franchise, and nothing else, for over two decades. Spanish developer MercurySteam isn't quite in that position, but they have spent a significant portion of their 23 year existence making Metroidvania games, starting with the Castlevania: Lords Of Shadow series, before perfecting their art with Metroid: Samus Returns and the excellent Metroid Dread. It's unknown whether they'll return to work on a new 2D Metroid game for the Switch 2 but in the meantime, they've made Blades Of Fire. It's not a licensed game or something based on an existing franchise but a brand new action adventure that seems to exist purely because MercurySteam wanted to make it, and not because 12 months had passed since the last one. And that alone makes it an intriguing prospect. There are multiple influences on Blades Of Fire, including MercurySteam's previous work, the recent Zelda games, the work of FromSoftware, and the modern God Of War games. The plot is straight out of Breath Of The Wild, with all the swords in the kingdom being rendered useless by an evil sorceress. You play as a warrior who gains the ability to forge your own weapons, which comes in very handy when everyone else's has turned to stone. Unfortunately, the plot and setting are bog standard fantasy, and while there are a few interesting wrinkles, such as the occasionally inspired bit of art design, a lot of it could have come from any game in the last decade or so. Even if the oddly proportioned human characters are reminiscent of Lords Of Shadow and the weirder monsters are when the comparisons to Dark Souls et al. seem most obvious. Being able to forge your own sword is the most unique element of the game and, thankfully, works very well. You have a magic hammer that, unlike with Thor, is actually used for the sort of things hammers were invented for. Not banging in nails but tempering molten steel into various blades and other usefully sharp and pointy bits of metal. Defeating multiple enemies of the same type eventually unlocks a blueprint for whatever weapon they were using, from spears to swords. The enemy variety is already good but because you know there's a very useful reward for beating lots of the same kind it helps greatly in avoiding problems with repetition. The blueprint has lots of customisation options, depending on the type of steel you use and the length or shape of a blade – which has a small but measurable effect on things like power and how much stamina is expended when wielding it. Once you've made your choices you have to play a forging mini-game, to try and maximise the amount of time until the weapon becomes useless. This is not easy, or well explained, but after a few hours you begin to get the hang of it, and it becomes surprisingly satisfying. The problem is that you get the feeling the whole forging weapons aspect was the impetus behind the game getting made, with nothing else being as fully formed in concept or execution. The third person combat is fine, and relatively unique, but it's not involved enough to support a game where there are no other substantial gameplay elements. Combat is original in the sense that rather than just using light and heavy attacks the face buttons are mapped to what part of an enemy you're trying to attack: the head, left or right torso, or legs. As novel an idea as that is, there's not much more to the combat than that, expect for charged attacks and the inevitable parries and dodges. There are no proper combos and while you do sometimes have to target specific body parts, to avoid heavy armour or attack weak points, the whole concept feels undercooked. Blades Of Fire is a peculiar game, that flits between feeling impressively unique and disappointingly generic. Some of its ideas are entirely its own, while others, such as the way health potions work and having to collect dropped weapons after you die, are very obviously borrowed from Soulsborne games. More Trending And yet, the only truly bad part of the game is the terrible map, which is very easily the worst we've ever seen in a modern game. It's purely two dimensional and makes it almost impossible to tell where you are, where you've been, or where you're going. It also seems to be an awkward compromise between not wanting to have a map at all, like a Soulsborne title, and providing only the bare minimum instead. With a better story and more engaging characters this could've still been worth a recommendation but unfortunately the storytelling is no better than the game's cartography. What Blades Of Fire is left with is a collection of good idea that are never forged into an effective whole. In Short: A flawed but interesting attempt at a mash-up of everything from God Of War to Dark Souls, but where crafting weapons is often more fulfilling than using them. Pros: The core business of forging weapons works very well, including in terms of how you get blueprints and the level of customisation available. Weighty combat and memorable boss battles. Cons: The combat is interesting but too simplistic to sustain the whole game, while the storytelling is bland and cliched. Awful map system. Score: 6/10 Formats: PlayStation 5 (reviewed), Xbox Series X/S, and PC*Price: £49.99Publisher: 505 GamesDeveloper: MercurySteamRelease Date: 22nd May 2025 Age Rating: 18 *Epic Games Store only Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Games Inbox: When will the new Tomb Raider be revealed? MORE: Nintendo Switch 2 is getting an old school midnight launch at major UK toy store MORE: Official PS5 price cut slashes up to £140 in upcoming PlayStation sale

Metroid Dread dev channels that Castlevania: Lords of Shadow energy in a new action game with "almost infinite" ways to build your own weapon
Metroid Dread dev channels that Castlevania: Lords of Shadow energy in a new action game with "almost infinite" ways to build your own weapon

Yahoo

time28-02-2025

  • Entertainment
  • Yahoo

Metroid Dread dev channels that Castlevania: Lords of Shadow energy in a new action game with "almost infinite" ways to build your own weapon

When you buy through links on our articles, Future and its syndication partners may earn a commission. Developer MercurySteam is probably best known for its modernized takes on both halves of the word Metroidvania, from Castlevania: Lords of Shadow to Metroid Dread and Samus Returns. Today, the studio has unveiled its new project Blades of Fire, an original action game that seems to channel a fair bit of that dark fantasy Lords of Shadow energy. Blades of Fire was just unveiled today ahead of a May 22, 2025 release date, which is something of a refreshingly brief marketing cycle. You play as Aran de Lira, a member of a knightly order who's out to stop the increasingly evil Queen Nerea. You're accompanied by a scribe named Adso, who seems to function as something of a human Navi, offering insights into how to defeat all the enemies you'll come across throughout the game. The central hook here is that you'll be forging your own weapons here, built based on items called "Forge Scrolls" that you'll collect over the course of the game. The official site notes that there are seven different weapon families, more than 30 Forge Scrolls, and various materials to use, promising "almost infinite weapon combinations." Each weapon you forge will have different characteristics in categories like "weight, length, durability, penetrations and edge quality," and I promise you I am trying avoid obvious jokes about that phrasing. You'll need to be particular about your weapon choices because each enemy will have its own weaknesses, and you might need to specifically slash, stab, or bludgeon foes to most effectively deal damage against them. You'll also be able to attack specific enemy body parts. The trailer and few details we've seen so far don't give a great sense of how all these systems work together, but the combat looks up close, personal, and satisfyingly brutal in a way that's certainly got me interested. We won't have to wait long for Blades of Fire's release on PS5, Xbox Series X, and PC via the Epic Games Store. Get your blood pumping with the best action games available today.

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