Changing Faces 
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Castlevania:
Order of Ecclesia
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The Dark Lord returns at a most desirable
time--when no Belmont is there to answer the call. Shanoa's efforts will
have to be enough as she squares off with one of the more concentrated versions
of the Count. Dracula's assault is spread over a two-stage battle, the first
of which is pretty standard fare: The teleporting Dracula will randomly
unleash a flurry of fireballs; four spherical energy clusters, alternating
high and low; and the fatal ray, which causes eight such rays to rain down
at once. Dracula will attack an up-close Shanoa with a swipe of his cape
and punish a flying Shanoa by canceling any current attack with a column-of-flame
spell. When he's done playing games, at which point he'll usher the duo
into the second stage of battle, he'll supplant the usual fare with more
deadly attacks, including a vicious high-kick; the "soul steal,"
in which the quickly teleporting Dracula grabs onto Shanoa and sucks her
blood in order to replenish his health; the destruction ray, which instead
rains down eight consecutive rays wherever Shanoa is standing; two swarms
of bats sent waving in either directions; and eight hellhounds, released
one after another, that generally disract Shanoa as they crowd the area
by running and jumping about.
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Castlevania:
The Adventure Rebirth
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If Rebirth is all about bringing
the series back to the starting line, it's then appropriate that the initial
phase of our introduction to the Dark Lord should be handled as it was back
in the original NES classic; this is to say Dracula's first form is a fairly
constrained version of the Count, who's capable of only teleporting and releasing
a wall of three large, slow-moving fireballs. The catch is that the middle
fireball slightly trails the one lowest, with the top fireball doing the same
to the one placed middle; this makes leaping over the attack a bit more challenging
than usual, and attempting to clear them away, one by one, will give Dracula
plenty of time to vanish.
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Once things get serious, Dracula uses
his sacred power to transform into the usual large winged beast, whose attack-pattern
quickly becomes obvious but is even then difficult to manage. He'll first
spit out a rapid stream of fireballs, diagonally downward and at short range;
he'll then jump straight up, four green rays raining down to accompany his
descent and ground-shaking landing; he'll finally leap directly over Christopher's
head, causing the same four rays to rain down but exactly the position he
was in before leaping. Due to the size of the rays and the propensity to somehow
forget the simple pattern (as things are more chaotic than they seem), the
real challenge will be successfully landing a shot without getting clipped.
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The mere trials finally over, Dracula
is granted the power to transform into a giant demonic head, its abilities
many. The battle takes place in two stages. First you'll focus on the demon's
jaw while the head launches its brand of offense--six red symbols/portals
appear at random, three on either side of the screen, before exploding and
burning for a few seconds; and a number of yellow portals open up top-screen
and fire down parallel blasts of lightning (which we've seen before). After
the jaw is destroyed in a relatively easy sequence, the head will lower and
introduce newer, nastier symbol-based attacks: Two portals will appear and
become large heat-seeking electrical orbs that can be repelled and destroyed
with some resistance, blue bubble-like formations will drop from open portals
then arc back upward, fireballs will pour down from similarly placed portals,
and a number of rolling eyeballs will also drop in to clutter the area; it'll
later summon in a wave of portals that cause mini-explosions in several on-screen
locations. Dracula isn't limited to launching these attacks one a time, as
multiple such strikes can be executed at any point, making the encounter random
but in any case completely insane; hurting your effort is that the head becomes
more resistant to damage as the fight drags on, soon requiring many hits to
deplete a single bar of health. Your only help will be the two-level platforms
that occasionally and temporarily rise up on either side of the screen, which
gives you a window to score clean hits on the head's weakness--its glowing
eyes.
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Castlevania:
Harmony of Despair
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Harmony of Despair is at its
core an amalgamation of the 2D adventure-RPG titles dating back to Symphony
of the Night. In honor of the winning formula it patented way back in
1997--a style of gameplay which still endures to this day--the developers
naturally chose for its final boss to be the Symphony version (the
Rondo variant encountered in the opening "Final Stage").
The ol' boy sticks firmly to his teleporting scheme, whereby he stops to release,
at random, 5-directional fireballs or those pulsating, fiery spheres that
are released high and low in alteration. Though, like Despair's very
theme, there are a few new twists; mainly, he can command six flame-pillars
to rise up from random locations, with a fair amount of warning, or six flame-pillars
spread at parallel length and executed during his sphere-releasing phase.
When "playtime is over," Dracula will transform.
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This familiar brute retains its penchant
for overwhelming heroes using its long jumps and large frame, but it, too,
has a few new tricks up its sleeve. Its most derivative attacks are (a) its
single exhaled fireballs, which hit the ground, form into a small flame pillar,
then wave forward along the ground; and (b) its high jumps, during which it
drips down a storm of acidic liquid, any drop capable of inflicting a poison
status. Since the creature is less active then you'll remember, often leaving
itself wide open to large amounts of abuse, you may be lulled to sleep and
fall victim to its laser attack, during which it dives backwards and fires
down, diagonally, an exceptionally large, devastating beam. Pound on it long
enough and you'll reveal Dracula's darkest form.
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Dracula's final form is actually his
Symphony of the Night final form (as encountered post-Shaft) upgraded
considerably. Now, you'll know from experience that Dracula will take swipes
at you with his large claws, which will otherwise hurt you via simple contact,
but you may not be prepared for his new array of attacks. There's no particular
order to them: The three active heads will spit down a fireball that will
immediately split in two and wave in either direction. He'll fire out seven
triangle-shaped projectiles, the glowing charges tossed directly toward the
scattering heroes. He'll command flame pillars to rise up in random locations,
each blaze capable of limited movement; as could his first form could, he
can also command seven parallel flames, spread across the entire room. He'll
summon a demonic force that gathers into the screen's center then quickly
expands outward in all directions, engulfing the entire room except for its
very edges and killing exposed heroes in one shot. Using "Dark Meggido,"
he'll command at either of the room's sides three flame pillars, all of which
can also instantly kill. He'll conjure a circle of bladed, heart-shaped projectiles,
then fire them out in all directions; as a side effect, the attack will "charm"
one of the heroes, who will then assault his or her allies. Similarly, he'll
channel rage and fire out beams in all directions. Finally, he can render
himself temporarily invulnerable, able to guard himself against attacks. As
it was before, only the three vampiric heads can take damage.
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Despair's 10th DLC chapter,
a retro-themed stage that replicates the look and feel of original Castlevania
experience, features the appropriate 8-bit enemies and a "surprise"
final boss: Count Dracula as we remember him from the NES classic. The old
boy has pumped up a bit and has some new tricks, like his new fireball attack,
using which he unleashes three 3 sets of 8 fireballs arcing speedily in three
directions--downward, eye-level, and back toward the ceiling--and spreading
farther out as they travel across the room (he now has up to six enemy combatants
to deal with, after all). Too, Dracula can both teleport and dash his
way out of danger. His energy depleted, Drac'll transform into the familiar
blue beast, who'll start the proceedings by spewing three separate fireball
streams--the trio of flames rotating around the beast and progressively stretching
farther out and with increasing arc. It has two modes of travel: High jumps
of variable distance and a long, swooping dash attack executed with much quickness.
Quite simply: This version of Dracula, in either form, is far more versatile
than its original incarnation.
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