Netflix’s Castlevania Series Forgets What Makes the Games Work
The question of what makes a Castlevania game tick will yield different responses from different people. Surveying this decades-old Konami franchise’s history demonstrates a lack of uniformity in play style, vision and quality. To some (myself included), the series was always at its strongest and most coherent in its earlier linear iterations, where any notions of a plot were nonexistent, and the play experience was defined by simple attacks and special-use items against the creatures of the night sprawled throughout the dregs of Transylvania. Others were more drawn to the complex and interconnected worlds of Symphony of the Night and its kin, while some younger players may have only cut their teeth on three-dimensional entries such as Lords of Shadow. Despite their myriad variations, each entry in this storied series displays an almost fetishistic love for pulse-driving action, for the macabre and for ancient gothic spires, stairways and mausoleums just dripping with dread.
The recent four-episode Netflix adaptation headed by popular comics writer Warren Ellis embodies this series’s slight identity crisis while also failing to embrace its core strengths. The show opens on a stunning view of Vlad Dracula Tepes’s castle, which a doctor-in-training named Lisa from the village of Lupu brazenly asserts her way into. She reveals herself to be in search of its owner’s rumored arcane scientific knowledge. From here, a flimsy inciting incident—after clearly delineating his lack of empathy or concern for the human race, Dracula invites her into his study and the two marry and become academic colleagues—leads to her being burnt at the stake after failing to conceal any and all paraphernalia of witchcraft and magic from the clergymen of the Wallachian city of Targoviste. A year and a handful of monotonous and repetitive dialogues later, Dracula summons a pogrom of demonic beasts from hell to punish the townsfolk for their transgression against him, murdering nearly everyone in Targoviste. The information that Lisa was murdered, that Dracula is not happy about it and that he has given the townsfolk an entire year to retreat from Targoviste before he destroys it is tediously reiterated by Dracula in this scene, nullifying the need for nearly the entirety of the episode’s twenty-three and a half minute runtime.
Ironic as it may be to belabor the specifics of this series’s premiere episode, this brief synopsis demonstrates the show’s desire to over-explain the known, all the while drawing out the process of getting to what really matters. That opening shot of the first game for the NES, where Simon Belmont struts with a goofy swagger that only a self-professed vampire hunter could muster up to the metallic gates of Dracula’s castle, communicates so much about this game and its world with so little. There’s simply no fluff here. Conversely, not a single monster is whipped by the show’s protagonist Trevor until three-quarters through its only season so far, and he never actually steps foot in a damn castle. Attempts at humanizing Dracula are absurd and become moot when his role here inevitably reverts itself back to typical antagonistic horror villain tropes.
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