Wednesday, June 18, 2025

Chronicles of the Wolf (PS5) | REVIEW | The Castlevania Clone That Cried Wolf

Castlevania, and Metroid were the two games, and series that sparked the video game genre known as Metroidvania. Since their inception there have been plenty of games with similar mechanics as those found in said Metroidvanias. All of which include inspired features that have attempted to pay homage and sometimes surpass these trendsetters. Some have managed to improve upon what these flagship games have accomplished and others have fallen short into the realm of mediocrity. 

Dare I say it, but "Chronicles of the Wolf" falls under the latter category. Though developed by obviously passionate creators, and having worthwhile talent onboard alongside an indie collaboration with Bloodstained's developer this Castlevania clone does little to be as inspiring as that which inspired it. It comes off as being a crude nostalgia trip that should have been modernized to make it worth the effort and the money.

The Plot Thickens ...

As a Red Cross Knight in the making, Mateo Lombardo, you find yourself journeying to France to face a beast, and to prove your worth as a Red Cross Knight. On the way there you are abruptly intercepted by the beast in question who in turn kills all of your fellow knights in the process. Leaving you to follow the lead of a mysterious young lady who urges you forth in hopes you can help save her people. Narrowly escaping death you make yourself to a village, and it is here that you learn of the backstory of the situation. It is also here where you'll take the branching paths of the East and West to face off against ghoulish creatures as you make use of found spirit friends who have also fallen victim to the beast.

The Crux Of Combat ... 

Gameplay in "Chronicles of the Wolf", as it is, seems heavily inspired by "Castlevania II: Simon's Quest", and perhaps to a fault. Castlevania II is a game that used villages and villagers as a means to forward the plot, and act as a hub of useful information and services. All to the tune of a night and day cycles which "Chronicles of the Wolf" closely imitates. As you investigate the village, do side quests for villagers, and seek your target you will make use of basic abilities like a weapon attack, sub-weapon, special attack, and ghost summon. These mechanics allow for the traversal that is often blockaded by monstrous minions, and beastly bosses. That and roadblocks that require spiritual intervention.

Part of your time in "Chronicles of the Wolf" will be spent leveling up, getting new equipment, and finding relics that host the ghosts which require mana to be summoned, and utilized. Each ghost acts as a means to further exploration in some capacity, and will extend the map on which you travel. They also buff your attacks for added benefit so long as you have the mana to spend. Your only saving grace in the required traversal to get to these opportunities being the usual save statues that replenish health, and save your progress. That and the potions and restorative items than can be bought for a price from specific villagers or sometimes found out in the wilds of France. 

The Presentation ...

When it comes to functionality progressing in "Chronicles of the Wolf" isn't something so easily done. The lanky character sprites, and stiff movement makes for awkward combat and traversal situations. It is this design choice that also makes the game feel less indie than it aims to be. Even with voice acting by the guy who played Alucard in "Castlevania: Symphony of the Night" it fails to hit that nostalgic point of perfection. Making the narration, and voice acting to be one of the game's few, but detrimental features. 

The Verdict ...

As big of a fan as I am of everything that inspired, and helped "Chronicles of the Wolf" come to fruition I can't help, but feel let down. The game was marketed with such an ambitious and promising campaign that it felt like a dream come true for gamers longing to play something similar to the OG Castlevania. I do believe the developers leaned in way too hard on the nostalgia factor though, and that in doing so they missed the opportunity to bring a more modernized and polished Metroidvania akin to something like Blasphemous. Why they chose to do this we may never know, but it definitely could have been much better, in a lot of ways. For me, at the end of the day, I cannot recommend this game. It's overhyped, and underserved. 




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