I can appreciate each area tucking away alternate paths or hidden goodies, but the main route will always start from the left and stretch to the right. Sure, the areas hold treasures of their own, usually hidden keys or secret crowns to unlock additional content for NG+, but they don't twist, wind or intersect into one another. While the level design generally keeps things interesting, the map layout falls a bit short. The differences aren't always pronounced enough to feel as though each and every area offers a wildly distinct experience, but it does help keep things fresh. Some areas will test your platforming prowess, while others are mazes that test your navigation abilities. While there is a tinge of repetition in the formula, it's alleviated by the game's level design. The game's areas vary a decent bit in setting, with some taking place in overgrown forests, others in half-sunken ships, and yet more in strongholds, but the core objective always remains the same. After defeating the area's main boss, you are bestowed with a new ability required for further progression, leading you to the next area where it will all begin anew. Amidst the different rooms and areas to explore, there will be a maiden trapped behind a locked door, presumably to be raped for all of eternity until someone slays the boss and acquires the key to the door. Though the map stretches from one end of the screen to the other, the individual areas are actually rather self-contained, each following a somewhat rigid formula that the game seldom deviates from. Right out the gate, the game wastes zero time explaining some of the basics in what to expect of the game going forward. The game's world is much, much larger than any other in the series. You control the succubus hunter in a 2D plane, leaping over obstacles and whipping enemies in your path, but this particular adventure isn't a level-based affair. Gameplay in Midnight Castle Succubus is a sidescrolling affair, not unlike that of the whip-wielding Belmonts of old. It should all sound like a similar tune to those who played Akumajou Succubus, which this title derives several more elements from. The task of slaying the succubus, rescuing the kidnapped maidens, and restoring order to the land falls to a lone, whip-wielding heroine from distant lands. Tragedy strikes as women are abducted the men perishing. threatening a medieval land once every 100 years. The game's basic premise involves the arrival of a succubus. The presentation wasn't the only element in Midnight Castle Succubus lifted from other games in the series, either. Incidentally, Midnight Castle Succubus released mere days after the next Libra Heart-developed title in the series, The Sword of Succubus. Instead, Midnight Castle Succubus was developed by Pixel-Teishoku, with Libra Heart on-board as its sole artist. In fact, if one were to visit Libra Heart's own website, they'd find this game entirely absent. Though the game is unmistakably part of Libra Heart's series of Succubus games, this title wasn't actually developed by Libra Heart. Midnight Castle Succubus is an action-exploration title released on English DLsite on February 16th, 2019. Within a genre filled with yet more and more nuanced offerings by the year, what does Midnight Castle Succubus add to the mix? With so many different takes on the genre, ranging from the cryptic La-Mulana, the extremely non-linear Hollow Knight, and the recently released Touhou Luna Nights, it's a genre with no shortage of variety. Many games in this genre are typically defined by non-linearity, and the use of upgrades to progress onward, but anything beyond that varies heavily on the title. As the nickname implies, two franchises were heralded as the pioneers of this sub-genre of games. The action-exploration genre typically referred to as "Metroidvania," is a really interesting one to slide under the lens and examine.
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