The incessant backtracking necessary in Castlevania has always been a huge divider for gamers. Some love having to constantly revisit areas just to see if a newly acquired power will give you access to another part of the castle, yet others just want to press forward and keep killing monsters. Portrait delivers a little bit of both by slapping huge, linear levels inside the labyrinthine castle. Each world is actually a living painting packed with creatures and items, but getting to the poison-spewing boss at the end is less about puzzle solving and more focused on slashing through the bloody masses. The worlds you'll visit through these demonic paintings are filled with minute details that nail the intended atmosphere. Currents of sand will seep through the cracks of an animated statue, or books will fall off shelves as you stomp around the place, for example.
Getting around the castle and its haunted artwork is graciously made easy by ample transport spots and save points. Still, even with quick ways to get around, Portrait doesn't offer the constant rewards that the two Sorrow games showered down. In those games, every enemy had a soul to steal and ability to learn, so any time spent wandering could double as a soul harvesting adventure. Here, the monsters are just in the way, occasionally dropping a piece of armor or some other random item. Many can be summoned as Charlotte's undead attack dogs, but it's not quite the same.







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