For those of you looking for a game with Castlevania II dreams and The Legend of Zelda II structure, you’re in the right place with Infernax from Berzerk Studio. We had the chance to play the demo for the upcoming 2022 title and it certainly has some old-school charm to it.
Let’s dig into this preview a little bit.
Built for simplicity
I know what you’re thinking, mechanics, really? That’s where you want this preview to start? Yes, this is where it should start so that you can get a good feel of what is in store for you when you play the game. By explaining mechanics, you understand the nostalgic structure implemented in Infernax’s design. Spoiler alert, it is what you think it is.
Anyway, the initial mechanic gist for Infernax is simplicity rules it all. Much like classic 2D platformers from yesteryear, you jump, you attack, and you have a magic option that allows you to attack from far away (assumed, I didn’t get the magic going on this demo, but it was there as an option). If you think about Ghosts ‘n Goblins, then you get the structure already. There is nothing else to the game’s mechanics, which is more than fine with me. It’s literally what 2D platformers were controlled with for the better part of the 80s and early 90s, and I have zero complaints about those mechanics because they keep it simple. It allows you to concentrate on the environments and take in the enemies and their patterned moves, and strategically plan your attack. The game only becomes a chore because of the gameplay and not because of the controls, and not that this game was a chore. Not at all.
Before we get into the gameplay, following the core mechanics with a throwback structure is the game’s equipment and backend system. While this demo gave a taste of what’s to come, from what I could tell the equipment system didn’t ask much from the gamer. In the demo, you could visit shops and purchase equipment upgrades and magic. The upgrades improve defense, offense, and magic. It does look like the system does go a little bit deeper, but the cards weren’t necessarily being revealed from this experience.
The backend upgrades come in the form of upgrading your strength, health, and magic. You can purchase these upgrades at a praying fountain where you can also heal and save the game. These upgrades are just like equipment upgrades, as they will improve the three above categories mentioned.
Nothing is complicated in the structure and mechanics of the game. It’s completely based on a 2D platformer, which, again, is fine by me.
Gameplay for your Castlevania Fix
The demo was limited, but the gameplay is Castlevania of old. Lots of sword swinging and repetitive enemies coming at you in a blocky 2D moving environment. The levels are also multi-tiered, which certainly harkens back to the Konami classic. This is old school 101 regarding how you traverse the environment. Very likable stuff.
As for the gameplay action, it’s hack and slash with enemies. While the enemies were repetitive, they were fascinating. Lots of skeletons, zombies, floating eyeballs, and positively grotesque bosses. The latter of the bunch were creative, difficult as hell, and fun to play against. The last encounter I had with a boss in the demo reminded me a lot of the Silent Hill character Pyramid Head. He(?) had two arms made of choppy metal, a triangular shape on his(?) head, and featured a giant opening in its belly and a giant eye in its head (the only place you can do damage). You will find out quickly that the bosses are patterned, but they are by no means easy to bring down. There was a wonderful Dark Souls vibe about this, which was only magnified by hardcore and casual modes of play (guess which one I chose?).
The gameplay was fun and really reminded me of my time in the 80s when I was just getting into the Nintendo Entertainment System. I wish I could have played more, but the demo was short. I’m looking forward to the complete experience
We cannot wait to see what the finished product looks like this year. We will definitely keep you in the loop.