Castlevania: Lords of Shadow 2 - Revelations
Playing as Alucard instead of Dracula fixes almost every frustrating design choice in Lords of Shadow 2 - which makes Revelations both the best argument for and the saddest indictment of the base game.
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About Castlevania: Lords of Shadow 2 - Revelations
My first thought booting up Revelations was relief. Gone are the infamous stealth sequences, the jarring reality-hopping, the rat-possession gimmicks that made Lords of Shadow 2 so divisive. What MercurySteam put in their place is a tighter, castle-bound prequel that follows Alucard as he races to hide the Void Sword and Chaos Claws before his father wakes up. It is a setup that sounds like a glorified fetch quest - and, honestly, it partly is - but the way it threads into the main game's structure has a clever internal logic. The DLC's entire premise is essentially answering the question of who placed Dracula's power-ups where he finds them, and that framing works better than you would expect. Alucard controls differently enough from Dracula to feel like a worthwhile switch. He wields the Crissaegrim sword rather than a combat cross, and his dual magic system trades Glaciem (ice that heals on hit) for Igneas (fire that breaks shields and amplifies damage) - familiar mirrors to the Void Sword and Chaos Claws, but with their own feel in combat. The three traversal abilities are where Revelations earns its runtime: Bat Cloud for fast vertical movement between anchor points, Spectral Wolf for sending out a ghostly form to phase through grates and cross wide platform gaps while Alucard's body stays behind, and Timeless Vision for rewinding the castle's decay to rebuild collapsed bridges or sealed walls. Chaining all three together in the environmental puzzles is genuinely satisfying, and the castle areas - including the Overlook Tower and the new Forbidden Wing - are better laid out than most of what the base game offered. The rough edges are real, though. Combat is sparse to the point that Alucard's skill mastery system never gets properly stress-tested before credits roll. Some timed puzzles lean on strict countdowns that punish unfamiliarity with the mechanics hard - the very first puzzle throws you in cold, which is a poor design choice. The two boss encounters are underwhelming. One of them barely qualifies. Runtime lands around two hours on a straight run, stretching to three or four if you chase collectibles, and the story delivers almost nothing that justifies the name "Revelations." The community consensus on Steam is that this functions more as a prologue than any kind of story payoff, and that reading is accurate. Still, for fans who tolerated or enjoyed Lords of Shadow 2 and felt shortchanged by Dracula's clunky urban sections, Revelations feels like the version of that game MercurySteam actually wanted to make. Alucard's fluid combat, the pure castle setting, the puzzle-first design rhythm - it all lands better than the base game's bloated campaign. The bittersweet reality is that this add-on is more focused and enjoyable in two hours than the main game managed in twelve, which says something uncomfortable about how the sequel went wrong. Worth picking up if you already own Lords of Shadow 2 and want to see what the team could do when they were working with a tighter brief. Alex, Scout Team
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Game Info
- Developer
- MercurySteam
- Publisher
- KONAMI
- Release Date
- Mar 25, 2014