Reviews from

in the past


I went in to this thinking it would be awful due to AVGN but surprisingly this game is good. It's not great but it's still a solid time.

Some enemies can be really annoying like the slimes especially with the placement of them, and the bosses are way too easy including Dracula.

I found some of the items to be pretty good and found myself often using the Flame Whip, Holy Water and Laurels.

The day to night transitions aren't really that bad, and while I appreciate them trying to make a more exploration based game, the cryptic puzzles are just annoying.

Overall it's a good game, not great but still fun
62/100

This game feels like it's actively trying to make you quit. And you know what, three mansions in, it succeeded.

All of the frustrating aspects of this game are well-discussed (day to night, cryptic puzzles), but like Zelda 2 I enjoy a lot of the things it's trying. The open world and shops/gear are a fun twist for the early series

I can't stop thinking about the contrast between the start of this game and it's ending; you leave the first town and are met with one of the most gorgeous forward-moving themes of video game music ever in Bloody Tears, and you end the game through a slow, uninterrupted walk through Dracula's castle to meet what truly is a pathetic boss fight. Whereas the ending of the first game is incredibly hype for being able to surmount the challenge that it poses, here you're almost given the win outright, and that's it. The fanfare is gone, and you're left to witness the three possible futures that all don't seem very different from each other.

It should be two stars, but I have a soft spot for this ambitious mess. It set the groundwork for future entries even if we didn't know it at the time. It's biggest flaw is it's piss poor translation that makes it near impossible to figure out where to go without a guide. Still worth a play. Plus it introduced "Bloody Tears" to the franchise. That alone bumps it up a peg.


Tem coisas boas, tem, tentaram com um mundo abertinho, mas muita REPETIÇÃO, MÚSICAS HORRIVEIS, ALÉM DO DIA, sistema de dia e noite, sistema de RPG, mas INFELIZMENTE NÃO DA, quem passou sem usar GUIA PARABENS, SERIO MSM PARABENS, eu me estressei, MUITO mais que primeiro, TEM COISAS TÃO ESPECIFICAS QUE N FAZ NENHUM SENTIDO, EU N VOLTO MAIS NUNCA PRA ESSE JOGO.

Tedious progression and cryptic as many many NES games.

This game is so ambitious, it's really trying its ass off to make a cool non-linear adventure game. I respect the hell out of it, but it's definitely from the era of designing games to sell Nintendo Power subscriptions. No shame in taking a guided tour through this one, IMO.

Pathologic for people who actually have things going on in their lives instead of watching two hour video essays

"what a horrible night to have a curse" is hard af line and Im tired of pretending its not

This game is unfinished. The back third of the game is like someone greyboxing a dungeon and then never going back to finish it. Game is loaded with potential and missed opportunities held back by I assume a rushed development. It's also impossible to finish without a guide but that is the least of its problems and honestly that not rare for the era. I loved this game as a kid but it's just awful.

Sin guía se hace un juego muy complicado, por no decir imposible, no es tan bueno como su antecesor, pero sigue siendo infaltable para aquel que quiere pasarse toda la saga de Castlevania.

I completed this game within the Castlevania Anniversary Collection:

Honestly this game wasnt as bad as I expected. The game has very cryptic areas, and tedious grinding, but the dungeons you go to were alright, and I like how this game had a lot of metroidvania elements.

Terrible, but it had great ideas

E se Zelda II fosse muito ruim?

this game is horrible but i had fun as a 16 yr old with an emulator after watching the AVGN's video and following a guide. also the music is fantastic, i dont think i wouldve beat it if it wasnt for that lol

Não confie em absolutamente ninguém que te disser que terminou esse jogo sem um detonado aberto do lado.

We dont talk about this game

I find it commendable how Konami already knew from such an early stage that Castlevania had potential for much more than just a sidescroller action game. Yes, this game is pretty horrible and it's all wrong, but you know what I mean.

Really cool ideas and if it worked out wouldve been one of the greatest games ever made.

Top liked reviews of this game are made by liars who wish to convince you that Castlevania II: Simon's Quest is a good game by inventing a better game in their heads to propagate around and somehow people are buying into it.
Actually try playing this game and watch as all the analytical dialogue you've experienced around this disappear in a heartbeat. And also go play a good Castlevania game.

Un juego demasiado ambicioso para su generación, lo que lo hace fallar en muchos de sus apartados.

There's a moment near the very end of this game that I think really epitomizes Simon's Quest for me. You're going up to Dracula's Castle again.... and it's quiet. Nobody's home, just the eerie ruins of a place you once passed through long ago. There's no real twist to it either, it's just played straight. You walk in, unceremoniously kill Dracula, and that's it. It leaves this sort of hollow feeling, a deep reminiscence of the Castlevania that once was.

Simon's Quest is the most interesting kind of sequel to me, one that seeks to completely invert and upend the status quo of the original game. If the original Castlevania was about a methodical seige to defeat evil and save the day, then Simon's Quest is a showcase of the genuine aftermath shadowing such a task. Even after defeating Dracula, Simon doesn't have much of anything to return to. The world that he supposedly "saved" is completely dead looking, and he's left with a curse that's constantly eating away at his body. It's a premise that lies in stark contrast to the elating feeling that came with beating the first game, almost as if we've been kicked down and mocked despite our greatest efforts and supposed victories.

Simon's Quest is a game I'd consider to be genuinely brilliant and forward thinking, but not everyone seems to agree with me. Perhaps there couldn't be more fitting fate for it. A game reviled and dismissed by most, just as its hero is left with nothing but bitterness and decay.

Dracula, my friend, we sure are in quite the predicament; not only I’ve already defeated you three times each in different games, but it seems that you are quite the persistent rapscallion, and I need you to put you back together just to beat you yet again. Certainly an odd yet pretty fucking funny dance to have… but let’s make it memorable, shall we?

The first Castlevania is pretty straightforward in every sense of the word, a simple tale of a Vampire Killer that goes to Dracula’s lair to defeat him and free the land of Transylvania of its influence, and as many turns and ups and downs as that seemingly never-ending castle had, it still was a linear platformer. If that game attempted to realize a legend or a short myth made NES game, then this follow up tries to do the same for a full-fledged odyssey or saga, but even putting it that way makes it seem lesser than it really is, because in an era in which a surprising amount of sequels were already trying to differentiate themselves from their past outings, Simon’s Quest entirety identity and fundamental design, from the most visible of level lay-outs to the most hidden of secrets, revolves entirely around making Simon’s sad quest for what should have been his highest accomplishment a reality, no matter the cost.

I’ve never felt so conflicted about a game this much since… ever, now that I think about it; I struggle to point out parts of it that I truly enjoyed without also noticing stuff that irks me, I cannot mention definitive flaws without acknowledging that those manage to find some ways to work I adore, it’s a work I value, but also one I can’t really say for sure I enjoyed experiencing, and I cannot promise that I would have come out of this with my sanity intact if I didn’t use certain guides. Castlevania II is a game so unfathomably different to its original, so incomprehensibly ambitious, that I do not know if this is the result of an excellently creative mind or a completely mad one… perhaps both at the same time…

I think the subtitle of Simon’s Quest is the single most simple yet fitting string of words you could ever use to describe this, a true quest across the land of Transylvania with it’s riddles, monsters, secrets, weak to holy water walls and a mysterious ferryman that only brings you to were you need to go if you show him a heart and kneel, with it’s the single most metal thing I’ve ever seen in a NES game now that I think about it but I digress. The entirety of Transylvania is within a grey cartridge and the y and x axis, and it feels real, it shouldn’t, but it does: plagued by sessions changing between screens to make enemies respawn so you can farm hearts, the most of obscure and random of artificial steps you need to take so the game has mercy on your poor soul and lets you proceed, 2 feet deep lakes that immediately kill you unless you have a stone in hand so that the screen can move a bit down; all of this can be found in Simon’s Quest, and it’s as frustrating and mind numbingly complicated as it sounds, it’s not fun, but it somehow feels real.

Arriving at a town bathed in pale moonlight, a town with name and a place, you fight wraiths and dark spirits after the relief of the first sun rays of the dawn, which dissipate the evil for fleeting moments, letting the city breath in peace for the remaining of the day; the townsfolk mutter slowly, yet it feels too fast, to complicated to begin to understand it, others have very few to say, others sell, trade, and in some city even lie to you or spat out completely meaningless words, but after resting in the church (if you are lucky enough to encounter one), you leave once again, to the forests, depths and cemeteries of Transylvania, traversing terra ignota until you energy doesn’t let you act carelessly; perhaps you’ll get to another town, maybe you found the locations of one of the mansions, or maybe the night surrounds you once again, your enemies stronger and fiercer than before, and the only thing you can do is push forward. This, this right here, moments like these are were Simon’s quest has true meaning: the process of finding treasures and items that make you feel as if you were evolving, understanding the tricks and nonsense of Dracula’s curse in your favor, falling from invisible blocks time and time again but learning from it and getting stronger, beat the many mansions and getting Dracula’s remains thanks to the stakes and your own wit that has gotten you this far, and seeing the people of this land scream to you to get out of their town and how you made everything worse as you approach the remains of what was once the count’s Castle. In those moments where the game taps into the fullest potential of this open adventure, asking you to learn from it or fail, that is when Castlevania II achieves utter excellence… but by that you’d have to ignore pretty much everything else.

Beyond the occasional but very impactful slow-downs or the extremely samey aspect between pretty much every area, mansion and town besides the color palette, which are things that can be justified by how this is a entire open interconnected word running on a NinToaster (I had to throw out an AVGN reference at some point), Simon’s Quest fails in ways that put into jeopardy the very nature it tries to pursue. The design of the landscapes and dungeons themselves lack any of the intrigue and interesting architecture that the original had, and interesting enemy behavior has been thrown out the window in favor of different variables in the ways some approach you; bosses especially seem to have lost all the will to live despite never staying dead, and you know something’s up when that damage you more if you touch them than by their actual attacks, Dracula himself seems like the exception of all of this and the actual most challenging part of the adventure… until you start wailing on him… and you keep stunning him… and he just doesn’t move…. and the battle ends and you win… yeah… Simon’s Quest doesn’t really create challenge through interesting and complicated sections or enemy placement, but rather through endurance, how much patience you have to tackle the same enemies over and over again, how much you can you put up with ledge-jump after ledge-jump, with the only thing changing until the very end and in some very specific rooms being the damage you need to deal to defeat the enemies. The tricks of this land start to grow old and tired after a certain point, and those that don’t are to cryptic to discover them in the first place; I maintain that Transylvania feels real, yes, but does so while going through great lengths to sacrifice every possible aspect that could make it more engaging or fascinating to play beyond the base level, Simon’s Quest exists mostly to itself, but also for its torment, for Simon’s, for ours.

Simon’s Quest aimed for the stars and didn’t land among them, but it also didn’t quite miss, it’s out there, somewhere, occupying a weird space which can be both loved or hated, and in some cases both at the same time. I couldn’t end this review in good conscience without pointing out the many outstanding write-ups that many amazing people have done over here; Vee’s and poyfuh’s are outstanding analysis that value Simon’s Quest in a new light, while others like Kempocat’s view the reasons why the game fails while also recognizing its victories, and these are only a few examples, I’m beyond sure that this page is full of incredible analysis that bring new light to this game, each in a different way. I do no think there’ll ever be a point of consensus surrounding Simon’s Quest, nor I think I want it to, the passage of time has allowed the game to have more and more voices defending it, while others only see it as a mess speaking in moon runes (and rightfully so), and then there’s people kind of stuck in the middle, which I’m part of and I’m sure there are more like me that feel about this one similar to me, and maybe, by managing to create so many perspectives surrounding it, having so many possible interpretations and ways to see a game in which the characters only have one text-box of space to rely weird-ass info, maybe in a way, Castlevania II succeeds, and no matter what else could I say, both negative and even positive, I could never take that victory from it, and I’m so glad it has it…

… tho the endings being decided by how long you take to beat the game is weird as hell, like, ‘’Simon died because of his wounds after the battle’’, what are you talking about? I stun-locked the bastard with the golden knife for the entirety of the fight, the motherfucker didn’t even touch me!! What are you even on abou-

I played Castlevania and Castlevania III and loved them. It took me a while to play Simon's quest because I knew it was the black sheep of the NES series. I first started playing and got lost pretty quick. I was going screen to screen not really knowing what my objective was. I had to watch a walkthrough of the game just to get through it. The graphics, controls, and music had that Castlevania feeling that I love. Compared to the other games, this one is definitely not as good. But I wouldn't say it's a bad game either. I just can't believe anyone could get through this game back in the day without a walkthrough. "This is what you call a Nintendo Power game."


Behind a deeply flawed and broken sequel to a genuine classic lie the bones of a great game. There's a little meat here, the leveling up, item collecting, day/night cycle and towns 'prosess' a great spark of creativity and are second to none. It fails because without a guide this game is absolute gibberish. The bosses are laughably easy but the end is nothing short of the greatest anti-climax in Castlevania history. An empty castle with a final boss that can be killed before he even appears.

I think this might be more of an actual Metroidvania (compared to the strict platformer found in the first entry), but man, it's painful. They hadn't quite figured out the formula yet. I'm deciding not to invest a ton of time into it for now. I won't give it a review since I didn't give it a proper shake, but I'm leaning 2/5.

I'd actually recommend trying it as a fun study in bad game design. Making maps, taking notes, and exploring the world is fun as you try to make sense of things. That is, until you discover that death is meaningless and the game is lying about/omitting crucial info. Top-knotch atmosphere, but fails in every way that's important to me.

This is a game that’s much easier to appreciate than enjoy. Where the original Castlevania could occasionally have some bullshit difficulty, this game swaps over to being bullshit cryptic. The problem with that is when you have a really difficult challenge in the original, it feels satisfying to overcome it and get to make some progress, and gives Dracula’s mansion the level of treachery it should. But in this game, when there’s some sort of challenge, it’s in figuring out what to do, which isn’t a fun puzzle, but trying to comprehend the poorly translated hints and even then you may not even be getting them in the right order.

The non-linearity of this game is neat, but a gimmick that feels like padding to make little jimmy spend more time on his brand new NES game. I ended up following a guide, and once you know what to do in this game, it becomes painstakingly obvious how easy this game really is. There are a grand total of 3 bosses, and all three are cake walks. In fact, the first was the hardest of the three for me. The final dungeon has this great buildup, an eerily empty mansion with gray walls and a haunting tune, and then you absolutely butcher Dracula in 3 seconds flat. It was incredibly underwhelming. The game nails atmosphere and aesthetics most of the time, but the poor translations are a blemish on that cool presentation. I mean, how do you mix up the ending text? I’m serious, the game will tell you the wrong ending, over a background that’s showing you what actually is happening. It’s all just a big confusing mess.

That’s why I say I appreciate it more than I enjoy it. The game plays fine, if on the easy side. The vague direction and bad translations are really frustrating, I can’t imagine how long it would’ve taken without a guide. The game looks and sounds great, and has some really interesting ideas, but doesn’t have the fun to back it up.