MediEvil Levels Ranked

Love the level design in MediEvil so much that I decided to rank all of them.

Ghost Ship - Without question the most frustrating level in the game due to having the toughest platforming in the game, making the worst aspect of this game that much more glaring. Still manages to get by on looking cool.
Pools of the Ancient Dead - Man they had way too much confidence in their platforming. I’d say Medievil is more forgiving than other PS1 games but every time I lose a health vial due to stiff platforming I get at least a little bit annoyed. Gets very daunting when the bridges gradually get removed. Glad to get through this on my first go on my 2nd playthrough.
Inside the Asylum - I did two playthroughs of this game, one on the Vita using quicksaving and on the PS3 without it, so I took for granted how difficult this was on my first playthrough. It honestly really shouldn’t be, the zombies in this stage deal way too much damage. Rest of the level is pretty straightforward however, probably the most linear level in the game.
Entrance Hall - We’re past the bad levels in the game, everything else is smooth sailing. This level is kind of a freebie chalice, which I don’t mind especially this far in the game. It’s also nice see Zarok’s lair as a place someone would live in as opposed to an actual level. Also love to know that even after Fortesque failed to even fight him when he was alive, Zarok still harbored so much resentment towards him after all those years.
Cemetery Hill - Good early level that contains the Witch’s Talisman. The boulders can be tricky but not too much of an issue.
The Lake - Perhaps a bit too sluggish due to how narrow the whole level is, but it’s got such a rich atmosphere even compared to some of the other levels. I will say getting the chalice on this level is more obtuse than it needs to be. If you kill the white eyes before the monsters can spawn it might prevent you from reaching 100%. I played this level three times due to the eyes, and despite this, I still didn’t get sick of it.
The Enchanted Earth - Very pretty! I like that all we see of the giant bird is its claws and nothing else, leaves a lot up to imagination. This game is very good at making enemies, obstacles, and NPCs feel like they exist in the world.
The Gallows Gauntlet - A quick one but still a blast. I think the condemned might be the strangest enemy you fight in this game, which is saying something.
Return to the Cemetery - Contains an expanded part of a previous level inside itself. The wolves are one of the better boss fights in the game.
The Asylum Grounds - Love how annoyed Jack of the Green gets when you solve his riddles. Despite the mouse being kinda hard to see, the level design makes each puzzle feel rewarding to solve.
Scarecrow Fields - A go-to example of the game’s cleverly winding level design. Love putting the cog right next to the exit because there’s an instant pang of intimidation when you realize you have to go through the obstacle course another two times if you want that chalice. How devious!
The Sleeping Village - One of the rare times you have to avoid killing mobs, but if you accidentally kill a couple you can still get the chalice. An important level for the world as it contains the full backstory of Fortesque, his mates, and Gallowmere. One thing I will say is that it takes way too long to melt the landlord’s bust into a crucifix, I feel like most kids would jump on it a couple times then stop wondering what to do next.
The Graveyard - The very first level, and one you’ll probably return to a lot to refill your health. As a result this level becomes Ol’ Reliable, especially since money respawns just like health stations.
Hilltop Mausoleum - Even a level that takes place in a church feels expansive. Knowledge goes a long way in this game, one example being the glass spikes you can break to make the collapsing floor easier to navigate.
The Ant Caves - An optional level inside the Enchanted Earth that’s well worth doing, and not just for getting chicken legs. Running around and smashing ants is simultaneously as fun as it is creepy. I also love that the faries sound like they’ve been smoking marlboros since birth.
The Haunted Ruins - They jam so much into the final levels it’s crazy! You save guys hanging above fire pits, meet the ghost of the king, toss two golems to their doom, escape running lava before the time runs, and even exit the level by jumping aboard a catapult. Very glad the game is forgiving enough to start again from the golems if time runs out.
Pumpkin Serpent - I think of this and Pumpkin Gorge as a package deal since this is a glorified boss stage, but both levels contain a chalice so they both get their own entries. I like that this world has both a good and wicked witch. I’ve decided that they’re lesbians.
Pumpkin Gorge - The most overtly Halloween of all the levels here, which is saying something. The mushrooms are probably the most enjoyable platforming-over-deathpits section in the game, made better by the fact that you only have to go through it once. Impeccable vibes with this area.
The Time Device - The final level before the fight with Zarok, and it’s a doozy. So many different parts here, the clock you can adjust to unlock doors, the bouncy brains, the lazar fence, even a damn train you board to exit this level. It also looks really gorgeous despite most of the level being gray, like you’re on the moon or something. Perfectly strikes the balance of being both goofy and creepy at the same time.
Crystal Caves - It’s honestly kinda hard as to why this is the top dog, but the more I think about it the more I live it. One of the smaller levels yet there’s so much to find, from the mysterious giant crystal that damages you, to the sleepy dragon boss fight that you unlock with the dragon gems, which award you the dragon’s breath weapon that’s super useful in the later levels. Like the rest of the game it does so much with so little. Also in its favor is the chalice being put right at the beginning of the stage. Maybe a bit lazy but I’ll take the help!

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