Fact-checked by Grok 2 weeks ago

Castlevania Judgment

Castlevania Judgment is a 3D fighting video game developed by Eighting and published by Konami exclusively for the Nintendo Wii. Released in North America on November 18, 2008, it marks the first fighting game in the long-running Castlevania series, which traditionally focuses on action-adventure and platforming gameplay centered on vampire hunters combating Dracula and his forces. The game features a roster of 14 playable characters drawn from across the series' timeline, including members of the Belmont clan and other allies, who are pulled into an alternate dimension for tournament-style battles. The plot revolves around a time rift created by the enigmatic figure , who summons warriors from different eras—including , Trevor Belmont, and Maria Renard—to determine the fate of history in a battle against Dracula's influence. emphasizes versus-style 3D combat with motion controls unique to the , incorporating sub-weapons like holy water and daggers from classic titles, alongside combo systems and special attacks tailored to each character's historical abilities. Developed under the creative direction of , the game includes character designs by manga artist , aiming to blend the series' gothic lore with accessible fighting mechanics. Upon release, Castlevania Judgment received mixed s, praised for its faithful character representations and innovative use of elements in combat but criticized for uneven balance, simplistic depth, and an underwhelming story mode. It holds an aggregate score of 49 on , reflecting divided opinions on its departure from the series' action roots, though it has garnered a niche following among enthusiasts for its unique crossover appeal.

Gameplay

Combat System

Castlevania Judgment features a arena-based combat system that allows players full freedom of movement in eight directions within spacious environments, departing from the series' traditional side-scrolling format. Fighters can jump, double-jump depending on the character, and dodge by tilting the Nunchuk in any direction, enabling dynamic positioning and evasion during battles. Unlike conventional fighters with fixed side views, the game imposes no such restrictions, promoting three-dimensional spatial awareness and strategic maneuvering around opponents. The combat relies heavily on Wii-specific motion controls using the and Nunchuk. Players control movement with the Nunchuk's , perform basic attacks by pressing the A button or swinging the , and execute combo attacks by repeatedly pressing A or shaking the Remote while on the ground, in motion, or airborne. Guarding is done by holding the Z button on the Nunchuk, which blocks incoming damage but prevents movement, while special moves such as whips, spells, and summons are triggered through button combinations or motion gestures. The system supports alternative controllers like the for those preferring traditional inputs, but motion controls are integral to the core experience. Each of the game's characters wields unique primary weapons tailored to their abilities, complemented by selectable sub-weapons such as or axes, which can be picked up mid-battle from candelabras or destructible objects like crates and crystals that appear randomly in the arena. Combo systems are built around chaining basic attacks into extended sequences, with finishers—high-damage special attacks—unlocked via specific inputs to conclude combos effectively. Ultimate attacks, known as Super Finishers, become available when the (a tension meter that fills by dealing or blocking damage) reaches full capacity, delivering powerful, cinematic blows that can turn the tide of battle. Stages enhance interactivity through environmental hazards and limited destructible elements, such as breakable or objects in locations like the , , and , which can reveal items or alter the battlefield. Arenas include pitfalls leading to ring-outs for instant victories, as well as traps like swinging scythes or lava flows that damage fighters caught in them. Balance is maintained via dual health : the Meter, which depletes to zero for a , and the Heart Total, which powers sub-weapon usage and is replenished by stage pickups. Matches typically last 90 seconds across three rounds, with the player retaining more energy declared the winner.

Game Modes and Features

Castlevania Judgment offers a variety of single-player and multiplayer modes centered around its fighting gameplay. The single-player Arcade Mode allows players to select a character and progress through eight successive battles against CPU-controlled opponents, culminating in a confrontation with the Time Reaper as the final boss. This mode emphasizes quick completion times to achieve high scores, providing a straightforward ladder-style experience without narrative elements. Story Mode provides branching narratives unique to each playable character's timeline within the universe, featuring short cutscenes before and after matches to advance the plot. Completing this mode with specific characters, such as gathering all 13 Soul Keys, unlocks an extended True Story Mode with additional battles, including two extra encounters and a multi-phase Time Reaper fight. Unlike Arcade Mode, it requires multiple playthroughs—over 12 for the full roster—to experience all paths and unlock subsequent characters. For multiplayer, the game supports local Versus Mode for two-player battles on the same console, enabling head-to-head fights with customizable sub-weapons and outfits. Online play is facilitated through the , offering ranked matches and versus battles against other players worldwide, though the service has since been discontinued. Additional features include Training Mode, where players can practice combos, test moves, and experiment with controls in a non-competitive environment, often used to unlock alternate costumes by achieving specific combo milestones. The game also integrates with : Order of Ecclesia on via a direct connection, allowing save data transfer to unlock bonus characters like Shanoa, playable in all modes, and an alternate , along with exclusive accessories such as additional outfits and items. Unlockable content extends replayability through various rewards, including multiple endings tied to Story Mode completions, a Gallery Mode for viewing and character artworks earned in progression modes, and a Sound Test for accessing the game's . These elements, combined with Castle Mode's exploration challenges that yield gear like hats and sunglasses, encourage repeated play to collect all cosmetics and media without altering core combat.

Characters

Castlevania Judgment features a roster of 14 playable characters, comprising 13 figures from across the series' history and one original addition designed specifically for the game. This lineup draws heroes, anti-heroes, and antagonists from various timelines, adapting their signature abilities into a fighting framework that emphasizes unique movesets inspired by their lore. The characters' designs were created by Takeshi , blending gothic aesthetics with dynamic, anime-influenced proportions to suit the Wii's motion controls. The following table summarizes the playable characters, their primary origins in the Castlevania series, brief background details, and overviews of their fighting styles:
CharacterOrigin Game(s)Background OriginFighting Style Overview
AeonCastlevania Judgment (original)A enigmatic time guardian who summons fighters to resolve temporal distortions.Employs time-manipulation mechanics, including slows and resets, paired with balanced melee combos.
AlucardCastlevania III: Dracula's Curse, Symphony of the NightDhampir son of Dracula, a brooding ally to vampire hunters using forbidden dark arts.Fluid sword strikes combined with shape-shifting into bat or mist forms for aerial and evasion tactics.
CarmillaCastlevania: Circle of the MoonSeductive female vampire and Dracula loyalist who creates undead minions.Agile claw attacks and blood-based projectiles, emphasizing provocative dodges and counterstrikes.
CornellCastlevania: Legacy of DarknessA tormented werewolf struggling to harness his beastly curse for good.Powerhouse brawling with claw swipes and transformation bursts for enhanced speed and damage.
DeathVarious (Castlevania, Symphony of the Night, etc.)Dracula's eternal scythe-wielding reaper, harvesting souls for his master.Sweeping scythe combos with teleports and homing sickles for mid-range control.
DraculaVarious (recurring antagonist)The immortal Dark Lord and progenitor of vampires, commanding unholy forces.Majestic fireballs, telekinesis, and wing-based rushes for dominant zoning and close-quarters pressure.
Eric LecardeCastlevania: BloodlinesA vengeful spear master from the Lecarde clan, driven to eradicate vampires.Precise thrusting spears with lunges and spins, focusing on pokes and anti-air interrupts.
GolemCastlevania: Aria of Sorrow, othersA massive stone construct animated by dark magic, questioning its existence.Slow, heavy punches, stomps, and rock throws for unyielding pressure and guard-crushing offense.
Grant DanastyCastlevania III: Dracula's CurseA nimble pirate thief redeemed from Dracula's curse, aiding the Belmonts with guile.Acrobatic dagger flurries and wall-clinging grapples for hit-and-run mobility.
Maria RenardCastlevania: Rondo of BloodA young magical prodigy summoning animal spirits to battle evil.Projectile-based animal familiars (e.g., birds, dragons) with graceful dodges and multi-hits.
ShanoaCastlevania: Order of EcclesiaA glyph-wielding Ecclesia agent absorbing spells to combat Dracula's resurgence.Versatile glyph unions for elemental blasts and buffs, allowing adaptive ranged and melee shifts.
Simon BelmontCastlevania (NES)Iconic whip-wielding vampire hunter who vanquished Dracula in 1691.Classic Vampire Killer whip extensions with holy water and axe sub-weapons for zoning.
Sypha BelnadesCastlevania III: Dracula's CurseA scholarly sorceress of the Belnades clan, mastering elemental incantations.Spellcasting with fire, ice, and lightning orbs for crowd control and status effects.
Trevor BelmontCastlevania III: Dracula's CurseThe inaugural Belmont vampire slayer, scarred from his inaugural clash with Dracula.Versatile whip lashes and sub-weapon tosses, emphasizing tactical positioning.
Character selection occurs in versus, arcade, and story modes, where players choose from the full roster once unlocked. Customization includes up to four alternate costumes per character, selectable before matches, along with color palette swaps to alter outfits for visual variety and basic personalization. Sub-weapons like crosses or daggers, drawn from series , can be equipped universally but adapt to each fighter's style for enhanced combos.

Plot

Setting and Premise

Castlevania Judgment is set within an alternate dimension known as the "Time Gap," a neutral arena created outside the normal flow of time to host a among summoned warriors. The central premise involves a catastrophic threat to the timeline orchestrated by the demon lord Galamoth, who aims to seize power from by dispatching the Time Reaper—a formidable entity from 10,000 years in the future—to assassinate in 1999 and erase his existence from history. This act of temporal risks unraveling the centuries-long cycle of resurrections and the heroic efforts to thwart them, endangering the legacy of vampire hunters across eras. To counter this disturbance, , a enigmatic time guardian affiliated with the Time Watchers organization, intervenes by generating a time rift that pulls in 13 legendary figures from different historical periods, including vampire hunters like Trevor Belmont from 1476 and Richter Belmont from 1792, as well as allies and foes of . These combatants are compelled to engage in coliseum-style battles, ostensibly to fulfill personal wishes granted by Aeon upon victory, but ultimately to identify a champion capable of defeating the Time Reaper and mending the fractured timeline. The narrative emphasizes themes of fate, destiny, and intergenerational legacy within the gothic horror framework of the series, portraying an eternal conflict between humanity's defenders and evils like demons and hordes. The coliseum arena transcends time, featuring visually eclectic designs that merge medieval stone architecture with Victorian opulence, evoking haunted castles and fog-shrouded battlegrounds to immerse players in the series' atmospheric dread.

Story Mode

In Story Mode, players experience a tournament-style narrative where , a clock-obsessed time traveler, summons thirteen champions from across the timeline to a dimensional , tasking them with battling one another to prove their resolve and collect thirteen "Soul Keys" essential for sealing the rift and averting a temporal catastrophe. The mode unfolds through a linear progression of fights interspersed with character-specific cutscenes and , beginning with Aeon's initial gatherings that reveal the threat posed by the demon lord Galamoth, who dispatches the Time Reaper from 10,000 years in the future to eradicate and rewrite history in his favor. Key plot developments include escalating confrontations with antagonists such as the , who manipulates events to sow chaos and empower Dracula's resurgence, and , the loyal reaper who intervenes to safeguard his master's legacy amid the temporal upheaval. As battles progress, participants encounter mirrors of their own doubts or alternate selves, heightening personal stakes before culminating in a showdown against himself, who tests their worthiness. Unlocking True Story Mode by completing the initial run with all characters extends the narrative, adding a rematch with and a climactic battle against the Time Reaper, emphasizing the tournament's role in preserving the cycle of heroism against inevitable doom. The mode features branching paths tailored to each character's backstory, allowing players to explore individualized motivations within the shared framework; for instance, pursues battles to safeguard his father Dracula's conflicted legacy and maintain timeline balance, while Maria Renard engages foes driven by her youthful innocence and determination to protect allies from the rift's corruption. These paths conclude with multiple endings dependent on completion in standard or Mode, often reflecting themes of heroism, fate, and the recurring vampire hunter-vampire conflict, such as visions of restored timelines or warnings of future resurrections. The narrative ties into the broader canon by incorporating recurring elements like Dracula's periodic revivals and the clan's eternal vigil, positioning the tournament as a pivotal intervention in the series' cyclical history.

Development

Conception

Producer envisioned Castlevania Judgment as an opportunity to present iconic characters from the franchise in a format beyond traditional platforming, drawing inspiration from 3D fighting games such as to create a versus action experience that highlighted their combat styles. This shift aimed to expand the series' appeal by celebrating its 22-year history, allowing fans to see clash in short, intense sessions rather than extended exploration. The decision to develop for the Wii incorporated motion controls via the Wiimote to simulate immersive vampire-hunting actions, such as whipping, fulfilling fan requests while blending deep series lore with competitive multiplayer elements. Igarashi emphasized limiting motion inputs to quick swings to prevent player fatigue, noting that prolonged whipping in a platformer-style title would be "torturous," thus opting for the fighting genre's structured battles. A central conceit was the time-travel theme, orchestrated by the enigmatic , which gathered 14 characters from disparate eras across the timeline—spanning centuries—into a tournament without disrupting established canon. This "dream match" approach enabled interactions impossible in linear narratives, such as pitting against . Early development faced challenges in transitioning 2D pixel-art icons to 3D models, particularly in replicating fluid mechanics and managing camera perspectives in a dynamic 3D arena to maintain the essence of each character's canonical abilities and presence. Igarashi highlighted the need to preserve series fidelity, selecting fighters based on diverse weaponry and visual impact while adapting their movesets for the new format.

Production and Design

Castlevania Judgment was developed by the Japanese studio Eighting and published by , with longtime series producer overseeing the project. Igarashi, who had led numerous entries in the franchise since the , aimed to adapt the formula to the Wii's hardware capabilities despite tight budget and time constraints that limited the scope of production. The game's character designs were handled by manga artist , best known for his work on , who modernized the appearances of iconic historical figures from the series with stylized, contemporary outfits to fit the 3D fighting format. These designs incorporated exaggerated proportions and fashion elements, such as revealing attire for characters like Maria Renard, to emphasize personality and visual flair in battles. The soundtrack featured compositions by Yasushi Asada of noisycroak, alongside contributions from series veteran and the Kukeiha Club, blending original tracks tailored to individual stages with remixes of staples like "Bloody Tears" to evoke the franchise's gothic heritage. Asada's work under director included dynamic orchestral pieces that heightened the tension during fights, drawing on the series' musical legacy for atmospheric depth. Technically, the game leveraged the Wii's motion-sensing capabilities, with the and Nunchuk used for core attacks—players swung the Remote to simulate whip strikes and , supplemented by buttons for modifiers—adapting the limited input scheme to the platform's strengths. involved challenges in transitioning to full for characters and environments, requiring the team to balance fluid animations with the series' traditional mechanics in a versus-fighting context. Art direction focused on creating gothic atmospheres across the arenas, inspired by the franchise's timeline-spanning lore, with detailed 3D stages featuring crumbling castles, foggy forests, and infernal realms to immerse players in a vibrant yet eerie aesthetic.

Release

Regional Releases

Castlevania Judgment was developed exclusively for the Nintendo Wii and released in multiple regions starting in late 2008. The game launched first in North America on November 18, 2008. In Japan, it was released under the title Akumajō Dracula Judgment on January 15, 2009, featuring Japanese-language packaging distinct from international versions. The European release followed on March 20, 2009, with the Australian launch occurring on April 2, 2009.
RegionRelease DateTitlePublisher Notes
November 18, 2008Castlevania JudgmentKonami Digital Entertainment
January 15, 2009Akumajō Dracula JudgmentKonami (Japanese packaging)
March 20, 2009Castlevania JudgmentKonami Digital Entertainment B.V.
AustraliaApril 2, 2009Castlevania JudgmentKonami Digital Entertainment B.V.
The game carries age ratings appropriate for its content, including violence and suggestive themes. In North America, the Entertainment Software Rating Board (ESRB) assigned it a Teen rating due to blood, violence, and suggestive themes. Europe issued a PEGI 12 rating, while Japan rated it CERO B for audiences aged 12 and older. As of 2025, Castlevania Judgment remains exclusive to the original hardware with no ports, remakes, or re-releases on other platforms. It was distributed solely as a physical Wii Optical Disc and never offered digitally through the , service for which discontinued on January 30, 2019.

Promotion

announced Castlevania Judgment in early July 2008, positioning it as the first in the long-running series and highlighting its Wii-exclusive motion controls for combat mechanics. A debut trailer premiered at the that month, showcasing character models redesigned by artist and demonstrating gestures for attacks like whip lashes and sub-weapon throws. Subsequent trailers at and 2008 revealed additional fighters, including , Maria Renard, Alucard, and Dracula, building hype around the game's roster of 13 time-displaced Castlevania icons. To leverage the Castlevania franchise's momentum, Konami cross-promoted alongside Castlevania: Order of Ecclesia for , with demo booths placed adjacent at 2008 to encourage attendees to explore both titles. The games featured an in-game linkage system, announced later in 2008, allowing players to unlock bonuses like a level cap increase and exclusive items by connecting the titles via a wireless connection between the and consoles. Marketing efforts included advertisements in gaming magazines and playable demos at major conventions like and , where visitors could test motion-based battles. In , Konami released a companion art book titled Akumajō Dracula Judgment: Ultimate Judge, featuring Obata's character designs and , bundled with select pre-orders to appeal to series collectors. Promotion emphasized producer Koji Igarashi's oversight, framing Judgment as a bold evolution of the 22-year-old franchise originating with the 1986 NES title, with Igarashi discussing its fighting genre shift in pre-release s.

Reception

Critical Response

Castlevania Judgment received mixed to negative reviews upon its release, with critics praising certain aspects of its presentation and roster while heavily criticizing its gameplay mechanics and design choices. The game holds a score of 49 out of 100, based on 33 critic reviews, indicating generally unfavorable reception. Reviewers commonly highlighted the game's diverse character selection, which drew from the broader history of the series, featuring 14 fighters including multiple and iconic villains like . This roster was noted for its balance and uniqueness, with each character incorporating sub-weapons, specials, and combos inspired by their original appearances. The online multiplayer mode was also appreciated for providing engaging versus battles, adding replayability beyond the single-player story. Additionally, the gothic visuals in the stages were commended for their atmospheric detail, such as breakable stained-glass windows and decaying environments that evoked the series' signature aesthetic. However, major criticisms centered on the clunky motion controls, which relied on imprecise gestures for attacks, often leading to frustrating input errors and unresponsive . The camera system in the 3D arenas was frequently described as erratic and obstructive, zooming awkwardly and hindering visibility during fights, exacerbated by environmental hazards like traps. Furthermore, the character redesigns by Takeshi Obata were widely panned for their "modern" style—featuring exaggerated belts, chains, and armor—that clashed with the established canon aesthetics of the franchise, rendering familiar figures unrecognizable. Specific outlets echoed these sentiments with varied scores. awarded 7.5 out of 10, lauding the roster's depth but deducting points for control issues. gave it a 3 out of 10, citing shallow combat mechanics that emphasized button-mashing over strategy. rated it 7 out of 10, noting its accessibility for newcomers despite deviations from traditional gameplay.

Commercial Performance and Legacy

Castlevania Judgment sold approximately 160,000 units worldwide, with around 120,000 copies in , 20,000 in , and 10,000 in . This figure marked it as one of the lower-selling entries in the , especially when compared to contemporaries like Castlevania: Order of Ecclesia, which moved over 370,000 units globally. The game's exclusive release on the limited its audience, contributing to its status as a commercial disappointment for . The underwhelming performance, combined with negative , influenced 's subsequent direction for the series, prompting a shift toward mobile adaptations and the action-oriented Lords of Shadow reboot in 2010 to revitalize the brand. This experimental phase under producer , including Judgment's format, highlighted the risks of deviating from the franchise's platforming tradition, ultimately contributing to Igarashi's departure from in 2014 to pursue independent development. In the broader legacy of the series, is widely viewed as a low point, often ranked among the franchise's weakest titles for its clunky motion controls and departure from core gameplay elements like exploration and progression. Despite the backlash, it retains a niche among enthusiasts for its ambitious crossover of characters spanning the series' timeline, from to original creations like . Post-2010 retrospectives continue to pan the game's handling and story, though some observers highlight how has revived its online multiplayer via community servers like Wiimmfi, offering a smoother experience than the original . No official remakes or ports have emerged, underscoring its marginal status, yet select characters such as Shanoa have carried over into later entries like Castlevania: Harmony of Despair (2010). Known in as Akumajō Dracula Judgment, the title's bold genre experiment remains a in the series' evolution toward more conventional formats.

References

  1. [1]
    Castlevania Judgment Reviews - Metacritic
    Rating 49% (33) Platforms: Wii. Initial Release Date: Nov 18, 2008. Developer: Eighting. Publisher: Konami. Genres: 3D Fighting · Full Credits & Details. Related Games ...
  2. [2]
    Castlevania Judgment Release Information for Wii - GameFAQs
    Rating 49% (33) Genre: Action » Fighting » 3D ; Developer: Eighting ; Publisher: Konami ; Release: November 18, 2008 ; Also Known As: · Akumajou Dracula Judgment (JP).
  3. [3]
    Castlevania Judgment (2008) | Wii Game - Nintendo Life
    Rating 6.3/10 (60) Castlevania Judgment (Wii Game) first released 18th Nov 2008, developed by Konami and published by Konami.
  4. [4]
    Castlevania Judgment - Mizuumi Wiki
    Sep 22, 2024 · It was released on November 2008 in the United States, January 2009 in Japan, and March 2009 in Europe, featuring a roster of 13 characters from ...
  5. [5]
    Castlevania Judgment - IGN
    Rating 7.5/10 · Review by IGNCastlevania Judgment bridges the past with the present as it pits several generations of the Belmont clan against a host of characters that span the franchise' ...
  6. [6]
    Castlevania Judgment - The Video Game Museum
    Manual Story Description. In this world, a battle has been raging between vampire hunters and their prey for ages. Thirteen people from around the world ...
  7. [7]
    Castlevania Judgment Review - IGN
    Rating 7.5/10 · Review by Mark BozonNov 18, 2008 · The combat is deep and entertaining, the characters are well balanced and very unique as a full-on roster, and everything from sub-weapons to specials, combo ...Missing: plot | Show results with:plot
  8. [8]
    Castlevania Judgment - TFG Review / Art Gallery
    Sep 8, 2025 · Developer(s): Konami, 8ing. Publisher(s): Konami. Artwork by: Takeshi Obata. Platform(s): Nintendo Wii. Release Date(s): Nov. 18th, 2008. Mar ...<|control11|><|separator|>
  9. [9]
  10. [10]
    Castlevania Judgment - How to Play - The Video Game Museum
    You can play Judgment using one of three different controllers: The GameCube controller, the Wii's Classic Controller or the Wii Remote. The difference between ...
  11. [11]
    Hands-on Castlevania Judgment - IGN
    Nov 4, 2008 · Here, you control the characters with the left analog stick, dodge with the right, guard with the L button, jump with the R button, wield your ...
  12. [12]
    Castlevania Judgment Hands-On - GameSpot
    Nov 6, 2008 · Using the Nunchuk, you control your character's movement, while the C button allows you to jump and double-jump, depending on the character. You ...Missing: system | Show results with:system
  13. [13]
    Castlevania comes to Wii as a 3D fighter - Engadget
    Traps, random monsters, and destructible environments will also play into combat. The August issue of Nintendo Power is arriving in subscriber's mailboxes ...
  14. [14]
    Castlevania Judgment Review - GameSpot
    Rating 3/10 · Review by Mitch DyerDec 9, 2008 · Castlevania's switch from 2D side-scrolling to 3D fighting is an endless stream of missteps that will frustrate even series devotees.
  15. [15]
    Castlevania Judgment Guide - IGN
    Nov 24, 2012 · Successfully complete Story mode with Dracula to unlock True Story mode. This mode has an alternate background at the character selection screen ...
  16. [16]
    Konami Ships Castlevania Judgement for Wii - IGN
    Nov 18, 2008 · Featuring an online fighting mode using the Nintendo Wi-Fi Connection, Castlevania Judgment will also interface with Castlevania: Order of ...<|control11|><|separator|>
  17. [17]
    Castlevania Judgment Concept Art & Characters - Creative Uncut
    Gallery of official artwork and character designs from Castlevania Judgment, featuring concept art for the game's characters by Takeshi Obata.
  18. [18]
    IGN Presents the History of Castlevania
    Feb 24, 2014 · Set before any other Castlevania, Legends introduced Sonia Belmont, a young woman who set out to defeat Dracula, flirted with Alucard, and ...
  19. [19]
    Konami Reveals New Characters of Castlevania Judgment
    Oct 28, 2008 · The new assets include screenshots and biographies of three new characters, Carmilla, Golem and Trevor Belmont, that will be fully playable in ...
  20. [20]
    Wii Cheats - Castlevania Judgment Guide - IGN
    Nov 18, 2008 · Beat Story Mode with Dracula to unlock a different background, two Aeon fights, and an extra final boss, the Time Reaper (who has three life ...
  21. [21]
    Castlevania Judgment (2008) - MobyGames
    Aeon, a magician who discovers Galamoth's plan, summons past and present Castlevania heroes through a time rift to stop Galamoth. ... Castlevania: Judgment WII ( ...Missing: announcement | Show results with:announcement
  22. [22]
    Aeon (Castlevania Judgment) - The Fighters Generation
    Jun 6, 2019 · Aeon is a member of a group that watches over and preserves the flow of time. It is because of Galamoth seeking to take Dracula's throne by ...Missing: premise | Show results with:premise
  23. [23]
    Castlevania Judgment - Bad Game Hall of Fame
    Mar 17, 2018 · In 2007, Konami filed for a pair of patents for two upcoming Castlevania titles, bearing the subtitles “Order of Ecclesia” and “Judgment.” But ...
  24. [24]
    Ending for Castlevania Judgment-Story Mode 1st Run (Nintendo Wii)
    Story Mode - | Castle Mode | | - 1st Run - | 2nd Run | If Played With Simon If Played With Alucard If Played With Sypha If Played With MariaMissing: multiple | Show results with:multiple
  25. [25]
    Games of the Past REVIEW: Castlevania Judgment - oprainfall
    Jun 15, 2013 · Similar to a fighting game like Soul Calibur, characters are able to move about 3D arena environments and use a variety of attacks in an effort ...Missing: mechanics | Show results with:mechanics
  26. [26]
    IGA-san Talks Castlevania Judgment on Nintendo Wii | Cubed3
    Nov 7, 2008 · Konami's Koji Igarashi is taking a risk by moving the Castlevania franchise into the world of fighting, especially considering the series' deep ...Missing: conception vision
  27. [27]
    Why a Fighting Game? Castlevania Creator Explains Himself - WIRED
    Jul 23, 2008 · And sure enough, Igarashi says that he sees Judgment as a way of expanding the appeal of the *Castlevania *franchise. "Up until now, Castlevania ...Missing: USgamer | Show results with:USgamer
  28. [28]
    Mr. Castlevania: Koji Igarashi - Interview - Nintendo World Report
    Aug 17, 2008 · In this interview from E3, we talked to Konami's producer of all things Castlevania about his upcoming Wii and DS titles, Castlevania Judgment and Order of ...
  29. [29]
    Producer Koji Igarashi Explains Castlevania Judgment - WIRED
    Jul 16, 2008 · The game, which Igarashi demonstrated to a packed crowd, plays like a cross between Soulcalibur and Capcom's cult classic Power Stone. Players ...Missing: conception | Show results with:conception
  30. [30]
  31. [31]
    Akumajo Dracula Judgment Original Soundtrack | LC1715 - VGMdb
    Nov 7, 2008 · Credits ; Music / Music, Yasushi Asada / 浅田靖 (noisycroak.), Michiru Yamane / 山根ミチル, Konami Kukeiha Club / コナミ矩形波倶楽部 ; All Tracks ...Missing: composers | Show results with:composers
  32. [32]
    Game Music :: Akumajo Dracula Judgment Original Soundtrack
    Yasushi Asada, a member of the music production company noisycroak, was responsible for the musical score under the direction of Hideki Sakamoto. It includes ...
  33. [33]
    Castlevania Judgment | Castlevania web portal - Konami
    Thirteen people from around the world have been called into an alternate dimension through a gap in time. A mysterious man called Aeon appears before the ...Missing: origins | Show results with:origins
  34. [34]
  35. [35]
    Castlevania Judgement | KONAMI DIGITAL ENTERTAINMENT B.V.
    This is a fighting game that brings together the many generations of heroic vampire hunters as well as Dracula's most formidable allies in a battle to the death ...
  36. [36]
    Castlevania Judgment International Releases - Giant Bomb
    Nov 18, 2008 · Castlevania Judgment ; Platform, Wii ; Region, United States ; Developer ; Publisher ; Release date, November 18, 2008.
  37. [37]
    Castlevania Judgment - ESRB
    Castlevania Judgment is rated T for Teen by the ESRB with Suggestive Themes and Violence. Castlevania Judgment is a one-on-one fighting game.Missing: PEGI | Show results with:PEGI
  38. [38]
    Pre-E3 2008: Interview With Iga - IGN
    Jul 12, 2008 · Pre-E3 2008: Interview With Iga. We talk Judgment with the Godfather of Castlevania. Along with our preliminary hands-on with Castlevania ...
  39. [39]
    E3 2008: Castlevania Judgment Hands-On - GameSpot
    Jul 16, 2008 · While Konami has promised a lineup of 14 characters in the final version, there were just three on show at E3--Simon Belmont, Maria Renard, and ...Missing: origins | Show results with:origins<|control11|><|separator|>
  40. [40]
    E3 2008 Video: Castlevania Judgement Trailer | N-Europe.com
    Jul 17, 2008 · Konami unveil Castlevania Judgement to the world with an intense trailer featuring all of your favourite characters.
  41. [41]
    TGS 2008: Castlevania Judgment Updated Hands-On - GameSpot
    Oct 9, 2008 · TOKYO--Castlevania Judgment marks a new genre for the Castlevania universe: head-to-head fighting. Set in familiar grim, gothic arenas, ...
  42. [42]
    E3 impressions - Castlevania Judgment | The GoNintendo Archives
    Jul 18, 2008 · Konami placed Castlevania Judgment right next to their demo booth for Castlevania: Order of Ecclesia. I understand the reasoning behind ...Missing: promotion trailers marketing strategies
  43. [43]
    Video: New Castlevania Judgment Trailer - WIRED
    Jul 16, 2008 · Not only does this latest piece of footage show off the game's "super special attacks," it also demonstrates a bit more of how players are able ...Missing: promotion strategies
  44. [44]
    Akumajou Dracula Judgment Castlevania Ultimate Judge Wii Japan ...
    In stock Free deliveryFind many great new & used options and get the best deals for Akumajou Dracula Judgment Castlevania Ultimate Judge Wii Japan Game Art Book at the best online
  45. [45]
    Castlevania Interview with Konami's Koji Igarashi, October 2008
    Oct 22, 2008 · We sit down for a chat with Konami's Castlevania man, IGA, to discuss Castlevania: Order of Ecclesia for DS, and the upcoming Wii fighting spin-off Castlevania ...
  46. [46]
    Castlevania Judgment Review - Nintendo World Report
    Mar 9, 2009 · The story is absolutely inconsequential, so I won't talk about it other than to say there's a time rift and different characters from the ...Missing: plot | Show results with:plot
  47. [47]
  48. [48]
    castlevania judgment for Wii - Sales, Wiki, Release Dates, Review ...
    VGChartz - extensive game chart coverage, including sales data, news, reviews, forums, & game database for PS5, Xbox Series, Nintendo Switch & PC.<|separator|>
  49. [49]
    Castlevania: The 5 Best Selling Games In The Series (& 5 That Didn ...
    Aug 31, 2020 · 5 Worst: Castlevania Judgement - 160,000 Units​​ This game is actually tied, technically, with Mirror of Fate at around 160,000 units. However, ...Missing: Judgment | Show results with:Judgment
  50. [50]
  51. [51]
  52. [52]
    The 8 Best And 7 Worst Castlevania Games - TheGamer
    May 15, 2017 · Castlevania: Judgment released in 2011 as a tribute to the series during the 25th Anniversary in Japan. It's a fighting game for the ...Missing: premise | Show results with:premise
  53. [53]
    Every Castlevania Game Ranked Worst To Best - SVG
    Sep 11, 2024 · Castlevania: Judgment (2008). Castlevania: Judgment Konami. Of all the games to bear the "Castlevania" name, "Judgment" might be the weirdest.
  54. [54]
    Castlevania Judgment/Netplay - Mizuumi Wiki
    Jul 3, 2024 · At the top of the Dolphin window click Tools > Start Netplay Session · Click the Host Tab Beneath where it says Nickname.
  55. [55]
    FGC #495 Castlevania Judgment & Castlevania: Harmony of Despair
    May 13, 2020 · ... characters, only Alucard appears as playable in both Judgment and Harmony of Despair. Shanoa joins Judgment if you connect Order of Ecclesia ...<|separator|>
  56. [56]
    Castlevania: Judgment
    Nov 18, 2008 · Setting the weirdness of the story and style, Castlevania: Judgment just isn't very much fun to play. The core fighting mechanics are ...Missing: announcement | Show results with:announcement