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In a way it's like the developers heard the long-time fans say, "we want a tough,classic Castlevania game," and they decided to make them eat their words. Heck, if you want to make it extra hard on yourself, you can even play in "Classic" mode, where Christopher plays with the very old-school, traditional stiff controls, upping the challenge even further. Not that going through the stages again and again is any easy feat - the stages are complex and very long, with all but the last taking four to six minutes to complete, and all requiring the defeat of difficult mini-bosses as well as bosses. Enemies are constant and usually placed in just the right spot to nail players, forcing players to re-play stages over and over again just to learn the proper pattern to get through. Like it's predecessor, The Castlevania Adventure, Rebirth seems to take glee in torturing its players. To be specific, Adventure ReBirth is hard. While the goal was noble, at least in the case of Adventure ReBirth the game seemed to actively try to turn away new fans. They were supposed to be fresh interpretations of classic games, giving something to long-time fans while reintroducing the franchises to the world.
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GRADIUS REBIRTH TITLES WII SERIES
The game was called " ReBirth" as it was part of a series of remakes by Konami in 20 (other titles being Gradius ReBirth and Contra Rebirth).
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Such was the case in 2009 with the release of Castlevania: The Adventure ReBirth for the Nintendo WiiWare marketplace, a game that has the distinction (as of this writing) of being the last "classic-vania" style Castlevania game released by Konami. Although Konami has largely gotten out of making old-school, platforming Castevania games, once in a while they release a little something to please the long-time fans before going back to 3D games or focusing on mobile devices (see also Castlevania Legends, released after the roaring success of Symphony of the Night, and before the constant stream of Metroidvania games to follow).
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