When a certain YouTuber reviewed Castlevania II: Simon’s Quest over two decades ago, he effectively ruined all discourse surrounding the game. Ever since then, nobody has given that game its proper due, considering how influential it was or how it shaped the direction of Metroidvania games to come. It was flawed for sure, but it was also programmed in the 80s when game development was in its infancy.
Migami Games began as a small team that created Castlevania fan games since the late 1990s. They eventually branched off to create original Castlevania-inspired games, as well as other interesting 2D action platformers, all of which are available for free. Their efforts culminated in Wallachia: Reign of Dracula, their first commercially available game. It was a decent first try, but their next game would reevaluate Simon’s Quest.
Trading vampires for werewolves seems like such an obvious idea when making a legally distinct vania, yet it hasn’t been done until now. Can Migami elevate themselves from fan game hobbyist developers and redeem Simon’s Quest? Find out in our Chronicles of the Wolf review!
Chronicles of the Wolf
Developer: Migami Games
Publisher: Pixel Heart, PQube Games
Platforms: Windows PC, PlayStation 4, PlayStation 5, Nintendo Switch (reviewed)
Release Date: June 19, 2025
Price: $19.99
Mateo Lombardo is a lone apprentice of the Rose Cross Order, tasked with slaying a monstrous werewolf terrorizing the French countryside. The story unfolds like a grim fairy tale, blending real-world folklore with supernatural intrigue. The plot surprisingly takes cues from the film Brotherhood of the Wolf. If you know the film, many story beats will stand out and will be easy to predict where it goes.
Narrated by Robert Belgrade, the cutscenes and dialogue carry a retro flavor, evoking the localization of the PS1 era. Yet, the game remains sincere without succumbing to irony poisoning. Memes are restrained, and the game takes itself seriously.
The plot unfolds through scattered notes, cryptic NPC conversations, and a sprawling world that reveals its secrets slowly, rewarding the curious with lore as rich as the bloodstains on Mateo’s blade. The atmosphere captures that distinct “evil presence” for which Simon’s Quest was known. The day and night cycle transitions as if Mateo drifts between a lucid and dreamlike state, and stilted dialogue enhances the surreality.
Chronicles of the Wolf is a Metroidvania through and through, with a massive, interconnected map of crumbling castles, cursed forests, and eerie villages. Yet, unlike Alucard or Soma, Mateo controls more like he’s in a linearvania like Simon in Castlevania Chronicles. Movement has a tad bit of friction and demands some commitment when fighting creatures of the night or platforming.
Some gamers will likely scoff at Mateo’s movement and playability, but faithful Castlevania heads will understand and appreciate the attention to detail. Exploration feels alive, with every corner hiding relics, gear, or gold coins to fuel Mateo’s arsenal. The deliberately stiff Belmont-style march demands precision, and sliding through tight gaps or double-jumping to new heights feels earned, not effortless.
Combat is brutal yet satisfying, with a mix of melee weapons like swords, axes, and even a shotgun. Sub-weapons like bombs or fireballs help in a pinch, and the ghost ally system, a unique spin on magic, lets Mateo summon spectral companions for buffs or devastating attacks.
Puzzles are appropriately tricky and thankfully won’t require players to kneel in an obscure location to make a tornado appear. There are a lot of hidden areas and key-finding in crypts. Sometimes, you must find a thing to place on a thing or backtracking to a previously unreachable area.
The questionable design choices are some rooms being sneakily placed with deathtraps. You won’t know what’s happening, and before you realize it, Mateo dies a savage and dishonorable death. Since there is no autosaving, expect to replay huge chunks of the game from your last save. These are rare occurrences, but they are dirty beginner traps that don’t respect the player’s time.
The graphics aim for a 16-bit aesthetic that feels ripped from the SNES or Genesis, with detailed sprites and moody color palettes that scream gothic horror. It doesn’t quite reach the heights of what Konami was achieving, and it still resembles a “fan game” in some shots.
Details like Mateo’s red tabbard are winks to Simon’s Quest. Some boss designs are obvious references to past ‘vania foes. It almost feels cheap, but Chronicles of the Wolf overcomes being derivative due to its deft execution. The tone, pace, and sense of escalation are pitch perfect.
Jeffrey Montoya’s soundtrack is a masterpiece, blending creepy ambiance with pulse-pounding heavy metal riffs and elegiac guitar strums that could rival Aria of Sorrow. A guest track by Óscar Araujo (Castlevania: Lords of Shadow) adds cinematic gravitas.
Overall, Chronicle of the Wolf is a substantial metroidvania, clocking in around 20-something hours. There are alternate endings, most of which are bad endings, and fans of Bloodstained will be in for a treat if they dare to go up against the super boss. For about twenty American dollars, you are getting a lot of bang for your buck.
In the absence of a new Castlevania, Migami Games delivers a spiritual successor that’s more than a fan game. Chronicles of the Wolf is a dark, challenging, and deeply rewarding journey that captures the soul of Simon’s Quest while carving out its own niche.
This legally distinct take on one of the most misunderstood entries proves just how ahead of the curve Castlevania II’s ideas were, while executing them with forward-thinking and intuitive design.
Chronicles of the Wolf was reviewed on Nintendo Switch using a code provided by PQube Games. Additional information about Niche Gamer’s review/ethics policy is here. Chronicles of the Wolf is now available for Windows PC (via STEAM), PlayStation 4, PlayStation 5, and Nintendo Switch.