Castlevania: Symphony of the Night is a 2D action-adventure game developed and published by Konami for the PlayStation in 1997. Its Japanese title is Akumajō Dracula X: Gekka no Yasōkyoku (悪魔城ドラキュラX月下の夜想曲, lit. "Demon Castle Dracula X: Nocturne in the Moonlight"). It is the 13th installement of the Castlevania series, and is a direct sequel to Rondo of Blood for the NEC PC Engine.
Symphony of the Night was a massive critical success, and still maintains a large internet fanbase. It is most notable for demonstrating the continued popularity of 2D games during the fifth generation of video game consoles (the 32-bit era, which saw rapid advancements in 3D gaming).
Symphony of the Night was an important milestone in the development of the Castlevania series. It steered the series away from the standard level-by-level platforming formula of older titles, and instead introduced a new style of open-ended gameplay mixed with RPG elements that would be emulated by most of its successors. The development of these features can be attributed to Koji Igarashi, the game's director, and one of the team's newest members. Igarashi, a noted fan of 2D games, was instrumental in refining the game's control scheme, and also in legitimizing Castlevania canon, as he attempted to tie up several loose ends in the series' timeline during Symphony of the Night . Other notable staff include character designer Ayami Kojima and composer Michiru Yamane.
In 1998, Symphony of the Night was ported to the Sega Saturn as a Japan-exclusive game containing some extra features.
This causes the son of Dracula, Alucard, to awaken from his self-induced sleep, to find Richter Belmont missing, and to begin searching for clues to his disappearance. The trail leads to Dracula's castle, Castlevania, which has reappeared after only five years of banishment instead of the traditional century. This is where the game begins, with Alucard deciding to brave his father's cursed realm and find Richter and determine what happened to him. Maria Renard, Richter's sister-in-law, also ventures into Castlevania to find Richter.
There are four separate endings to the story (five in the Sega Saturn version), depending on Alucard's level of exploration of Castlevania itself. If a certain sequence of events is followed, Richter is revealed to be under the influence of Shaft's will. After the latter is defeated, an inverted version of Castlevania, the Inverted Castle, appears from the heavens. This castle contains another entire series of adventures, crowned by the ultimate face-off between Alucard and his revived father, Dracula himself.
Exploring the castle itself is an open-ended process, and perhaps the biggest departure gameplay-wise from past Castlevania titles. In Symphony of the Night, the player is allowed to explore many of the castle's side areas (areas that do not lead directly to the game's end), and may at times have to backtrack through areas after new powers become available. RPG growth elements introduced into the game also encourage exploration by boosting Alucard's attributes. For example - weapons, items, and permanent power ups are a common find in areas only accessible through special abilities (such as double-jumping). These areas are scattered all over the castle, and often impossible to reach when first encountered.
Open-ended gameplay proved to be one of the most acclaimed aspects of Symphony of the Night. The gaming press often draws comparisons between the gameplay of Symphony of the Night and the popular Super Metroid, which is how the terms "castleroid" and "metroidvania" came about (as a portmanteau of Castlevania and Metroid).
Aside from attacking, jumping, and basic types of motion, Alucard is inherently able to perform a downward flying-kick and a back-dash. While the downward kick is rarely used, the back-dash (activated by only one button press) is an often-employed method of evading enemy attacks. Since it is faster than walking, players sometimes back-dash as a means of travel throughout flat areas of the castle. Another use of the back-dash is attack Transwiki:List of fighting game terms#Cancel, a technique common in fighting games; by activating the dash just after an attack lands, Alucard's attack animation is cut short, which allows him to bypass the attack's recovery animation and instead perform another action. Evasive dash moves appear in later Igarashi-produced Castlevania titles.
Symphony of the Night utilizes directional input combinations (also originally from fighting games) as a means of performing Transwiki:List of fighting game terms#Special move. Most of Alucard's magic is cast by performing directional input combinations followed by button presses - for example, to cast Hellfire, one would press Up, Down, Down-forward, Forward + Attack. The movesets of Richter and Maria are also dependant on directional input combinations.
As in previous Castlevania titles, characters can use a variety of subweapons (alternate weapons that consume hearts) found in various places throughout the castle. These include traditional types from earlier games, such as axes, crosses, and holy water. An ability carried over from Dracula X, known as "item crash", allows either Richter or Maria to perform a more powerful special move based on their current sub weapon. Item crashes typically have more spectacular effects than standard subweapon attacks and consume many more hearts. Subweapons have different effects depending on which character the player is using.
The Saturn version of the game contains some exclusive weapons and items, including Alucard's spear, and a wieldable axe.
During its localization, some of the game's weapons received strange translations based on figures from J.R.R. Tolkien's Lord of the Rings universe. Examples include Crissaegrim, Fist of Tulkas, Nauglamir, and the Ring of Varda.
Alucard is able to enlist the help of familiars (provided that the player can locate the item needed to summon one). Familiars function as complementary entities in the game world; they attack and use their special abilities while following Alucard around, and also gain levels as Alucard gathers experience points. The level of the familiar determines its behavior, as well as what special moves it can use. The North American version of the game includes the Faerie, Demon, Ghost, Bat, and Sword familiars. The original Japanese version of the game included the Tengu (functionally identical to the Demon) and Pixie (functionally identical to the Faerie) familiars as well.
Occasionally, the 3D capabilities of the Playstation attempt to embellish the largely 2D world. For example - cloudy skies in the Holy Chapel area are rendered as 3D textures moving towards the player's perspective, and a polygonal clocktower visible from the Castle Keep rotates as the player moves. Enemies and spells also sometimes render 3D elements as part of their special animations.
As was popular at the time (1997), the game contains some short FMV sequences that mostly showcase the castle from different angles.
While Kojima's style continues to enjoy success in the Castlevania franchise, it was notably excluded from Dawn of Sorrow (2005), which features simpler, anime-style designs. In an interview with game development website Gamasutra, Producer Koji Igarashi explains the new aesthetic as an attempt to attract a younger audience to the franchise.
Some more unusual enemies include the dodo bird, a skeletonal Yorick from the play Hamlet, and even characters from The Wizard of Oz.
Many monster designs from Rondo of Blood (the preceding game in the series) were reused in Symphony of the Night. Similarly, designs from Symphony of the Night have appeared in later Castlevania titles. The boss enemy "Granfaloon", (a floating ball of human bodies) for instance, has appeared in several later games (with its original Japanese name of "Legion").
During the game's release in 1997, the overwhelming trend in console videogaming was that of progression towards 3D graphics. Thanks to the powerful new hardware found in fifth generation consoles, well-established gaming franchises such as Mario and Final Fantasy received highly successful 3D facelifts, while 2D games began to fall out of favor with publishers as it was speculated that they would no longer sell. Although it received limited funding for its North American production, and was not a major success from a business perspective, Symphony of the Night proved to be a massive critical and public success.
1997 computer and video games | Castlevania games | PlayStation games | Sega Saturn games
Castlevania: Symphony of the Night | Castlevania: Symphony of the Night | 悪魔城ドラキュラX 月下の夜想曲 | Castlevania: Symphony of the Night
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