Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.

Tuesday, October 31, 2017

Castlevania: Symphony of the Night (1997)


Genre: Platforming, Metroidvania, RPG | Players: 1 | Developer: Konami Computer Entertainment Tokyo

Symphony of the Night is the quintessential example of a game that largely changed, and then subsequently dictated, the gameplay of its franchise, going forward. While most games of the era were focused on delivering early, pioneering 3D experiences, Castlevania instead dedicated itself to perfecting a sex-tight 2D platforming juggernaut. To my knowledge, this was the birth of the hybrid sub-genre, Metroidvania. Which, is famous for draping the former’s power-up driven exploration in the quaint trappings of everyone’s favorite (non-sparkly) vampire lord.

This incarnation of the castle mostly exists as one large, interconnected experience. The various wings and caverns are united by loading zones perfectly masquerading as short hallways the length of Mega Man boss-corridors. Yes, you will be backtracking through areas multiple times, but you’ll always have new toys and abilities to dispatch the endlessly respawning minions of the night. Many of the weapons have special attacks that can be discovered through simple trial and error. The same is true for the button combinations necessary to elicit the spells already lying dormant in your arsenal. Though, there are scrolls available to teach you the lengthier ones, on your first playthrough. They are exquisitely fitting, given the protagonist’s lineage. SOTN was actually Alucard’s second appearance in the series, debuting as he did in Castlevania III. Thankfully, his movement is infinitely smoother and finessed, here, aided by several, once again, entirely apropos transformations.

All of this is topped off by what is objectively the largest easter egg a game could deliver without wearing out its welcome. At this point in my life, I could admit that it can indeed sometimes test my patience. But, I’ve thought about it, and I feel like that would be roasting a sacred cow, just for the sake of it. Simon’s Quest always leaves me wanting more, upon finishing a run, but SOTN is like Thanksgiving dinner: you’re going to feel bloated, but by next year, you’re going to be itching to do it all over again.

I suppose the elephant in the room is the spoken dialogue. Some have blasphemously described it as hokey! It’s found throughout, but especially at the outset. I find it entirely iconic, and I absolutely refuse to play any of the versions that have done away with it. It’s one of the absolute best parts of the experience, and I promise you that if you like the genre, setting, and themes at play, you will love SOTN. You will.

Buyer’s Guide: Originally on the Playstation 1. The Saturn port allows you to play as, and fight, Maria. It also provides a handful of gameplay extras and two additional areas to explore. It’s known as Dracula X: Nocturne in the Moonlight. The standard version is available as an unlockable extra in The Dracula X Chronicles on PSP. The version on Xbox live is said to remove much of the lag natively present in the game. However, it does away with the best video game song ever. I’ve got the PSN version installed on both my PS3 and PSP, and I’ve never noticed anything different from my PSX original. I.e., I absolutely recommend that release.

I have to imagine that the later ports are the ones that changed the voice acting. Look elsewhere for information on those. I will not be party to such treachery.


5 Miserable Little Piles of Secrets out of 5

No comments: