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| Castlevania: Symphony of the Night | |
|---|---|
| Developer(s) | Konami/KCET |
| Publisher(s) | Konami |
| Designer(s) | Konami |
| Engine | |
| Latest version | {{{version}}} |
| Release date(s) | March 20, 1997 (Japan) October 2, 1997 (North America) November 1, 1997 (Europe) |
| Genre | Action adventure, Role-playing |
| Mode(s) | Single player |
| Rating(s) | ESRB: Teen |
| Platform(s) | PlayStation, Sega Saturn |
| Media | 1 CD-ROM |
| System requirements | |
| Input | |
Castlevania: Symphony of the Night (commonly abbreviated SotN) is an action-adventure game developed by Konami Computer Entertainment Tokyo and published by Konami for the PlayStation in 1997. It was rereleased the following year for the Sega Saturn exclusively in Japan. Its Japanese title is Demon Castle Dracula X: Nocturne in the Moonlight (悪魔城ドラキュラX月下の夜想曲 Akumajō Dracula X: Gekka no Yasōkyoku). It is part of the Castlevania series, and is a direct sequel to Dracula X: Rondo of Blood for the NEC PC Engine.
Although not very successful during its release in North America, Symphony of the Night has become highly sought-after by video game players, and is widely considered to be one of the best in the series and a major part of the series' history. Almost all of the game's successors, aside from the Nintendo 64 3D games, have emulated its exploration-based action-role playing style.
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The game's story takes place during the year 1797 and after the events of Dracula X: Rondo of Blood and Castlevania: Dracula X. The story unfolds as Richter Belmont defeats Count Dracula at the end of the former. However, a curse cast by the Dark Priest Shaft causes Richter to fall under his control and effectively become a demon. Richter claims lordship of Castlevania, which, in this installment, is explained as a malevolent entity under Chaos' sway that periodically (each incarnation) alters itself internally to confuse invaders.
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 his father Dracula's castle, Castlevania, which has reappeared after only five years of banishment instead of the traditional century. This is where the game's plot truly starts, with Alucard deciding to brave his father's cursed realm and find Richter and determine what happened to him.
Alucard ventures through and explores the very large and elaborate Castlevania to investigate Belmont's mysterious disappearance. As he begins his quest, the spectre of Death, an ally of Dracula, appears. After some icy banter and an unsuccessful attempt to sway Alucard back to his father's cause, Death takes away Alucard's family heirloom sword and garments. After travelling through part of the castle, Alucard encounters Maria Renard, Richter's sister-in-law, at the center of the its interior, the Clock Room. She states she is also questing for details of Richter's fate. During his quest, Alucard finds various other weapons, shields, armor, capes, rings, and items to aid him.
There are four separate endings to the story (five in 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.
Naturally, in order for the game's character to have been able to express himself, and to be able to explore every crevice of the interconnected castle, Symphony of the Night's creators endowed Alucard with more abilities than any previous hero in the series. The game's controls are thought of many fans as being the smoothest in the franchise, even now (although Castlevania: Dawn of Sorrow could possibly take that place). While some could argue that that it's not saying much, seeing as how most of the characters in the series are known for being relatively limited in their control, it's still quite the feat. The gameplay still holds today in most gamers' minds, and has been proclaimed to be one of the most pleasing aspects of the game.
From the very beginning, the player will be able to have Alucard quickly dash backward by using the triangle button, and the player will notice how briskly and swiftly Alucard swings his weapons. He is able to attack in downward-diagonal manner, eliminating the basic gameplay of having a weapon that attacks horizontally only. Later on, the player will be able to extend the powers of each weapon usually through a similar button combination, and can extend the reach of the weapon, or have them produce magical attacks.
As in previous Castlevania titles, Alucard can use a variety of subweapons found in various places of the castle, including knives, axes, and holy water. Also in the same fashion as earlier games, use of these subweapons is limited to the number of hearts that Alucard currently has, and only one subweapon can be equipped at one time.
Throughout his journey, Alucard will learn skills through the obtainment of certain relics, a feature copied in the later installments of Castlevania: Circle of the Moon, Castlevania: Harmony of Dissonance, and later titles. Using these relics, Alucard is able to increase the potency of his jumping skills through the Double Jump and Moon Jump, gain the ability to open magically-sealed doors, travel painlessly through water, and even transform into different animals, as well as ethereal mist.
In addition, the player can allow Alucard to cast spells using fixed button combinations, either by purchasing the incantation scrolls at the Master Librarian's room in the Long Library or trying to learn them randomly with the controller. Some of the spells damage the enemies while restoring energy to Alucard, such as Soul Steal or Dark Metamorphosis. Others, such as Hell Fire, are simply offensive spells.
Symphony of the Night also gains some role-playing game characteristics, a first for the series. Alucard can progress in levels, which are numerical representations for how powerful he becomes as he transverses the castle, after gaining a specific amount of experience points. Every time Alucard "levels up", attributes such as attack power, defensive strength, and luck will increase. He can also find special items called "Life Max Ups" to increase his maximum hit points and "Heart Max Ups" to increase the number of hearts he can carry. Alucard is able to restore his health or normal status using various potions and foodstuffs found in the castle as well.
Another RPG element in the game is the option to equip armor, accessories, and weapons for Alucard. Some may merely increase his power, while others make him resistant to certain elemental attacks, or immune to specific status effects. Alucard also has a huge variety of one-time use items at his disposal. While some may do damage to one enemy or a small group, others can be used to attack all enemies covering the screen.
Alucard will be able to enlist the help of Familiars, which include the Faerie, Demon, Ghost, Bat, and Sword. All Familiars have the ability to level up as well, and become increasingly intelligent as their levels increase, making them attack or heal faster. Some may gain new abilities or even new appearances.
Therein, however, lies the topic that is the constant of almost every player's complaints with the game. Whereas the older games in the series were infamous for their difficulty, Symphony of the Night's creators' decisions for the game's balance end up making the game extremely unchallenging. Players have been known to go through the game with using only the weakest sword, and no armor, simply because the experience of the game's challenge level is too unrewarding and uninvolving for them. It's been said to be not so much an unavoidable problem, as it was inexperience on the game's designers' parts. Castlevania: Aria of Sorrow displays an extremely similar gameplay design, yet the game is noticeably harder in all aspects for most players. Alucard becomes more powerful than nearly anything else halfway through the game, and so the term most described for the game, by even fans of SotN, is "unbalanced."
Despite Symphony of the Night being nearly a decade old, most fans consider it to be the unquestionable highlight of the series' visuals. The game's elegant and incredibly detailed look was "duplicated" in the two Game Boy Advance games made by Igarashi: Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow. However, the restraints of the system made the games, in most players eyes, still inferior to the visuals of SotN. In addition, the two handheld Igarashi games were noticeably brighter and more colorful in their conception, which was slightly unattractive to some players, seeing as how the series has usually had an emphasis on dreariness and darkness.
That being said, SotN has even been called the most gorgeous and intricately detailed 2D game ever in terms of graphics. There are many areas that support these claims.
Symphony of the Night draws heavily from the Gothic and Renaissance stylings of architecture and sculptures, arguably two of the most pleasing art styles for each respective area to ever have been conceived. There is a large emphasis on unity with symmetry and elegant flourishings present in places like the Transition Rooms (hallways connecting one area to another), with the identical, angelic figures facing one another on either side of the top of the arch.
In addition to the nearly universally appealing stylings, the artists spared no expense in their details. Slabs of stonework and pillars emulate the texture and intricacies of their ancient, real-life counterparts in ways such as cracks, lines, and discoloring. Statues are extremely varied in their poses and designs. Bits of bricks and stone can be seen that are chipped away, or incongruous with the general layout, and thus make for interesting contrasts that catch the player's eye.
The comprehension of the beauty and complexity of classic architecture is also apparent in places such as the Royal Chapel, with the cut-away views of the protruding, shingled, outside structures.
Castlevania's areas also demonstrate impressive graphical techniques, such as copious multi-scrolling in areas like the Underground Caverns, with the natural pillars, stalactites, and waterfalls that can be viewed beyond the openings in the rocky walls, and scrolling objects, such as the clouds in the Castle Keep and Royal Chapel.
There also is the utilization of 3D techniques in the backgrounds that create the illusion of shifting perspectives. This is most evident in the famous room in the Royal Chapel with the stained glass windows and large cross in the far background. As the player walks or jumps, the windows, the beams of light coming through them, the walkway between them, and the arching ceiling will transform their shapes to match the player's location.
Despite a good amount of enemies being taken directly from Castlevania: Rondo of Blood, the foes still hold up incredibly well by even today's standards, and the new ones exhibit impressive animations of bodily details, such as Malachi and Blade.
Most distinctive, though, is the wide variety of the enemies' personalities, and how they are displayed in the animations.
The enemy Hammer will slam his weapon down, and then slightly stagger back after withdrawing it. The Spectral Sword's weapon-minions will react to where Alucard is, giving qualities to objects we don't usually associate with personality.
Death animations can be spectacular or very unique; Guardians, the most powerful non-boss enemies in the game, will stagger to their knees when defeated and turn a bright gold, proceeding to be consumed by a small pillar of fire, and shrink into minor specks of light. The Fire Demon's body is consumed by darkness, and the player can view flames inside of its negative space as its form slowly fades into nothingness.
The bosses are also renowned for being either very interesting, or downright unimpressive.
Players have been critical of major enemies such as The Creature or Cerberus, but also have expressed admiration for sprawling creatures like the Granfalloon and Beelzebub. Cthulhu, from H.P. Lovecraft's stories, also makes an appearance in the game, although his name is spelled Cthulu and is switched to Malachi.
Fans of Symphony of the Night consider Alucard to be one of the most detailed sprites in 2D history. This could be the main reason he is considered to be one of the most famous characters from the series.
The artist for his sprite was aware of how every facet of Alucard's design would react to certain movements, and, as a result, many fans believe the character is one of the most intriguing and personable ever in a video game.
Alucard also displays a surprisingly wide variety of animations (some of which may never even be seen by players, due to their specific nature, in some cases), and a trait that is wholly unique; an "after-image." When Alucard makes a quick, initial movement, a series of blue-ish illusions of his body will trail behind him, lending his character a stylistized aura that only enhances the player's connection and interest with him. The after-image technique was later reused for main characters Juste in Harmony of Dissonance and Soma in Dawn of Sorrow.
Considering the high amount of items in the game, it would be unsurprising if they were all insipid or average in their visual attraction.
However, Symphony of the Night offers a wide variety of effects in the swords, such as the curved, multi-colored movement effects of the Masamune and trailing effect of the Heaven Sword, along with intricately detailing the shields with interesting shapes and motifs.
Unfortunately, as lamented by some players, there is an irkful number of weapons that are extremely similar in their design, most notably in the "white sword clones."
Alucard also has a large amount of spells at his disposal, some of them concerning usage of the shields and Shield Rod and the explosive items, and they're represented in a way that most fans have praised. The effects are stunningly colored and animated. Spiritual helpers are crisply detailed and sometimes downright weird, and animations such as fire and glowing qualities are convincing.
Due to its revolutionary exploration aspect for the series, Symphony of the Night opted for a more free and coherent layout.
Thus, objects such as moving platforms and pits, staples of the stage-based games, were removed, and the castle's areas functioned more similarly to how a Metroid game would.
SotN remains unique, though, even with its general core layout being duplicated in Harmony of Dissonance and Aria of Sorrow, because it features the most interactive areas. Bridges can collapse, gears can be hit to open doors, obstacles are destroyed in a wide variety of ways, and more.
HoD is the most similar to SotN's layout, in that it employs a lot of hallways with little platforming in them, along the rooms that have been described by players as "Zig-Zag Rooms," which are vertical rooms that have the player alternately move left and right, up or down a series of structures, to reach the next destination. Both games' castles overall layouts also function circularly.
However, classic elements, such as spikes, have been left in the game to add more challenge to its layout, along with several traps, such as spikes strapped to motion-detecting, rolling contraptions.
The game also houses a whole myriad of hidden rooms (which are usually accessed by attacking certain parts of a wall or floor or ceiling) that contain more enemies and items, along with some of the game's biggest secrets.
As mentioned, the castle's layout follows the traditional formula, set by Metroid, where the player must gain new powers by exploring unknown regions to bypass certain obstacles. Alucard will utilize shapes such as the Form of Mist to travel through thin spaces, or the Form of the Bat, to gain access to higher areas.
Symphony of the Night was scored by Michiru Yamane, composer of Castlevania: Bloodlines. The game remains in the very top tier in most player's minds where the series' music is concerned, and has been proclaimed by many as the greatest video game soundtrack ever. Despite the overhwhelming admiration for the soundtrack of Symphony of the Night, there have been some players that have criticized the game for taking on too much of an orchestral tone, and others have claimed it to be unattractively bombastic. For more information, see Dracula X: Nocturne in the Moonlight OST.
In addition, the game disc itself contains a single track which is introduced by the English voice actor of Alucard, Robert Belgrade.
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Japanese box art |
North American box art |
European box art |
| Akumajō Dracula/Castlevania Series |
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| Castlevania timeline | Castlevania characters |
| Video game console titles |
| Vampire Killer | Castlevania | Castlevania II | Castlevania III | Super Castlevania IV | Rondo of Blood | Bloodlines | Dracula X | Symphony of the Night | Castlevania 64 | Legacy of Darkness | Castlevania Chronicles | Lament of Innocence | Curse of Darkness |
| Handheld game console titles |
| The Castlevania Adventure | Belmont's Revenge | Castlevania Legends Circle of the Moon | Harmony of Dissonance | Aria of Sorrow | Dawn of Sorrow | Dracula Castlevania |
| Miscellaneous titles |
| Haunted Castle | Kid Dracula | Castlevania: Resurrection |