Guest Post: Hax Monster reviews Konami classic Castlevania: Symphony of the Night
Posted by: Jason Silverain / Category: Guest, Review, Video games
Endlessly
repeating the same thing in any art form rarely works. I doubt that
J.K. Rowling would have gotten many readers if at the end of The
Philosopher’s Stone Harry would not have passed his year at
Hogwarts and would have to do everything over again the next year. In
the digital department of entertainment Call of Duty constantly, with
good reason, earns mockery for repeating the same tried-and-tested
formula year after year after year, but still there are a few
franchises who should most definitively not change themselves. Those
franchises have a trusted formula that only works in one way and
trying to fiddle with something like that usually ends the same as
trying to improve an excellent wine by, just for the sake of variety,
adding a load of cold piss. Guitar Hero springs to mind, as it’s
upcoming instalment, Guitar Hero Live, seems to be completely
hell-bent on throwing away all the joys of the previous games since
you don’t even have to move your hand up and down the fret board
during an intense tapping solo. Personally I’m also quite peeved
about how all the practice I’ve needed to do Hot for Teacher on
expert is as useful while playing Guitar Hero Live as a few hundred
hours practice at making metaphors for reviews. Today’s
metaphor-studded review, however, doesn’t concern Guitar Hero in
any of it’s many appearances, but the very best of a series that
also doesn’t need any change: Castlevania: Symphony of the Night.
If
you’re new to Castlevania, the games are almost always about
walking into the castle of Dracula, fighting your way through a
fairly open 2D-environment, killing a few colourful bosses and
finally confronting the big man himself. Symphony of the Night fits
this bill almost perfectly, the ‘almost’ being the fact that you
usually play as a member of the vampire-hunting Belmont clan while in
SOTN you play as Dracula’s son, Alucard. The reason why I believe
Castlevania games don’t need any change or massive innovation is
that going through the entire routine from entering the castle to
defeating Count Dracula feels like a pleasant ritual, like reading
the paper during breakfast, and as the main storyline and structure
remains the same it is all the more interesting to see how the
developers fill that structure in.
Symphony
of the Night was launched in 1997 for the Playstation 1, developed by
Konami. It has a low-res 2D colourful artstyle and can best be
classified as an RPG. You can move freely through the world, which
mostly feels like a bunch of pathways that occasionally cross, and
the entire place is divided up in themed areas with different
creatures. Almost every room is filled with a variety of enemies. The
number of foes you fight does not differ much, usually ten per room
or so, but the sheer colourfulness of enemies ensures that combat is
never boring. Environment design is quite empty but every part of the
map feels distinguishable because of that the layout differs a lot.
And fortunately, the game honoured its namesake with the very best
soundtrack I’ve ever heard. Although 1997 is just before the time
when sound in games became so good that you never noticed it’s
deficiencies anymore, this symphony of game sound is very varied and
clearly has a lot of effort put into it. Considering that the visuals
make the game look like a nineteenth-century painting and that the
songs sound like classic symphonies, the soundtrack fits in the game
seamlessly. Other sounds than music are really well executed as well.
Every weapon has a sound that gives it a nice punch and if you’re
hitting things all day, you at the very least want to feel like
you’re actually doing some damage.
What
is quite interesting about Symphony’s structure is how you work
towards your goal. The game world is technically open like a sandbox
but doesn’t feel like one at all. Your final goal is to get to
Dracula and you know that at the start, but the game just tosses you
in the world without any instructions on how to get to the
sharp-toothed bastard. There aren’t any missions or hints. You just
have to explore everything to find your way and this openness is an
enormous plus for the game, because if you don’t feel like fighting
through way too strong enemies you can just go somewhere else and try
over there. The only real kind of progress is made by finding certain
objects that let you overcome all barriers of a certain kind. For
instance, a magic amulet lets you unlock all magically sealed doors.
Therefore, you have to find the magic amulet first and then you have
to explore the newly unlocked areas behind the opened doors for a new
item to unlock a new obstacle. Plot events only occur if you just so
happen to be in the right place for them. What’s even more striking
is that, and I’m dumping a few big spoilers here, if you haven’t
reached those plot events in the game world before reaching the end
of the castle the game stops entirely even though you still have half
the game to go. In this second half you go through what you could see
as a stupidly contrived effort to lengthen the runtime or a really
original change of gameplay and setting: you go through the same map
upside down. A second castle appears above the first one, completely
inverted, and you fight to the centre of it this time. Level design
is obviously weaker in the second half because of that moving through
the rooms is not quite that streamlined as the entire place wasn’t
designed for this.
As
easy as the general combat is, that harsh is the game in its
mentality with its lack of explanation and the difficulty you’ll
have with finding new door-opening items in the world. However, the
fact that so many important items are hidden so well makes you all
the more satisfied when you finally do get your hands on them. Just
remember to stay in the 90’s mindset and pretend the internet
doesn’t exist, because if you look up the locations of everything
you are actively undermining so much of what makes this game great.
Patience is a must for this game, but that said I think that this
Castlevania can be enjoyed by anyone willing to put time and effort
into it. There is no big, discouraging, overcomplicated story or game
mechanics that require you to follow an IT-course before playing,
just you, some weapons and some monsters.
Pretty
well-designed monsters, mind you. Enemies have all the colours of the
rainbow and differ from flying swords to jumping little leprechauns.
Surprisingly, with all the variation in the game, not one creature
really seems out of place, except for one monkey skeleton that throws
barrels as a reference to Donkey Kong. Konami too seem to recognize
how well they did with the monster design, because many enemies from
symphony of the Night make another appearance in Castlevania: Order
of Ecclesia for the Nintendo DS. Boss battles are just amazing. Every
monster looks vastly different from the previous one and
gameplay-wise, defeating them is different every time. I don’t want
to spoil any of their appearances to you but a few of them made me
swear out loud of surprise when I first saw them.
Symphony
of the Night is now considered a classic and is my favourite
Castlevania of all time. It’s problems are very few, considering
that it holds a very tight formula with little errors. Since that’s
the point of a review, I’ll list all my little niggles here. As
original as most of them are, some boss monsters could have been a
bit more imaginative. One or two of them are just very standard
monsters with nothing memorable about them. Also, the voice-acting on
all characters, except perhaps for Alucard and Dracula, wouldn’t
even suffice for a low-budget soap series. Then there’s the issue
that backdashing continuously is faster than walking, which means
that no-one will move the way they are supposed to. The backdash
should have a cooldown of a second or so. I would also have liked it
if I had to do more dodging, moving or blocking in combat with
regular enemies, because as it is you just mostly have to mow foes
down by only mashing the attack button which feels a bit too simple.
A good example of how it should be done are the little leprechaun
fellows, because the difficulty with fighting them is not hitting
them fast enough before they can attack you, but managing to hit the
little hopping buggers. The fact that simply mashing attack before an
enemy to kill them isn’t that fun also has to do with the little
variety in weapons. Every melee weapon practically feels like the
same one-handed sword and there are too little spells. Spells in
general can’t really be used as main weapons in combat since they
serve just to give you a little bonus every now and then. Its limited
use makes the entire magic system a bit redundant. Then there is one
boss right before the end that is so difficult that he alone messes
up the entire difficulty curve as the actual final bossfight after
that is way easier. Luckily, and this is a big plus in a metroidvania
game like this, you can skip that fight if you don’t feel like
doing it.
If
all of these problems sound petty, that’s because they are petty.
What you should take away from this review is that Symphony of the
Night is a wonderfully varied and original must-play that could have
been launched today. It hasn’t aged in the slightest and with the
lack of handholding it makes for a really satisfying experience if
you succeed at it. So just go and buy it now! Or, to speak with the
words of Dracula himself: ‘Enough
talk, have at you!’.
Want to see more of Hax Monsters work? Then check out his Youtube Channel.
Want to see more of Hax Monsters work? Then check out his Youtube Channel.