Castlevania: Symphony of the Night (1997)
Let's jump from the most stereotypically hated game to the most stereotypically praised game, of which I can agree with both popular opinions on. Does this make my opinions generic? Maybe, but at least I don't watch Anthony Fantano for music opinions. Now, let's gush about one of the most amazingly-crafted games in existence.
Released on the original PlayStation in 1997, Symphony of the Night went slept on until the recent decade, or at least that's how I see it. I'm sure Castlevania fans were praising this game to hell and back all throughout its 25 years in existence, but you also never saw this game skyrocket in price until the 2010s when the "casuals" became aware of its existence (I kid, I kid, as I have little room to talk in all this. I only played the game this year! I've known about it for a while nevertheless). I cannot deny the reasons this game is praised so well, however. If you don't care to hear the reasons why, thankfully, the game is available in many forms in the current day. The most recent release is in the Castlevania Requiem package, exclusive to PS4, which comes with its sister release from 1993, Rondo of Blood, both retranslated for modern, English audiences (and perhaps more regions, I'd hope...). A better package exists in Castlevania: The Dracula X Chronicles, only available on PSP, unfortunately. So, get ready to do some modding/emulation (which I am always welcome to help you with, if you contact me)! There is another version on XBOX 360 (maybe backwards compatible with the One?), then there is the... Saturn release. You may as well not bother with the Saturn release, despite it being a Japanese release. The Greasy Gamers_tm have already gotten their hands on copies of that release, making it unaffordable for most. So, "illegal" activities it is!
There are actually notable differences between SotN releases, which I will briefly discuss here, in the case you want to hear it from my vocal-text chords rather than another's. The original release on the PlayStation is the most vanilla you can get, however, it is also potentially the most stable version. The version on the Sega Saturn is the most feature-rich, but comes at the cost of: being Japanese-exclusive, having numerous performance issues, and releasing on the Saturn. Thankfully, there is NOW a translation patch for the Japan-exclusivity issue.
If any of you know me, you know the Saturn is my baby, and I would never intentionally say anything bad about it. So, anyways, (fuck-)Konami rushed the port to the Saturn faste than Sonc (joke only I and one other person will get), so the graphics are improperly scaled, and slowdown is prominent, which I believe is due to many of SotN's original sprites actually being flat 3D models on the PSX. The Saturn handles traditional 2D sprites better, but perhaps the sprites weren't able to be converted with the time constraints that we do know were held to the dev-team. There is a slight performance patch available for the Saturn version, however, it mainly fixes other issues present in the main game, not the slowdown. It is also untranslated (barring a few text elements), making it a harder sell for those really looking into playing it, despite its numerous fixes. There's also the issue of this game just being on the Saturn in the first place, a notoriously hard-to-emulate console with relatively pricey or damaging ways to play backup copies of games (STOP DOING SWAP TRICKS PLEASE, IT'S SATURN ABUSE!). Yabause and Yaba Sanshiro (uoYabause) have yet to handle this game with any grace, and I don't even know about SSF, but you can probably guess how that emulator would go.
"Ok, I get it, but why should I care about the damn Saturn version?!" Oh yeah, that's probably the important part. Basically, it gives you another playable character, two new major areas to explore in the castle, and a surplus of extra items unobtainable in the PlayStation release.
The next version of SotN has the third playable character, but they have an altered moveset, and neither of the added locations in the castle are carried over from the Saturn version. This is the version on the PSP Dracula X Chronicles, and current Castlevania Requiem collection (the 360 release seems to just be the vanilla PSX version). Most of the Saturn's items have been brought over, along with some new ones I believe though, so half of the definitive package is present in the current version of SotN. Some complaints are held on this version being buggy, but I have yet to run into any issues myself. I imagine nothing blatantly noticeable will happen to you unless you go out of your way to try breaking the game. This version also includes a brand new dub for English audiences, featuring a more competent direction than the original. I don't diss the original's dub though, despite a few weird lines said here and there. I know people throw around Dracula and Richter's argument from the opening, but I honestly fail to see how it is anything more or less laughable than the original Japanese voices. Mega Man 8 and X4 showed more obvious examples of poor voice direction honestly.
Speaking of the opening for Symphony of the Night, it actually starts where the direct game before it, Rondo of Blood ends. I suppose for those playing on the western side of the world back then, they would have had to assume this is the follow up title to Castlevania: Dracula X on the Super Nintendo, as Rondo was never released outside of Japan initially. Richter Belmont is playable in this beginning portion, demonstrating groundbreaking features for those familiar with other Castlevania titles. The ability to adjust direction mid-jump, slide, and dash were all adapted from other titles in the series to create the most comfortable character control yet! The developers really made use of practically every button available on a PlayStation controller. Richter's segment purely exists to introduce new and veteran players to these controls, as well as tell a story and get the player caught up on Dracula's defeat in 1792. From here until the end, however, we are given control of Dracula's rebellious and handsome son, Alucard, who has woken from his eternal slumber for unknown, but potentially world-ending reasons. Your job, as the player, is to help him investigate the castle that should not exist with his father's supposed absence.
Already, Symphony of the Night delivers a much more enthralling tale, with grace and effort, compared to the contrived plot of Simon's Quest. I may be biased with those words, as I would sleep with Alucard in a heartbeat but ghost Simon before our first date, but Alucard's journey has the mystery and potential dangers that Simon's doesn't. Simon knows that if he doesn't revive Dracula again that he'll die, even if he's likely to die if he does defeat him again. His whole journey feels like, as a player, you are just choosing how long you want Simon to live for by the end of the story, because he's going to ultimately die and Dracula will come back in a few years anyways. Actually, that's sad, I'm sorry for what I said about you, Simon.
Nevertheless, I won't spoil the entire story here in the off chance you, o sexy person reading this, have not played this game and yet are visiting my site. Basically, I just feel more involved with this plot, and we get to see character growth from not just our main boy, Alucard, but the other cast that he runs into throughout the castle. I can forgive Simon's Quest for not containing cutscenes, extra lore, etc. though, since it was a 1989 NES game released almost a decade prior.
Just like Simon's Quest, Alucard gains experience points and currency from defeating enemies. Alucard also has the ability to switch weapons, however, his arsenal can be far more expansive than Simon's. Whereas every Castlevania title up until now has had a character wielding a whip (with two/three exceptions), Alucard can wield knives, short swords, long swords, fist weapons, and more, along with a sub weapon like the returning holy water, axe, etc. Alucard gains additional moves to his arsenal, such as a double jump, and morphs for different forms: a wolf, a cloud of mist, and a bat. You are always given plentiful items to pick up and equip, benefitting whatever playstyle you find the most comfortable. Stats like Attack, Defense, and Intelligence require more thinking on the type of armor you equip with what weapons, making the game more like a 2D action RPG than a metroidvania. Heck, Metroid games can typically be beaten in a few hours, but THIS game may take you up to 10 hours, especially if you are just starting out and soaking in the environment while playing. The castle layout is also very memorable, making it feel like a hub you know all too well from your favorite RPG. If there's an item you need from a certain place in the castle to progress, you can recall that location easily, and get there in little time, often thanks to the handy teleportation rooms.
Symphony of the Night is very open-ended, allowing you to explore much of the castle from the beginning. Even if certain parts are gated from progression without a certain item, usually that one item is not far out of reach, nor is it only useful for that one area. About every important item you pick up opens five new pathways for you to explore, so there is little chance of getting yourself lost without finding something useful while wandering around. There is only one event that I find a bit annoying to do, and that is the spiked corridor near the northwest side of the map. While the event is not """necessary,""" it is in order to access the other half of the campaign and see the true ending of the game. The only annoyance comes from the looping around the castle to grab the items you missed in order to pass through it, like the Spiker Breaker armor that requires the bat morph and a sonar move for the bat, but the mist is required for that power, and so on.
Yes, I did mention a "second half" of the game as well. While your main playthrough may amount to about 5 hours, another 5 will take place in the "Inverted Castle," which is literally what the name says. I've heard some people that find the Inverted Castle an unnecessary bloat on a flawless game beforehand, which I used to agree with more back when I first played it. Now that I've played the title a few times over, however, I enjoy the Inverted Castle as an extension to my shortening playthroughs, and a much more challenging addition than what became of the normal castle. By the end of the first half of your playthrough, bosses are going down in mere seconds with certain weapons, while Alucard holds more potions and food than what he knows to do with. There are many bosses in the Inverted Castle that require more thinking and strategy in comparison, letting you still use your powerful weapons while keeping you at a level playing field with the enemies.
I would be lying if I said that this game was much of a challenge as a whole. Realistically, only a few of the Inverted Castle bosses are much of a challenge, and still nothing more than minor roadblocks with the right weapons (nothing that couldn't be fixed with a challenge run or difficulty/randomizer hack). Nevertheless, I would consider Symphony of the Night to be one of the easiest 'vania' games in the franchise, in terms of difficulty and accessibility. Fortunately, it helps that this game is practically the first in the series to handle this type of gameplay, so if you wanted to play in order of release chronology this game is a great way to start (I'm going to assume you skip Simon's Quest though lol). Unfortunately, this game is NOT the place to start if you're looking to play the games in timeline order (that would be hell to do for the Castlevania series though, honestly). If you're really a sucker for lore in games, you may find that the direct prequel to Symphony of the Night, Rondo of Blood, is a bit drastic of a gameplay difference to want to play. Rondo is an amazing game on its own, but definitely a "traditional" Castlevania game. So, if you find any of the other games in the series to be challenging, Rondo isn't going to be any more forgiving. Thankfully, there is an unlockable character in Rondo that may offer you an easier playthrough, if you'd like to tackle the duology in timeline order anyways.
Let's move on from the garbage only I would find enough time to waste typing up to something more interesting. GOD, IS THIS GAME BEAUTIFUL. While many of the future titles in this series would live up to the spritework present in this game, after some slight faltering on the GBA (we'll get there), there is a reason that even 2008's Order of Ecclesia STILL borrows sprites that were originally created for this game. Everything, and I mean EVERYTHING, is so perfectly illustrated and animated, from the character sprites to the backgrounds. Perhaps the pause menu is a bit lame in comparison, but! IT LET'S YOU CUSTOMIZE IT'S COLOR! SO ALL IS FORGIVIEN! As I discussed earlier in this game's section, the sprites were actually treated as 3D models on the PlayStation I believe, so there are many 3D effects dispersed throughout the game. This sometimes gives the game a bit of a 2.5D aesthetic, though it doesn't get to that point beyond a few objects that would have been hell to animate as sprites (like the save rooms).
I know there is so much more I could discuss, like the fluidity of the animations, giving everything such a mystical, floaty feeling, but you should just look at the assets from the game yourself. Better yet, you should just play the game and see it in motion!
To end off my praises, I'll just say that the music, like the graphics, is a pleasure to the ears. There are few tracks I tire of hearing on my journey, and none that are outright bad from the entire soundtrack. Most of the tracks are original too, which is a rarity for a series that likes to remix the same ten tracks for each game (a bit of a joking exaggeration, but they do that a lot). The Saturn version throws in some tracks not in the vanilla version, but those are pretty much the remixed tracks I said were lacking from the original OST lol. I won't complain though, they sound good! Anyways, I never thought an out-of-tune guitar could sound so good in the Clock Tower!
Is there much more for me to say? Go play this game if you are at all interested! I thought it would be overhyped like many games I've tried throughout my years, but I was thoroughly surprised by this one! I wouldn't have marathoned the rest of the games if this didn't prove to me how good they could be! Play whatever version suits your needs or is the most accessible to you (probably the PSX or Requiem versions), and get absorbed!
In my Backlog, I rated this game a 5/5.
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