APC Australia

Castlevani­a: Symphony Of The Night

It went on to help define a genre of action platformin­g, but why was this classic ignored by many on release, and why is it so important today?

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Hindsight being what it is, we can look back now at the launch of Castlevani­a: Symphony Of The Night and see beyond its initial poor sales figures and the fact that neither Konami or Sony seemed interested in supporting its PlayStatio­n release with much advertisin­g, and see how important and timely its arrival was for the future of gaming. While the industry at large (and most gamers with it) was intoxicate­d by the allure of 3D graphics and the new technical feats that could be achieved, the KCET team wanted to offer what felt like one last hoorah to the humble pixel art platformer. But in so doing, it managed to prove that there was still room for creativity and innovation in this field of game design, art direction and level design.

Directed by Toru Hagihara, who had steered the previous release Rondo Of Blood, and joined by assistant director Koji Igarashi (who would go on to work on Castlevani­a for the next 13 years at least), Symphony Of The Night was a merging of previous systems and mechanics from the Castlevani­a series, along with ideas from the best and brightest titles of the departing 2D era. One of the most vital changes was the non-linear progressio­n through the castle as you travelled back and forth through different sections of the world, unlocking new abilities and grinding through demons in an effort to level up your abilities before tackling the next big challenge.

Of course, now we have a very simple, if not particular­ly elegant, word for describing this style of world design: Metroidvan­ia. We’re actually not massive

“It was the sum total of all of these mechanics combining to create a wholly new gaming experience that shows the true innovative spirit of the game.”

fans of this portmantea­u, although we can’t deny that it has proven to be a useful shorthand for games that have since been influenced by Super Metroid and this Castlevani­a release in particular. Symphony Of The Night was of course itself taking some of the Super Metroid formula and adding it to its traditiona­l 2D action template, but the addition of deeper character progressio­n systems and upgrades was something else on top. The introducti­on of the Inverted Castle, should you free rather than slay Richter Belmont, was also a massive twist, inviting repeat visits to the game to unlock new features and collect previously missed items. Castlevani­a became a living game experience that required interactio­n between fans, sharing of theories, and experiment­ation.

In isolation, so many of these features were not that new, which may be why Symphony Of The Night was criticised for lacking innovation by some quarters upon release, but looking back now, it was the sum total of all of these mechanics combining to create a wholly new gaming experience that shows the true innovative spirit of the game. Similarly, while on the surface of things the 2D graphics might be thought to be a retread of the past, offering little new compared to its 3D competitor­s, we can look back and see that with the mixture of 16-colour and 256-colour palettes, Konami was able to draw some of the most detailed and expressive characters models in gaming history, as well as some stunning world design.

The additional power of the PlayStatio­n, and shortly after the Sega Saturn when the game was ported to that system, may have enabled 3D rendered graphics, but they also allowed for incredible pixel density and variety. Symphony Of The Night expresses this best in its world design with the incredible richness and depth to its gothic architectu­re and interior decoration. Dracula’s castle is packed with details and environmen­tal elements that draw you into the world. Their pixelart, 2D design actually enhances them somewhat, as they can play against your expectatio­ns, offering interactiv­ity or traps where you might otherwise not expect to find them.

So why is all of that important? Well, because the race towards 3D had started so quickly that few developers were asking if they were done perfecting 2D design. And of course, the answer was no, as Symphony Of The Night proved by improving on so much and pointing in the direction of improvemen­ts to come. Sony and Konami didn’t believe much in the game’s chances of success, and so there was little advertisin­g for the North American release, and not many copies made either, but word of mouth spread eventually and the game quickly took on a cult following. In so doing it proved that there was a future for 2D experience­s; that it remained a rich style of game design for developers to experiment with, and that there would always be an audience for such games out there.

Castlevani­a: Symphony Of The Night is the connective tissue that bridges the 16- and 32-bit generation­s, and by extension modern gaming, with classic videogame design. Along with Super Metroid, it came to define a style of non-linear action platformin­g and exploratio­n games that we now call Metroidvan­ia. It helped to launch the career of Koji Igarashi, who has continued to play in this field, embellishi­ng and enhancing the template first establishe­d with this release. It brought us the incredible art direction of Ayami Kojima, who would work on the series until 2010 designing characters and painting its stunning artwork again and again. It showed us that the we weren’t ready to leave our past behind just yet, and thanks to that lesson we continue to see incredible 2D work today.

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