Castlevania: Symphony of the Night
PlayStation Review from the Net
It seems a good 2-D adventure game is somewhat hard to come by on many systems nowadays. Many people have found themselves frantically searching their video game archives to find a suitable piece of nostalgia to help them relive those days when 2 dimensional games were king, before they were suddenly overthrown by the era of 3-D games. Well, Konami has gone back to its basics with Castlevania: Symphony of the Night. The latest installment in the long lived series of Castlevania games is 2-D, as all the past Castlevania games have been. This time, there are a few differences. First, the main character isn't a whip-wielding Belmont, but rather Dracula's son, Alucard. Dracula's pride and joy was also featured in Castlevania III as one of the main characters fighting against Dracula. Well, he's back again, and feisty as ever. What makes this different from past Castlevania games is that Alucard does not travel from level to level. Instead, the games is set in one large castle in which you can travel most anywhere...at least, that is, if you can gain access to those areas. The castle is much like Super Metroid in its single level approach, and just how it worked for Super Metroid, it works here for Castlevania. Also unlike other Castlevania games, this game gives Alucard hit points and a magic bar to tell you how much energy he has, unlike the old red bars in previous games. Alucard can also collect hearts for the special weapons in the game, as in previous games. The new aspect of energy and magic points in terms of numbers adds a bit of a role-playing game feel to this installment of the Castlevania library. The graphics, as mentioned before, are traditional 2-D, yet they are spectacularly displayed. Alucard has some of the most fluid movements of any video game character ever created. When he walks or jumps, a dark shadow echoes behind, flowing with the windswept movement of his cape. He is beautifully animated, as is nearly every location in the game. The backgrounds are relatively simple, with a variety of locales such as chapels, forests, even an malevolent crypt. The enemies are also beautifully drawn and animated. There are hundreds of enemies, all with their own secret items and special attacks. The most powerful weapons and armor are only available from dispatched enemies. Nearly every enemy has its own animation when it is killed. One specific animation shows a werewolf-like creature grabbing its head in pain and melting in a burst of flame. The only complaint I have about some of the graphics is the slight pixelation on some of the enemies and on Alucard. On the other hand, this is present in almost all video games anyway, so most people will be used to this. The music in Castlevania: Symphony of the Night is wonderful. In past Castlevania games, many of the songs were remixes of older songs featured in old Castlevania games. In CV: SotN, the music is completely original. So those of us who are used to the same old songs (no matter how good they are) being slightly changed for each new game, this will be a bit of a difference. The songs follow a variety of musical styles, including a jazzy piano song played in the cavern area and a blaring hard rock song played in an area with crumbling bridges. The best thing about the music is that you can listen to all the songs in the game at any time...that is, so long as you beat the entire game. The Japanese version of CV: SotN contained a separate music CD, and so this is to make up for the lack of that extra tidbit. The sound effects are very impressive. Just as enemies have their own animations when they are destroyed, they also have their own soundbytes. One of my favorites is featured when a very annoying enemy called a Flea Man. When destroyed, this little bundle of nerves explodes in a splotch of blood with a delightful squishing sound. This may sound a bit disgusting, but once you've faced a few of these enemies, you'll find yourself feeling the same satisfaction I do. Most Castlevania fans are used to fighting with a somewhat hard to handle metal whip as a main weapon. In CV: SotN, this is not the case. Alucard wields a variety of unique swords rather than whips. This adds a different twist to past Castlevania games in that you do not need to grapple between platforms, at the risk of falling to your bloody death. Actually, there are no points in the game where you have to worry about being killed if you miss a platform or take an unfortunate slide in the wrong direction. The only thing falling can do is set you back a few moments of work. Alucard's movements are very controlled in that they can be changed in mid-jump, mid-step, mid-run, mid-whatever. This, at least in the jumping case, is somewhat unrealistic, as most normal people without the ability to defy the logic of time and space can't quite change direction while up in the air. But hey, this is a video game, do you expect everything to be like real life? Well, maybe it is, if you live in an area with walking skeletons, moving slimes, dead leviathans with imps on their backs, and a castle that hangs upside down from a group of clouds. But I doubt you do. Anyway, back to the controls. There is a definite sense of realism in this game, in that after Alucard falls from a high spot or swings a weapon, he needs to take a moment to ready himself again. I would too, if I could recover from falling about 10 stories. Alucard also has many special moves and magical attacks, along with the usual special weapons. One very impressive move allows you to fly up in the air an infinite amount of times if you have the magic points to back it up. Alucard flies up with a flash of blue light, sticking to the ceiling like a vampire version of Spiderman, before falling back to the ground. Along with the special moves and weapons is the ability to turn into a bat, wolf, or mist. The wolf is the hardest to control, in that he normally moves extremely slowly but will run very fast when sprinting across the ground. The wolf is also the only one of the morphs that allows you to swim under water, an invaluable service in later parts of the game when swimming is a must (especially upside down). The bat is a pretty simple creature in most ways. It has the ability to shoot a fireball once you find a special charm and also has an impressive shooting-star like attack that sends the bat straight through its enemies. The mist is relatively simple at first, only allowing you to flow a short distance before changing back to Alucard. However, after a few improvements, the mist can stay together for a greater period of time and also kill enemies as a poisonous cloud. All these creatures play a pivotal part in finishing the entire game. There are a few extras in CV: SotN. One such extra is the ability to call upon friends you can pick up along the way. These friends include a demon, faerie, and sword. Each has its own special ability. The faerie is a mainly defensive ally, in that it heals Alucard when his energy is low and revive him if he is killed. The faerie does need special items to accomplish these tasks, most of which can be either bought or found in different areas of the game. The faerie can also discover cracks in walls if it ever finds anything that doesn't seem right. The demon can help in attacking your enemies and also in pulling impossible to reach levers for Alucard. The sword is a very powerful weapon that glides towards enemies, stops, and swings around a few times in its attack. Once it reaches level 50, it can be used as a separate weapon. There are a few other allies you can find in the game, all with their own ability to level up over time, just like Alucard. CV: SotN also has good replayability factor. There are supposedly 5 endings in all (only 3 of which I have found so far, but I'm still looking!!), depending on certain choices you make at different points of the game. One of the best parts about the game is collecting different weapons and armor from the enemies you kill. This eventually becomes a bit tedious, in that there are about 200 some enemies, all with two special items to discover. The rarest ones can take hours worth of play to find. In total, you can complete 200.6% of the game (yes, in CV: SotN, 200.6% = 100%), so once you get to about 100%, you're barely half way done. There are some enemies that are just plain fun to destroy and some that are downright challenging. In addition, you can play as Richter, at one points thought to be your main enemy, a whip wielding Belmont. Playing as Richter is much more complicated, in that you can't use all the items specially made for Alucard. So with Richter, it's like an entirely new game. Castlevania: Symphony of the Night is thus far my favorite Castlevania game. I have very few complains, only maybe the pixelation of some graphics. Otherwise, this game is a great show of how great a game company Konami really is to create such an incredible 2-D game in the age of 3-D entertainment. Whether you have played older Castlevania games or not, you owe it to yourself to check this title out. Graphics: 9.0 Sound and Music: 9.5 Control: 9.0 Replayability: 10 Overall: 9.3 - Jason Strohmaier
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