The GameOn Magazine - Free Special Editions Castlevania Edition | Page 23

Articles Non-stalgia: Symphony of the Night Hard. My playthrough of the game was hard with a capital HAAAAAARRRRRD. The opening few areas posed little threat but only a few minutes in and I was dying. Frequently. Symphony of the Night, like many games of the good old days, was unforgiving; a few smacks and I was down and upon biting the dust I was banished back to my last save game (and if, as was often the case, I hadn’t saved for a while at specified points, due to my modern gamer’s overreliance on forgiving autosave mechanics, well... that was just tough). I didn’t mind though, I like a challenge. Playing areas over and over again did, however, give me time to reflect on the game’s many retrospective downfalls. My character, Alucard, moved slowly, like a man slogging through water (or blood, to stick with the theme), he ran slow and jumped slow and though his dash Castlevania: Lords of Shadow 2 Edition move left behind afterimages to suggest speed, I wasn’t fooled. The stages were dull, art design was lacking and my character model was simple, plain, ugly. At least the monster designs were cool, which was good, because it was they that I was smacking in the face. I waded through it though, determined to discover the gem that has so many in awe of the series. As my character strengthened, boosting his stats and upgrading his equippable weapons, I eventually found it. For me, the thing that sold oldschool Castlevania as a legit gaming experience was that it had the molten, beating heart of an RPG and carried with it the best feeling when dealing with RPGs: progression, the feeling of becoming one bad ass-mother. Areas that tore me to pieces over and over early on could suddenly be flowed through in a bloody, vicious dance of grace. Exploration was a blast as well there’s no set path through the titular Castle of Castlevania so there was a satisfying sense of progression as I unlocked abilities (bat, smoke etc) that allowed me through previously impassable areas, slowly unveiling more and more and more of that damn map until I accidentally stumble into a boss fight that turned me to organic mulch sending me back in time...because I’d forgotten to save. Aesthetically it hasn’t dated well but for me gameplay is what counts and I can safely say that my non-stalgic look back on this game has instilled in me a reverent respect for a game series that I’ll be exploring in more detail for (I’m sure) years to come. 23 • GameOn Magazine