The GameOn Magazine - Free Special Editions Castlevania Edition | Page 8

Articles A History of Castlevania A History of Castlevania Ross gives us a brief run down of how Castlevania originally rose to fame and, more importantly, how it has stayed such a successful franchise. By Ross D. Brown C astlevania is something of an institution. It’s hard to believe that the first game was released in 1986, which makes it a mere three years younger than me. Castlevania has very much been there as I’ve grown up, and given the sheer number of franchise entries it would be a small miracle if anyone who has picked up a game controller in the last 27 years hasn’t at least heard of, if not played, the Castlevania series. Several long-running Konami series had their debut in the midto-late 80s, most notably Contra and Metal Gear. While both of these series have a multitude of game releases and have benefited from positive critical reception, the Castlevania series has more titles under its banner, and has covered more platforms over the years. Castlevania: Lords of Shadow 2 Edition The plot of most Castlevania games typically revolves around the Belmont family of vampire killers, who are destined to combat the vampire lord Dracula. Every century or so, this powerful nemesis will be resurrected and it will fall to a descendant of the Belmont family, the player, to defeat the dark lord once again. so long when many, previously successful series, have faded into obscurity in that time is Konami’s ability to constantly reinvent the series over the years. Castlevania II: Simon’s Quest (1988) immediately departed from the linear level-by-level structure of its predecessor. While still a 2D platformer at heart, it incorporated several "The series continued in the style of a traditional 2D action-platformer for several years" Looking back at that first linear 2D platformer on the old Nintendo Entertainment System and comparing its mechanics to the modern gameplay is like comparing chalk and cheese. The reason Castlevania has survived elements more common to RPG games in its design. There was the bare-bones of a levelling system, the ability to select missions in varying order, villages with shops and NPCs, a day/night cycle and even featured multiple endings. 8 • GameOn Magazine