by Thief » Sun Aug 14, 2016 4:13 am
Castlevania: Symphony of the Night
I had played Symphony of the Night ages ago but never could quite finish the game. As soon as I got to the mirrored castle, I felt a little overwhelmed and uninterested in finishing... but I've finally done it. Dracula has been slain... but ultimately I was left feeling unimpressed. I admire SotN in concept. I love the idea of the game having tons of hidden junk/drops/areas/endings, but it really suffers from poor combat, level design, and direction.
This game's solution to level design seems to be, 1.) design a horizontal hallway or a diagonal hallway or a vertical hallway, 2.) throw a ton a enemies where ever, 3.) done. In Super Metroid, every enemy, every platform, and every situation had been thought out carefully in order to silently give the player the illusion of freedom and to give the player direction in order to explore the game with purpose.
There is very little direction in SotN -- in the sense that the game hardly gives you any reason to go to many of the places on the map, and most of the items you'll obtain have very limited uses (or will be completely pointless). You'll explore a whole area, come across a huge boss, and then be rewarded with some low stat sword that you'll never need and will only serve to clutter up your inventory...
The inventory has so many useless items... but the most annoying thing about it is how you use it to heal yourself. If you have a potion, you can't just use it by going into your inventory. Instead, you need to pause, equip it over a weapon slot, unpause, use it, pause, reequip, unpause, fight. It's annoying. Even more annoying is when you want to use a food healing item, because then you have to throw it on the ground and walk over it if you want to heal.
Regardless, probably the most disappointing thing about SotN is the boss fights. I can't remember one single interesting boss fight in the entire game. Every single boss fight was an instance of "jump and hit it a bunch"... that was it. No strategy and not even remotely difficult. Not a single one. That, combined with the awful knockback mechanic, that will have Alucard flying around with the slightest touch, just makes combat unenjoyable.
I really wanted to like this game, but I just did not enjoy it much at all. At the very least, I'll be fondly listening to the soundtrack, so that's something I guess. Anyway, I didn't want to completely give up on the Castlevania Metroid-likes with just one game, so I decided to also play the next popular game of its style, Aria of Sorrow.
Castlevania: Aria of Sorrow
Aria of Sorrow addresses pretty much every one of my complaints from Symphony of the Night. Bosses no longer yield pointless sword nonsense items, but instead they give you necessary skills to help the player progress through the castle (finally giving the player some direction), and the cool hidden weapons are still to be found, but are instead a reward for searching the nooks and crannies of the castle. The boss-fights feel like actual boss-fights in this game. They have actual patterns that the player has to detect and they come as an actual challenge.
The inventory system is greatly improved, not only can you sell your equipment (which you couldn't do in SotN), but the whole equipment setup has been streamlined and is now easy to use. Plus using potions can now be done inside of the inventory, rather than having to equip them over a weapon slot.
The game also has a interesting gimmick where Soma will sometimes be granted an enemies ability upon defeat. That ability can then be equipped on your character and used as a special attack (similar to items such as Holy Water or Cross from the earlier castlevanias). There are three types, one that equips to your ^ + attack, one that equips to your R button, and one that is a passive ability. All three can be equipped at once and there are over 100 enemies in the game from which you can find abilities. It's really fun just seeing what types of cool abilities you can get from the enemies and just experimenting with them.
There's still the annoying knockback, but it didn't seem quite as infuriating in this game -- perhaps it's because I was actually enjoying the rest of the game this time.
Anyway, I'm glad I didn't stop after playing SotN because AoS is a truly great game. I'll be playing Dawn of Sorrow next, and perhaps the rest of the Metroid-Like Castlevania's after that.