The Complexities of Castlevania: SOTN – Supporting the Core Gameplay

December 14th, 2017


[When developing Castlevania: Symphony of the Night, director Koji Igarashi wanted to make a game which would “overturn player’s ideas about Castlevania, yet also feel like a Castlevania game”. In pursuing this vision, his team made SOTN’s game system much more complex, incorporating RPG systems and a wide variety of nuanced player actions. This series of articles will examine how these additions shape SOTN’s core gameplay of moving through space to dodge and attack enemies.]

SOTN Core Gameplay

The image above maps each of SOTN’s systems in terms of how related they are to the core challenge of moving through space to attack and avoid enemies. The visual encapsulates several key points discussed so far: