{"id":6514,"date":"2017-12-01T10:22:13","date_gmt":"2017-12-01T10:22:13","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6514"},"modified":"2017-12-01T10:22:13","modified_gmt":"2017-12-01T10:22:13","slug":"the-complexities-of-castlevania-sotn-traversal","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/12\/the-complexities-of-castlevania-sotn-traversal\/","title":{"rendered":"The Complexities of Castlevania: SOTN \u2013 Traversal"},"content":{"rendered":"

 <\/p>\n

\"Alucard\"<\/a><\/pre>\n

[When developing Castlevania: Symphony of the Night, director Koji Igarashi wanted to make a game which would \u201coverturn player’s ideas about Castlevania, yet also feel like a Castlevania game\u201d<\/a>. 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.]<\/em><\/p>\n

When Igarashi’s team were drafting up Alucard’s (the player avatar) ability set, they drew upon the framework established over the course of earlier Castlevania<\/em> titles. However, the developers also made some alterations and introduced new mechanics which give SOTN its own particular character. I’ve picked out a few details (both new inclusions and series staples) which speak to the way SOTN mechanics and mechanical properties shape the nature of traversal and movement.<\/p>\n