{"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":"
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<\/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
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- Alucard walks at a constant speed and doesn’t gain momentum, which is appropriate given his relative size within the environment. As such, the player has enough time to see and react to the obstructions as they come into view.<\/li>\n<\/ul>\n
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- The player can control the height of Alucard’s jump through the length of button press and so the input has a direct relationship to the on-screen output which allows for a more intuitive sense of control.<\/li>\n<\/ul>\n
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- Alucard falls reasonably quickly, and so like the NES Castlevania<\/em> games the player has little leeway to adjust their jumps in mid-air. In this way, SOTN prompts players to mentally foresee their complete jump trajectory before moving off the ground. For a lack of better word, the players need to play with more intentionality. This is particularly true in boss encounters where bad jumps can punish the player.<\/li>\n<\/ul>\n
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- Player’s can upgrade to a double jump with the leap stone relic. The second jump height is shorter than the first. The reason being that fitting two differently shaped pieces together when planning your jumps is a much more interesting spatial challenge than combining two equal halves.<\/li>\n<\/ul>\n
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- The extra hop gives the player two levels of added control over the jump. They can choose when to do the second jump and how high to make it. These options facilitate various types of higher level manoeuvres such as floating, high jumping, and hopping. A good amount of gameplay potential can be extracted out of a reasonably simple addition.<\/li>\n<\/ul>\n
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- With two jumps, players can also react to any sudden changes in the environment when Alucard’s mid-flight. In this sense, only having the single jump available at the start of the game encourages the player to be more cautious and observe more of their surroundings. Some time later, once the player is more in tune with the dangers of Dracula’s castle, the game provides them the means of better navigating around these dangers.<\/li>\n<\/ul>\n