{"id":6557,"date":"2017-12-14T09:00:59","date_gmt":"2017-12-13T22:30:59","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6557"},"modified":"2017-12-14T08:42:57","modified_gmt":"2017-12-13T22:12:57","slug":"the-complexities-of-castlevania-sotn-supporting-the-core-gameplay","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/12\/the-complexities-of-castlevania-sotn-supporting-the-core-gameplay\/","title":{"rendered":"The Complexities of Castlevania: SOTN \u2013 Supporting the Core Gameplay"},"content":{"rendered":"
<\/a><\/p>\n [When developing Castlevania: Symphony of the Night, director Koji Igarashi wanted to make a game which would \u201coverturn player\u2019s ideas about Castlevania, yet also feel like a Castlevania game\u201d<\/a>. In pursuing this vision, his team made SOTN\u2019s 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\u2019s core gameplay of moving through space to dodge and attack enemies.]<\/em><\/p>\n