{"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":"

\"Maria\"<\/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

\"SOTN<\/a><\/p>\n

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:<\/p>\n