{"id":6563,"date":"2017-12-20T08:15:28","date_gmt":"2017-12-19T21:45:28","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6563"},"modified":"2017-12-20T08:39:20","modified_gmt":"2017-12-19T22:09:20","slug":"the-complexities-of-castlevania-sotn-space-time-and-enemy-design","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/12\/the-complexities-of-castlevania-sotn-space-time-and-enemy-design\/","title":{"rendered":"The Complexities of Castlevania: SOTN \u2013 Space, Time, and Enemy Design"},"content":{"rendered":"

\"Shaft\"<\/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

As established over earlier articles, SOTN’s combat is the deepest and most dynamic aspect of the game. Out of a few simple, intuitive rule sets, the core dynamics of space, timing, and gravity facilitate complex and varied gameplay. However, these elements can only do so much. As SOTN demonstrates, enemy and level design shape the nature of time and space within each level challenge.<\/p>\n