{"id":6574,"date":"2017-12-22T01:32:02","date_gmt":"2017-12-22T01:32:02","guid":{"rendered":"http:\/\/danielprimed.com\/?p=6574"},"modified":"2017-12-05T01:51:53","modified_gmt":"2017-12-05T01:51:53","slug":"the-complexities-of-castlevania-sotn-developing-game-challenges","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2017\/12\/the-complexities-of-castlevania-sotn-developing-game-challenges\/","title":{"rendered":"The Complexities of Castlevania: SOTN \u2013 Developing Game Challenges"},"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 To conclude the series, I want to discuss a handful of game challenges which demonstrate how SOTN’s designers leveraged the game’s various systems and complexities to create the moment-to-moment gameplay. The examples generally fall into one of two categories: challenges which utilise the core dynamics of space, time, and gravity and challenges which test the player’s knowledge of SOTN’s nuanced complexities. By looking at these examples, we can make sense of how SOTN’s game systems work in context.<\/p>\n <\/a><\/p>\n This example is one of the few challenges that leverages gravity to great effect. At this point in the game, Alucard shouldn’t yet have the double jump or high jump, so the player cannot jump over the arrangement of game elements. The Bone Pillar’s fire breath shoots out at set intervals, so the challenge is orientated around timing. However, by defeating the Bone Pillar, Alucard releases the morning star which subsequently rolls down the staircase. So defeating one challenge organically facilitates another. Alucard’s lower position on the staircase limits his options for escape. (He should probably jump to the left and then swing back to the right, which is hard to do with limited hang time). The designers leverage height and gravity to create a lock and increase challenge.<\/p>\n <\/a><\/p>\n Blood Skeletons (enemies that walk back and forth, and rebuild themselves after taking damage; think Dry Bones from the Mario games) swamp the shallow pit. The low ceiling and raised ledge sandwich Alucard and make it difficult for him to enter the crowded space. These limitations encourage more creative solutions. I came up with two: running through as Wolf Alucard and air kicking my way across, allowing the mosh pit to carry Alucard.<\/p>\n <\/a><\/p>\n A series of curved pits draw the player towards the centre where a corpseweed lies. The slowing effect of the bowl, the crouching height of the weed, and the flat space in the centre for the player to crouch attack together converge to shorten the time the player has to stop the weed from sprouting into a giant plant. Air-kicking the leafy mass allows the player to traverse this area quickly as the diagonal-downwards trajectory avoids the slowing effect of crossing the curves of the dome and allows the player to rebound and jump into the next dome, setting up the subsequent attack.<\/p>\n <\/a><\/p>\n Balloon Pods fill the gaps that lead up the shaft. If Alucard attacks or touches a Balloon Pod, it will burst open, unleashing a spray of spores. Since the spores fill the gap and take several seconds to vanish, the arrangement encourages the player to carefully squeeze past the obstacles, with dexterity being a required skill.<\/p>\n <\/a><\/p>\n In this long, narrow shaft, a steady stream of Imps spawn. These pests track Alucard and interrupt his ascent by knocking him back to the ground. The longer the player spends recovering from knock backs, the more Imps spawn in, and the harder it is to avoid the swarm. Furthermore, the floating devils sometimes petrify Alucard or curse him to stand on the spot and attack, allowing even more of their pitchfork-wielding friends to swoop on in. The column constricts the space around Alucard and by extension the player’s movement options, while the pit (pictured) acts as a choke point, trapping Alucard within. The arrangement of game elements leverage two nuances (Alucard’s knockback and the Imp’s petrify and curse attacks) to create a unique \u201crace against time\u201d themed challenge.<\/p>\n Interviewer:<\/strong> Who do you think is the toughest enemy in Symphony of the Night?<\/p>\n Hagihara:<\/strong> Under normal conditions, Galamoth is a tough fight. If you don\u2019t have any extra power from equipment it\u2019s a real slog.<\/p>\n Igarashi:<\/strong> We made him so that if you just tried to fight him normally, you couldn\u2019t win. I mean, that\u2019s the kind of character he originally was. (laughs) Please enjoy him as one of the post-game challenges.<\/p>\n Hagihara:<\/strong> The truth is Galamoth was supposed to be far stronger than Shaft or Dracula..<\/p>\n<\/blockquote>\nBone Pillar and Morning Star Trap on Stairs<\/h3>\n
Blood Skeleton Mosh Pit<\/h3>\n
Corpseweed in a Dome Pit<\/h3>\n
A Tight Squeeze Past Balloon Pod<\/h3>\n
Imp Swarm<\/h3>\n
Galamoth Boss Fight<\/h3>\n
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