The Complexities of Castlevania: SOTN – Traversal

December 1st, 2017

 

Alucard

[When developing Castlevania: Symphony of the Night, director Koji Igarashi wanted to make a game which would “overturn player’s ideas about Castlevania, yet also feel like a Castlevania game”. 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.]

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 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.

High Jump SOTN

Dive Kick SOTN

Overall, we can see that the complexity added to Alucard’s repertoire of traversal mechanics both in terms of the number of mechanics and the complexity of each mechanic lead to more nuanced-driven gameplay. I would argue that very little of the nuance (probably only the extra hop in the double jump) has the ease of use and functional benefit to serve your average play in any meaningful way. (On the contrary, these nuances help buoy the SOTN speedrunning scene). The inclusion of these nuances as well as mechanics with particularly narrow functional purpose clutter SOTNs play experience with unviable options.

A Few Thoughts on Castlevania: The Dracula X Chronicles – Rondo of Blood Remake

November 24th, 2013

When I was 9 years old, I had my own CD player, which I thought was a pretty big deal. The problem, however, was that when you’re 9 years old, you don’t get a lot of pocket money for CDs. Fortunately my CD player also had a tape deck, so I could record music off the radio. I used to wait for the Top 40 to come on at night and record whatever songs interested me. Sometimes it wouldn’t be until after I listened to a song that I’d realise that I liked it. This meant that I’d have to tune in another day and hope that the same song was still popular and played before bed time. My small collection of tapes, self-made compilations of recorded hits, reflected the music I liked at the time as by means of what was available. Even though the songs were often loosely related—and sometimes released months apart, given that I’d scrub over and replace songs—their grouping together on a single cassette had its own meaning and mythology.

Anthologies and compilations have this unique quality where the relationship between the individual items and the order in which they’re arranged creates its own internal narrative. As a collection of games, Castlevania: The Dracula X Chronicles—which contains Symphony of the Night, Rondo of Blood, and a Rondo of Blood remake, the centrepiece of the collection—draws attention to the Richter Belmont/Alucard story arc, the series’s sweeping transition from branching levels to an open castle structure, and the addition of complex RPG sub-systems.

For me, this compilation puts into focus the way in which certain game elements have or haven’t crossed the gameplay divide. As with most Castlevania games, SOTN and ROB are stuffed full of enemies and level elements copied and pasted from previous games in the series. Seeing how Alucard’s short-range weapons, compared to Richter’s whip, change the dynamics of, say, duelling with a Spear Guard is pretty intriguing stuff—or how SOTN’s sub-systems and open structure allow the player to ride on past an enemy that was, in the prior game, a reasonable test of timing and observation. There really is just too much to talk about when it comes to the Castlevania‘s constantly recycled history of gameplay, so let’s stick to a few key comments then.

Rondo of Blood‘s two primary mechanics aren’t very dynamic. Richter’s jump lacks mid-air control and his whip attack can’t be cancelled or modified. (Maria is a bit more flexible with her double jump). Because time is a key game dynamic, as the game is about movement and attacks which occur real-time in space, and the two primary mechanics have long animations that can’t be altered once executed:

The enemies are static challenges, once you’ve got their pattern down and can respond to their openings, the levels become a cakewalk. The problem is that, like the primary mechanics, you have to wait before you can interact (as you observe and pick up on the cues). Sure, memorising an enemy’s movement pattern is more engaging than waiting for Richter to finish off a jump or attack, but it’s still not as engaging as interacting with the game.

Despite these fundamental weaknesses at the heart of the gameplay, the level variation is quite good, perhaps even a high point. Each level introduces its own concept and then builds upon it. The nature of the enemies, where half of them have reasonably long attack cycles, makes it hard to layer more than two or three of them together, putting a cap on the potential for counterpoint.

Speaking of stairs, their behaviour is needlessly perplexing. Stairs that mark the horizontal end of a room are solid. That is, the player can ascend them (forwards/backwards and diagonal direction of stairs) and can jump and land on them. Stairs with an area that continues on behind the staircase are semi-solid. That is, the player can ascend them, but only land on them when pressing the buttons to climb (otherwise the avatar will fall through). Semi-solid stairs are on a layer behind solid stairs, otherwise the avatar wouldn’t be able to walk through them. This begs the question: what does pressing the buttons to climb have to do with moving the avatar back a layer?. The logic is obviously broken, but you can understand the reasoning behind the design: if an enemy’s near a staircase and you want to jump to avoid it, it’s better that you have the option of jumping on and jumping through the staircase, as enforcing just one or the other could be problematic. Surely, though, there’s a more elegant solution. What about keeping enemies away from stairs, not putting stairs over pits, or only using solid stairs?

One of the Castlevania series’s signature elements, light fittings that drop hearts, are just a prompt for the player to repeat the same basic attack, filler that doesn’t advance the game in any significant way. There’s not much fun in strumming the same note over and over again. The lamps could be better positioned to elicit more variety in whip use. Why not remove the light fittings altogether and only offer hearts for defeating enemies? That way, there’s a steady build up of hearts through the course of a level, and thus restricted-to-freer practice is facilitated (the special attacks are a form of freedom as the player can choose which weapon to use and whether to use the whip or the special attack).

Castlevania: Harmony of Dissonance – Castle Layout and Ability “Stringing”

November 2nd, 2010

My experience with Harmony of Dissonance can be summarised like this: it took me about a month of on-and-off play to complete Harmony of Dissonance, whereas I beat Aria of Sorrow in 3 days of solid play. My playtime was drawn-out in Harmony of Dissonance because of numerous road blocks which brought my playtime to a standstill.

Harmony of Dissonance‘s castle, as you can see from the map, is a muddle of interconnected subsections (marked by their text labels) without a central hub to string players neatly from the end of one area to the start of another. Subsections effectively act as routes to other subsections bottlenecking progress and creating large amounts of needless backtracking. That is, if you need to get from the Sky Walkway to the Entrance, you must backtrack through 3-5 subsections depending on which route you take. It’s also very difficult for the player to mentally compress this amalgamation of play zones into a coherent order.

The player travels from the entrance to the (uppish) left of the screen to the point labelled “castle b” (they teleport between the 2 masses of areas), then back underneath to the entrance and finally to the central box. At any point in the game there is more than one path to take. This number doubles at the “Castle B” point on the map where the entire castle is duplicated and the player can switch to the slightly modified palette-swap version through special portals. Because of the large number of avenues and potential dead-ends for players, Harmony of Dissonance ought to utilise a combination of techniques to gesture players towards the right path.

The best measure for guiding the player in a Metroidvania game is to create a baiting system around the player’s not-yet-acquired abilities. You do this by starting the player off with only basic functionality, dropping interaction markers for not-yet-acquired abilities throughout the environment and then finally coughing up the abilities necessary to interact with said interaction points. The interaction markers (a grapple point, a platform that’s just too high to reach) plant seeds in the player’s mind which they mentally flag down, then once they obtain a new ability (grapple beam, double jump) and draw the connection between the new ability and the interaction point, a “click” goes off in their brain. They’ve done it! The player thinks that they are so smart for figuring it all out and rushes to where the interaction marker is (conveniently, the next part of the game) with haste. This is a tried and true design element of Metroidvania games.

Harmony of Dissonance only has 3 obtainable abilities to limit the player’s progression: Lizzard’s tale (slide), Sylph Feather (double jump) and Griffith’s Wing (high jump). Considering the game’s size, 3 abilities is far too few to string the player from one part of the game to another. Furthermore, there’s a very lax reliance on these already too few abilities. They’re only ever properly needed a few times throughout the whole game. Once at the junction point to the next area and then maybe a few times after that. Because there are so few interaction points in Harmony of Dissonance (and the nature of the upgrades mean that they can’t be made explicitly clear, ie higher platforms as opposed to a clearly defined grapple point), this stringing dynamic is hardly at all in play. An exception to this is the suggestion of a raised room on the exterior pathway to the castle, a seed that plants itself deep in the initial instances of the game.

Because the number of abilities is so few, Harmony of Dissonance uses some peripheral, inventory items to replace abilities as limiting factors. As these items are really just nothing more than added text in your menu, it’s not always easy to draw the connections between an piece of inventory and something in the environment which requires it. A key to a door is simple enough, but when a key is Maxim’s braclet and it opens a magic door, it gets tricky. And anyways, it’s easy to forget that you even have a key when you can only use it in the one instance. Other issues arise when you use a key to open a floodgate that you can’t find on the map, effectively asking the player to put the key in a random hole while the supposed flood gate opens.

Conclusion

Harmony of Dissonance demanded entirely too much of my time and patience due to a confusing left-to-right castle design and a lack of effective stringing through ability baiting. The castle connects subsections together like Lego and not to a hub-like core which reduces backtracking and unclear, overlapping design. The stringing proved weak because only a handful of abilities were used and they were stretched over the whole game. Furthermore, inventory items were occasionally used as weak replacements.

Additional Readings

Castlevania: Harmony of Dissonance (2002) – Castlevania Dungeon

Castlevania Harmony Of Dissonance : Playing As Simon Belmont, Megaman And Mario