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REVIEW: Castlevania: Symphony of the Night (Xbox 360)

PS One versionWhen Castlevania: Symphony of the Night was announced, a lot of retro gamers went into a tizzy, having fond memories of it as being the best of the long-running Castlevania series on console systems, the PlayStation One and Sega Saturn in particular. So great was the demand for it, that when developers hit the “50 MB Limit” snag while porting it over to the Xbox 360’s Live Arcade service, Microsoft was forced to expand the limit to 150MB. (Castlevania: SOTN comes in at just under 100MB anyway, though.)

The story actually begins at the conclusion of the previous game, Dracula X, in which the player controls Richter Belmont, and has to defeat Dracula. This sets up the rest of the story, in which Dracula’s son Alucard (har, har) is awoken from his slumber to combat evil on behalf of Mankind.

The game is interesting in the opening levels in that as Richter and as Alucard for a portion of the first level are already maxed out as characters. This allows the gamer to play around with the controls to reacquaint them with their full abilities. It also gives the player a sense of weakness when Death comes along and robs Alucard of all his equipment, and he must regain them as he wanders through the castle completing objectives.

Castlevania: SOTN is essentially an action 2D platformer with action elements, but what sets it apart from most is the sheer size of the castle. Much of the castle feature side-missions – in fact, more than half the castle can remain unexplored while still finishing the main story – one of the Achievements is exploring all 200.9% of the castle. The RPG-lite elements involve arbitrary level increasing and a simple inventory system. Alucard also has special attack moves a la fighting games in which various control and button combos allow him to cast spells or perform special fighting moves, which is almost mandatory toward beating the bosses of the game.

One of the pleasures of Castlevania: SOTN is the lush soundtrack by Michiru Yamane, which alternates from bombastic Gothic orchestral sweeps to fuzz guitar techno-rock arias. The ballyhooed “enhanced graphics” aren’t much improved from the original, which is basically consistent with “supernatural anime” usually found in cartoons like Vampire Hunter D, with all the required staples from the long-haired, lithe hero to the feisty femme fatale (Maria Renard).

Castlevania: SOTN does have its problems, however. It is very much a console game, with all the trappings and unintuitive limitations that were present even ten years ago. The documentation is poor – if a gamer never played Castlevania: SOTN, they wouldn’t know what the save points were, or even if they guessed that the red, glowing ball was a save point, what to do – going to the “system” menu doesn’t help, since saving the game requires the player to move the D-pad/analog stick up. The game requires the player to redo the opening over. And over. And over, and there’s no way to skip the long, badly written dialogue with equally bad voice acting. Furthermore, the game is hard, and plays like a coin-op game in that if you’re killed, “GAME OVER”, and welcome back to the title screen – God help you if you accidentally skipped one of the save points, which are not on the “main path” – they are in rooms just off the main path.

Castlevania: SOTN is one of the few single-player-only games for Xbox Live Arcade, though it does boast a leaderboard, and is not a one-sitting experience. Newcomers will be baffled at first, but after a few starts and re-starts will get the hang of it. Nostalgists will enjoy revisiting the game, even if they have already experienced it with some emulator. However, it will also make many people realize how good console gamers have it nowadays, and how much more sophisticated games have gotten because of (chiefly) the hard drive. Castlevania is well-worth the $10 (800 Microsoft points), but not much more.

4 stars out of 5

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7 Responses to “REVIEW: Castlevania: Symphony of the Night (Xbox 360)”

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  1. Jigsaw hc Says:

    I’m not really impressed with this weeks XBLA release. I never got into the Castlevania series so playing it now does not interest me.

  2. Bryon Says:

    Similar to Jigsaw, I’ve never played Castlevania but I downloaded the trial and it felt like a pretty fun game. Not sure if it’s something that I’d ever sit down and finish, but it definitely has the feel of a solid game. It may be worth playing through just to experience all of the cheesy text and voice acting.

  3. Count D Says:

    Hard? SOTN was one of the easiest Castlevania games ever. In fact, the low difficulty level was one of the most heard criticisms of the game. All but one or two of the bosses are complete pushovers, and save rooms are almost everywhere. And god help the bad guys if you ever stumble upon the Crissaegrim, you can probably kill Drac in the final battle in under 10 seconds with that.

  4. Wizard Says:

    “However, it will also make many people realize how good console gamers have it nowadays, and how much more sophisticated games have gotten because of (chiefly) the hard drive.”

    That is possibly one of the most asinine sentences i have had the displeasure of reading.

    As Count D above stated, this game is painfully easy. I cannot quite understand how you found it challenging.

    Another error is that you claim the dialogue can’t be skipped, it can.

    Lastly, your point that people cant figure out how to use the rather simple save points is rather derogatory. Pushing up on the d-pad/analogue stick is far from unfathomable.

  5. Sticks_01 Says:

    i just started playing this game tonight. First Castlevania game i’ve ever gotten my hands on (I was sheltered…). Anyway, referring to the save points, I had NO idea. I was all the way to the doppledanger and kept wondering to myself where the damn save points were. Come to find out after some research I walked right past about 5 of them… You all think that everyone has already played castlevania if they bought SOTN, but that’s not the case. 1 and 1/2 hours, wasted because i didn’t know what the damn save points were. Neat.

  6. lollipop Says:

    how do a save room look like ??
    is it a room with a big thing dat does boem boem boem boem
    or somthing else plz tell me i just don’t get it

  7. Jonah Falcon Says:

    It’s a big red glowing ball.

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