Sunday, 8 September 2013

Retro Glitch: Symphony of the Night Pt. I

Welcome to Retro Glitch, a retrospective of the gaming industry’s most shining moments prior to the advent of DLC, micro transactions and online multiplayer. In this entry we’ll be taking an in depths look at the process and circumstances that led to Konami’s masterpiece Castlevania: Symphony of the Night; as well as its narrative, themes, characters and aftermath.


Three songs for a dollar
Konami Sponsoring the KONAMI Nippon Series 2013
For those uninitiated the Castlevania series is a flagship franchise of Konami Corporation; a company founded on March 19th 1973 by Kagemasa Kozuki. The company began its corporate climb as a jukebox repairs and rental service, before long they began manufacturing arcade cabinets, and have since expanded their expertise in to trading cards, television, film, gambling machines and even health and sports clubs across Japan. No doubt that in the company’s forty years they have achieved a lot; going from repairing jukeboxes to becoming the fifth largest video game developer in the world.

The Castlevania series began with an entry simply titled Castelvania on September 26th 1986 for the Family Computer Disk System or FCDS; naturally the game debuted in Japan. The game wouldn’t hit western audiences until 1987, when it was ported and localised for the Nintendo Entertainment System. Castlevania was inspired by Bram Stoker’s Dracula with Konami’s own twist on the narrative; the player would take on the role of Simon Belmont a vampire hunter setting forth to vanquish Dracula. The concept was simple and would be repeated throughout the series history, the only equation changing in the formula would be the character. Each entry followed a different member of the Belmont family; a clan destined to defeat the count, the only constant in the series would be Dracula himself and his right hand man Death. 
The game was a success with its emphasis on action and platforming; but in a way that stressed strategy. The game had become the template and bar for 2-D action adventure games. Konami wasted no time in spawning a franchise from it; the next games would come to offer more of the familiar breed of gameplay, not all were revered, some even considered black sheep. Nevertheless they were all strong enough to keep the series alive. But it would be almost a whole decade before the series really reached its magnum opus.


Orchestrating a classic
During the mid to late nineties the video game industry was entering its fifth generation; and the transition was a steady one, easing away from the two dimensional realm of the SNES to the Three dimensional polygons of the PlayStation and Nintendo 64. Although that didn’t mean the standards of the games remained intact; where series such as Zelda and Mario proved to do even better on the new consoles; games such as Sonic the Hedgehog were struggling to find their ground. The series wanted to find its place and decided to invest in a new 3-D title; the title was to essentially be a revamp for the whole franchise. The game was purely titled Castlevania and with it would come new visuals, new mechanics and what Konami was hoping for; new players. The company set a development team to work on it, and in the time between its production and release they opted to put out a conventional 2-d Castlevania.     
The game was known as Castlevania: Symphony of the Night to western audiences, and Demon Castle Dracula X: Nocturne in the Moonlight to Japan. Both names were ominous and conveyed the sense of melodic enchantment that came from trawling through Dracula’s castle. Nothing spectacular was expected from the game; although Konami certainly weren't phoning it in. It wasn't nearly as great a gamble as what the Nintendo 64 games were, it was simply meant to appease the fans, which it did; but more importantly than that it generated the golden template that the others would follow. This ends our first installment of Retro Glitch, but soon enough we will return with a further inspection of how this sleepy underdog came to be a gaming great. 


Written by Silas Grayson

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