davidn: (prince)
[personal profile] davidn
Even though I was a child of the Playstation era due to coming to the console world about five years later than most people my age, I had had a notable gap in the games that I'd played for a long time. It wasn't exactly difficult to get hold of, being one of the four or five Playstation classics that were actually released in Europe, but somehow it had completely passed me by and I'd never even seen it at all, let alone played it. When looking through the Playstation Store one night, we saw Castlevania: Symphony of the Night was available, and decided that it was time to give it a try.

Hideo Kojima's invasion of the Castlevania series was going to happen much later on, but you're treated to a dose of exactly his kind of madness right from the beginning as it starts you confidently off in the wrong game. You're presented with the title "Final Stage Bloodlines", and are then led through what I was later to find out was an enhanced remake of the finale of one of the previous titles in the series. It confused me hugely when it came up, and even after going back to it after finishing the game, this time understanding what was going on, it still felt uncomfortably like something out of a dream where you turn on the television and things aren't acting as they're supposed to, and the ten o'clock news is being presented by the Clangers and they've asked them to make sure to tie every story in with the name of a kind of cheese because they've got a new sponsor but they refuse to do it because they can only speak in that slide-whistle voice and... but still, getting back to the topic at hand, you're introduced to the backstory through this positively ham-tastic demonstration of how to create an instant classic of a cutscene, then invited to take a few whacks at Dracula, being awarded invincibility if you can't do it, before you get to start the actual game.

Here, you're instead put in control of Alucard, a complete ponce with hair to rival a power metal drummer and a collar with its own postcode, who has decided that the best way to distance himself from the name of his cursed bloodline is just to spell it backwards rather than changing it to Rodge and going to live in the country. Your task is to venture into a castle full of creatures of the night who can't act, chopping them up with a selection of gradually more effective equipment while they respond by making a set of unearthly squealing noises unmatched by anything but most episodes of Sex and the City, and gather up the cash that they keep in their bat/crow/skeleton pockets. But the introduction to the main game is quite wonderful - after stalking through a darkened corridor, the lights suddenly come up, the Dracula's Castle theme starts playing, and you just know from that point on that you're in for something very special.

My first thought on getting into the proper game was much like my first thought towards many classics that I didn't grow up with - namely, "Cripes, this is bloody hard". And you're not granted any forgiveness with continue points like in today's games - if you die, it's right back to the last save point for you. So it took me a while to get reaccustomed to taking every opportunity to save, even if I didn't think that I'd really done an awful lot since starting the game. The difficulty was made clear to me when after finding the first real "level", the Alchemy Laboratory, I was completely flattened against the first boss, a deadly combination of a flying fire-spitting blue gargoyle and a sort of flamingo with a spear. I actually retraced my steps at that point, wondering if I'd wandered into a place where I wasn't meant to be yet, but the backtracking let me level up a couple of times, and once I mastered Alucard's sort of Michael Jackson sliding backwards dodge, I got past them after a mighty struggle. This pattern was to be repeated many times throughout the game.

It gets easier as you go on, though, because there are so many different paths to take and upgrades to find at any one point - eventually you even break free of your confinement to the ground, with the abilities to transform into a bat, a nondescript cloud of mist, or the world's most effeminate-looking canine*. What most impressed me about the game was just how much of it there was - it's all rendered in beautiful sprite work, and the castle is so large that it's very easy to get completely lost. This problem was alleviated somewhat when I realized that there was a map (after only about five hours), which helped a rather extraordinary amount, but it still takes a while for locations to become familiar. One other thing hampering navigation is that a couple of areas also seem to be fond of repeating rooms and enemy patterns more often than you'd think was necessary - for example, there's a bit where you have to run along a flat area with some pillars in the background and hit a scorpion-lady-for-a-tail a bit until it catches fire, then you run past it and exactly the same thing happens again, twice. Then you encounter Audrey II from Little Shop of Horrors, uproot it, and then exactly the same thing happens again a screen further along. Obviously, Dracula owns one of those castles from Scooby Doo where every single corridor has a grandfather clock, bookcase and doorway that just whizz past in endless rotation as you run along them.

The only way in which I felt the game showed its age was in the interface, which has a rather messy mid-90s look to it (not helped by being able to see all of its naked pixels on a modern television) and was extremely clumsy at times. I finished the game with an absolute banquet stuffed into Alucard's overcoat because the food healing items and potions are so awkward to use - you have to go into the menu, unequip your weapons, equip what you want to use, go back to the game, use the items (making him toss them disgustedly a bit in front of him), pick them up to actually get the health benefit, then go back into the menu and find the weapons that you had equipped again. It really doesn't feel worth it when you lose the amount of health you gained back so quickly anyway. And of course, there's always the atrocious acting, common to so many games of the time - but this one does it so badly that it somehow becomes part of its charm. There's a beardy man in the castle's library who you can buy things from, but "Vocal coaching" is not among them, sadly for both him and you.

It took much longer than I ever expected at the outset, but after going around gathering up abilities for ages, we finally flew over to the tower at the top of the map, battered the final boss in the same place as we had begun in the fake introduction, and finished the game. No, in fact we didn't - just as you think you're at the end, you're transported into the sky and invited to go through an entire inverted copy of the castle with an entire new repertoire of enemies and bosses. I had thought that the game was big before that happened, and that the extra section really would be just a little bit extra, but you really can go anywhere - including up to the lowest level of the catacombs, which features the scariest music I have ever heard - knocking the crown away from previous record-holder Ecco the Dolphin - and which allows you to get to an absolutely ludicrous boss which is over a screen high and takes about ten minutes of hacking to defeat even when you're using a rather cheaty item that causes most of his attacks to heal you.

I'm not sure how I managed to avoid hearing about this twist for the last fourteen years - perhaps the black hole of popular culture that I occupy works to my advantage sometimes. (I had the same reaction at the start of Terminator 2, and I first saw that in 2001.) It's amazing that this amount of care went into content that was so... optional, even if it was intended to be the true route through the game - it takes a lot to get there. In fact, I only discovered it by mistake because my problem was that I assumed that I needed to get everything before completing the game, and thought after one disastrous fight with the apparent end boss that I was meant to do that much, much later. So I put off going back there until I had got everything in the castle, whereupon the game moved its goalposts.

But I'm glad that I got the full experience. It's very rare to be able to play a game without any idea what's going to happen in it at all like that - now you can just go on the Internet and be fed absolutely everything about releases before you've even played them.

* Apart from [livejournal.com profile] kjorteo

DOG METAMORSOFIS

Date: 2011-04-13 02:38 am (UTC)
From: [identity profile] ravenworks.livejournal.com
I don't know which surprises me more -- that you managed not to hear about the inverted castle (http://www.invertedcastle.com/), or that you actually managed to find it without hints! Especially now that (having shepherded a friend through the game only a couple of months ago, actually!) I've noticed that, in a particularly appropriate bit of Graveyard Duckery, the "secret message" on the rings doesn't even refer to the right room..!

I dunno, I think I almost prefer it as the kind of secret that you have to have spoiled by a friend -- that was one of the things I loved about Cave Story, back in the days before it was well-known enough to have FAQs... but I agree, not knowing that it's going to happen beforehand sounds like it would have been awfully exciting. (Alas, I had been reading FAQs about it for days before I finally decided I had to try this game...) I can't decide whether I love or hate the fact that they've completely disguised 50% of the content of the game, though. You can beat the game, get the credits, and have nearly "100%" completion, and have no idea that there's more than just chasing stupid heart containers left. If you don't have a friend to spoil it for you, you can miss out on awesome exploration and boss fighting because you weren't anal enough in your completionism -- which is a valid thing to enjoy in games, but a separate interest from what it would take to enjoy the inverted castle, really... it doesn't make sense to reward only the completionists with content that could be enjoyed by anyone! If it were a grindy dungeon of palette swaps, that would be one thing...

Is that what you picture Alucard's wolf form looking like, by the way? I always thought he looked like a robot dog, or at least an "animate suit of armor" dog...

Oh shoot, which reminds me :D Did you even find out about Richter Mode?

BTW, apparently they re-recorded the dialogue (http://www.youtube.com/watch?v=ZnPhL-XyC3U) for the PSP port... Personally, I'd rather hear people totally own the hammy delivery than try to make a game like this actually seem like it could be done seriously. (And they ditch the André Malraux quote!) I feel like the voice acting was perfect - it's not like we're talking about Doctor Wawwy (http://www.audioatrocities.com/games/megaman8/), they just read their cheesy lines cheesily, and I think capped off the game's atmosphere perfectly. :)

What exactly is your subject line quote mangling, anyway?

Re: GATHERBROTHERSOULBLADE

Date: 2011-04-13 03:17 am (UTC)
From: [identity profile] rakarr.livejournal.com
Oh, I... don't think it's from the game. It was enough for me that I was able to translate it!

TIME'S OVER! LAND SPEED, HOOOOOO!

Date: 2011-04-13 06:53 am (UTC)
kjorteo: Screenshot of Doomsday Warrior with a portrait of Amon, a fighter in ostentatious heavy metal attire. (Heavy Metal King)
From: [personal profile] kjorteo
It's a segment of gibberish roughly translated from a Heavenly song.

(All Heavenly songs are roughly translated from segments of gibberish.)
Edited Date: 2011-04-13 06:59 am (UTC)

Re: GATHERBROTHERSOULBLADE

Date: 2011-04-13 12:43 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
I don't know about any of the other ones -- but if you don't recognize "dark metamorphosis", then damn, you really DID go through this without a guide!

Re: GATHERBROTHERSOULBLADE

Date: 2011-04-13 12:53 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
And more still that was cut, and restored in the (sadly otherwise much poorer) Saturn version...

Re: GATHERBROTHERSOULBLADE

Date: 2011-04-13 06:17 pm (UTC)
kjorteo: Glitched screenshot from Pokémon Yellow, of Pikachu's portrait with scrambled graphics. (Pikachu: Glitch)
From: [personal profile] kjorteo
Mine was a mondegreen of what I always thought Dracula said while switching form his first form to his second in the intro "Bloodlines" battle. Allegedly, the actual line is "Playtime's over! Grant me... POWER!" but... like Heavenly lyrics, I'm just going to take their word for it.

Edit: way to link to the part just after he says that on the first try, there, Kjorteo.
Edited Date: 2011-04-13 06:20 pm (UTC)

Re: DOG METAMORSOFIS

Date: 2011-04-13 07:14 am (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (NOT FAKE)
From: [personal profile] kjorteo
Man, that new version is awful. I actually fail to see how the new version is in any way higher quality or more capable of being taken seriously than the old (I would argue that the old Dracula's voice was actually better, even!) and they changed questionable dialogue into even more questionable dialogue presumably because the former had become a meme. The end result is (to reference something I linked elsewhere) like translating Heavenly songs into English... all that really does is just remove the charm.

Re: DOG METAMORSOFIS

Date: 2011-04-13 01:25 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
You know, now I'm really wishing somebody would track down these voice actors and interview them, especially if they're at all familiar with how widespread the lines have become (http://www.nerfnow.com/comic/67/)...

Re: DOG METAMORSOFIS

Date: 2011-04-14 12:22 am (UTC)
From: [identity profile] tamakun.livejournal.com
Oh geez, this took me forever to get. Brilliant!

Re: DOG METAMORSOFIS

Date: 2011-04-13 05:50 pm (UTC)
kjorteo: Screenshot from Werewolf: The Last Warrior, of the titular Werewolf next to a sign that says "Don't Knock". (Don't Knock)
From: [personal profile] kjorteo
Ironically, basically every single word spoken by any character in any scene ever in the first game has taken on so-bad-it's-good status after going memetic, but... I actually don't recall ever thinking the voice acting in SotN was that bad! Again, Dracula in particular has a very good and fitting voice with decent delivery. Alucard may cross the line from broody to just plain monotone every now and then, and I'm not even sure how to explain Richter, but Death was good and... I don't know, I liked it somehow! At the very least, it wasn't like Star Ocean 2, which I could tell was awful even at the time....

Ironically for something where they're obviously trying to clean up and sweep their memetically goofy past under the rug, I actually think the PSP version just plain has inferior voice acting (especially Dracula) compared to the original.

Re: DOG METAMORSOFIS

Date: 2011-04-14 01:27 am (UTC)
kjorteo: Screenshot from Werewolf: The Last Warrior, of the titular Werewolf next to a sign that says "Don't Knock". (Don't Knock)
From: [personal profile] kjorteo
That's a sound quality issue, particularly with the random battle cries and such that go on with music and sword sounds and other random battle cries are also going on. When they stop and silence everything to have actual dialogue exchanges, they're crystal clear!

Which is a little backwards, since the dialogue is the part that has a written equivalent to follow along whereas everything else is the part that needs it.

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