Castlevania: Symphony of the Night — Issue 54

Castl­e­va­nia: Sym­pho­ny of the Night
Kon­a­mi, 1997

Sym­pho­ny of the Night plays a sweet song of woe

I ful­ly admit that I’m a lit­tle late for the Hal­loween par­ty that is Castl­e­va­nia: Sym­pho­ny of the Night. I real­ly stopped pay­ing atten­tion to the series after Super Castl­e­va­nia IV, most­ly because it’s a hard series and I have a lot of love for that game and the orig­i­nal. I did­n’t need any­more Castl­e­va­nia. But after coax­ing from friends, mak­ing the Metroid­Va­nia con­nec­tions and know­ing its leg­endary sta­tus, here we are, and it’s tak­en a bite out of me.

Sym­pho­ny of the Night, in all its goth­ic hor­ror, appeals to me on sev­er­al lev­els. The sto­ry is famil­iar in that Alu­card — son of Drac­u­la and a sup­port­ing char­ac­ter in the third game — is attempt­ing to stop his father once again. That famil­iar­i­ty is enough to get me going because it’s all I need to know about what’s going on. Sure, I’m kind of used to a Bel­mont lead­ing the way, but Sym­pho­ny of the Night does­n’t need to rely on that kind of tradition. 

The tra­di­tion that it does lean on is game­play. The com­bat and move­ment are excel­lent, and it feels sec­ond nature to move around. Keep­ing it sim­ple but adding the RPG ele­ments was a fan­tas­tic design choice. Most of the new weapons are cool, and fight­ing ene­mies is a beau­ti­ful­ly built song and dance. Best of all, there is an in-game map includ­ed. For a sprawl­ing game requir­ing mas­sive plat­form­ing, a map is required, and Sym­pho­ny hits the mark by auto­mat­i­cal­ly includ­ing this. 


Graph­i­cal­ly, the game is gor­geous. Kon­a­mi did some­thing beau­ti­ful here and Castl­e­va­nia looks bet­ter than ever. The goth­ic details are some­thing to behold and are eye-catch­ing as well as pleas­ing to some­one with a goth sen­si­bil­i­ty and yearn­ing for video games. The sound­track is just as beau­ti­ful, neces­si­tat­ing find­ing the sound­track to add to the col­lec­tion. There are famil­iar riffs (Vam­pire Killer makes a cameo) and new chords to strike that are mas­ter­pieces, which is expect­ed of the leg­endary Kon­a­mi sound.

Alas, while try­ing to think of any­thing wrong with it, I’ve con­clud­ed that Sym­pho­ny of the Night is a well-exe­cut­ed mas­ter­piece. It hits all the marks and pulls no punch­es in ele­gance, crafts­man­ship. It’s telling that most Castl­e­va­nia games lat­er in the series use Sym­pho­ny as the tem­plate on which they build. Sym­pho­ny is a build­ing crescen­do of great­ness, cul­mi­nat­ing in sol­id sto­ry­telling, game­play and world-building.