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.

Shiritsu Justice Gakuen: Nekketsu Seisyun Nikki 2 — 2Q2015 issue

Rival Schools 1.5 is still fun

We here at GI are strong pro­po­nents of any­thing Japan­ese, fight­ing games and edu­ca­tion. So, you can imag­ine the delight that is a gen­er­ous mix of all three. To that end, it should be obvi­ous by now that we love Rival Schools and its over­all series Project Jus­tice. Despite the fact that it comes from the brain trust known as Cap­com, we’re still entranced by the con­cept of Japan­ese high school stu­dents fight­ing to save themselves.

The mid­dle game in the series, Rival Schools 2, is an inter­est­ing addi­tion to the fam­i­ly of fight­ing games. It’s nei­ther a true sequel nor a spin-off of the orig­i­nal game. It’s an adden­dum, which Cap­com is noto­ri­ous for push­ing on the gen­er­al buy­ing pub­lic. It’s more of the orig­i­nal game — which we love — with some upgrades thrown in to make it worth import­ing. This ver­sion was nev­er released in Amer­i­ca, thus there are modes that you will nev­er see. That makes import­ing the game worth the time and trouble.

RS2 is your stan­dard fight­ing game, which does­n’t make it unique. How­ev­er, the inclu­sion of the board game mode and the char­ac­ter cre­ation mode that plays out like an eroge sim­u­la­tion are some of the good­ies that we’re miss­ing out on in the U.S. There’s also the addi­tion of three new char­ac­ters: Ran, a pho­to­jour­nal­ist who uses her cam­era to attack; Nagare, a swim­mer; and, Chairperson/Iinciyo, who leads the charge for Taiyo High School stu­dents to defend them­selves. Oth­er than these gifts, there’s not much dif­fer­ent here than the first game. You’re still fight­ing to defend your cho­sen school, and there’s still fun to be had in a slight­ly deep fight­ing game sys­tem. There’s not too much dif­fer­ent aes­thet­ics-wise, in that there are a few new stages and new stage themes. The old­er stages are still here and it’s fun to play against the new­com­ers with old­er char­ac­ters or a cre­at­ed character.

I have two caveats with rec­om­mend­ing the game to oth­ers. The first is the fact that it’s in Japan­ese most­ly and read­ing is a must to get through the char­ac­ter cre­ation and board game modes. That’s a bit much if you’re not into the lan­guage or know enough to nav­i­gate through menus. The oth­er issue is the fact that, as usu­al, Cap­com has seen fit to deny Amer­i­can gamers the best of a series, short­chang­ing loy­al mon­ey-spend­ing fans who would pay a high price for the good­ies of the char­ac­ter cre­ation mode and the board game mode. The dirty truth of it all is Cap­com has nev­er thought high­ly of its Amer­i­can audi­ence. We’re not going to see some­thing awe­some like either mode because “we just would­n’t get it any­way.” A fun fact is that both modes were to be includ­ed in the first game but were left out in Amer­i­ca because it would have been too much trou­ble to include them for Amer­i­cans, accord­ing to Cap­com of Japan. But we’re smart enough to make cash grabs off of for mul­ti­ple ver­sion of Street Fight­er, though, right?

The moral of this sto­ry is that Rival Schools and its fur­ther sequels all deserve to be played by a wider audi­ence. Although it’s a slight rehash of the first game, RS2 was deserv­ing of respect and a prop­er intro­duc­tion to the Amer­i­can audi­ence. Thank­ful­ly, we were allowed to see the next sequel, Project Jus­tice. Here’s hop­ing for a class reunion.