Castlevania Symphony Of The Night Ps3 Iso Download UPDATED
Castlevania Symphony Of The Night Ps3 Iso Download
Castlevania: Symphony of the Night | |
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Developer(s) | Konami Computer Entertainment Tokyo |
Publisher(s) | Konami |
Director(s) | Toru Hagihara |
Producer(s) | Toru Hagihara |
Developer(s) |
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Artist(s) |
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Writer(due south) |
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Composer(s) | Michiru Yamane |
Series | Castlevania |
Platform(s) |
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Release | March 20, 1997
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Genre(due south) | Action role-playing, platform-hazard (Metroidvania) |
Style(s) | Single-actor |
Castlevania: Symphony of the Night [a] [2] is an activeness role-playing game developed and published by Konami for the PlayStation.[iii] It was directed and produced by Toru Hagihara, with Koji Igarashi interim equally assistant director. It is a direct sequel to Castlevania: Rondo of Blood, taking place four years later. It features Dracula'due south dhampir son Alucard (returning from Castlevania 3: Dracula'southward Curse) every bit the protagonist, ascent from his slumber to explore Dracula'due south castle which resurfaced later Richter Belmont vanished.[4] Its blueprint marks a break from previous entries in the series, re-introducing the exploration, nonlinear level pattern, and role-playing elements start experimented with in Castlevania 2: Simon's Quest.[five]
Symphony of the Night initially sold poorly. However, it gradually gained sales through give-and-take-of-rima oris and became a sleeper hit, developing a cult following and selling over 700,000 units in the U.s. and Japan. The game garnered widespread acclaim, oftentimes cited by critics as one of the best video games of all time, praising its gameplay innovations, atmosphere, visuals and soundtrack. It is besides considered a pioneer of the Metroidvania genre; inspiring numerous exploration-based action-adventure games. Symphony of the Dark would have a lasting bear upon on the Castlevania series, with numerous subsequent mainline entries adopting its gameplay model.
Gameplay [edit]
Symphony of the Nighttime uses 2-dimensional side-scrolling gameplay.[6] The objective is exploring Dracula's castle to defeat an entity named Shaft who is decision-making Richter Belmont, the self-proclaimed lord of the castle and hero of the events which took place in Castlevania: Rondo of Claret. Shaft can only be seen with a particular item obtained during gameplay. One time he is defeated, the second portion of the game is revealed, an upside-downwardly version of the first castle, with new enemies and bosses. Alucard has to find five specific bosses to collect v pieces of Dracula (in reference to Castlevania 2: Simon's Quest), eventually leading to the final battle with a newly awakened Dracula.[7]
The game is non-linear, but most of the castle is inaccessible until various items and abilities are collected, including shapeshifting into a bat, wolf, or mist.[8] As the player uncovers more of the castle, a map is updated to show progress.[ix]
While player characters in previous Castlevania games typically used a whip,[10] the player can notice and use a broad variety of weapons.[xi] The game includes an inventory and other role-playing game elements.[9]
Castlevania: Symphony of the Night incorporates elements found in role-playing video games. Alucard'due south hit points make up one's mind the maximum corporeality of harm he can withstand earlier dying while his magic points decide how oft a magical attack may be bandage. Alucard can besides collect hearts dropped from candles and enemies to use sub-weapons similar in previous games. Alucard has four other attributes: strength, the power of his physical set on; constitution, his resilience to harm inflicted by the monsters; intelligence, the power of magical attacks and sub-weapons; and luck, the frequency that items are dropped by enemies as well as the gamble to score a critical hit.
Defeating monsters provides Alucard with experience points and he volition level up after reaching a predetermined amount, increasing his attributes in the process.[ix] In add-on to level-ups, Alucard can also find Life Vessels and Middle Vessels scattered around the castle, which permanently increase Alucard's maximum hit points and hearts respectively. Alucard may cast eight different spells, which requires the player to input directional combinations and will use upward varying amounts of his magic points.[9] During the course of the game, Alucard can larn the ability to summon familiars, which part as complementary entities, aiding him in boxing and exploration.[ commendation needed ]
Alternative modes of gameplay can be unlocked later completion of the game. Past inputting Richter Belmont'southward name as the user proper noun, the actor can play equally Richter,[12] who uses a whip every bit his main weapon and various sub-weapons.[ commendation needed ] In the Sega Saturn version, the port included in the PlayStation Portable game Castlevania: The Dracula X Chronicles, and in the PlayStation 4 port, Castlevania Requiem, Maria Renard is playable.[thirteen]
Plot [edit]
Castlevania: Symphony of the Nighttime begins during the catastrophe of the previous game in the serial, Castlevania: Rondo of Blood, where Richter Belmont (Kiyoyuki Yanada / Scott McCulloch; David Vincent) confronts and defeats Count Dracula (Norio Wakamoto / Michael G.; Patrick Seitz).[14] 4 years later, in 1796, Richter goes missing and Dracula'southward castle reappears.[15] Alucard (Ryōtarō Okiayu / Robert Belgrade; Yuri Lowenthal) arrives at the castle to destroy it,[xvi] coming together Maria Renard (Chisa Yokoyama / Kimberly Forsythe; Michelle Ruff), who once fought aslope Richter and is searching for him.[17] Alucard meets Richter, who claims to be the new lord of the castle.[18] Convinced that Richter is under somebody else's control, Maria urges Alucard not to hurt him and gives him the Holy Glasses, which allows him to see past illusions.[19] In the castle's go along, Alucard confronts Richter and learns that he plans to resurrect Dracula so the two tin can fight for an eternity.[20] During a fight, Alucard breaks the spell decision-making Richter, and Dracula's retainer Shaft (Dai Matsumoto / Jeff Manning; Tony Oliver) appears and tells them that Dracula will still be resurrected before long.[20]
Alucard leaves Richter and Maria to confront Shaft, venturing into an upside-down duplicate of the castle to seek him out.[twenty] Shaft reveals he planned to finish the threat of the Belmont association by controlling 1 of them and forcing the clan to fight i another.[21] After defeating Shaft, Alucard faces his father, who vows to bring an end to humankind considering Alucard's mother Lisa (Rika Fukami / Alison Lester; Jessica Straus) was executed as a witch. Alucard refuses to join his begetter in his revenge and he defeats him.[21] Alucard tells Dracula that he has been thwarted many times considering he lost the power to love after Lisa's death, and that Lisa's concluding words were of eternal love for him and a plea not to hate or at least damage humanity. Earlier Dracula dies, he asks for Lisa's forgiveness and bids his son farewell.[21]
After escaping the collapsing castle, Alucard rejoins Maria and Richter. Maria is relieved that he escaped while Richter blames himself as the reason for Alucard's fight with his father. Alucard tells Richter, "the only thing necessary for the triumph of evil is for skillful men to do cypher", (a quote attributed to Edmund Burke) and resolves to disappear from the globe because of his cursed bloodline.[22] Depending on how much of the castle the player has explored, Maria either chases Alucard in the hope of changing his mind, or resigns herself to Alucard's fate and leaves with Richter.[22]
Evolution [edit]
In 1994, development began on a Castlevania game for the Sega 32X, retroactively known nether the title Castlevania: The Bloodletting. A playable prototype was created, simply Konami decided to refocus its efforts on the PlayStation, and the game was cancelled as a result. Changes were made to these initial ideas, and the project became Symphony of the Night.[23]
The game was directed and produced by Toru Hagihara, who had directed the previous entry, Rondo of Blood. Igarashi had creative influence and was involved with the story-writing and programming.[24] Part way through production, Hagihara was promoted to caput of the partitioning and asked Igarashi to finish the game as the assistant director.[25] From the outset, the game was intended to stand for a new direction for the franchise. According to Igarashi, Castlevania: Symphony of the Dark began development every bit "something of a side story for the series, we were able to break alot [sic] of Castlevania conventions and introduce a lot of new elements that we still use today".[26] Their primary motivation for the abrupt design modify was the sight of dozens of Castlevania games in bargain bins of Japanese video game stores; linear Castlevania games offered limited replay value subsequently completion.[27] A noted fan of 2D games, Igarashi was instrumental in refining the game'southward control scheme.[28]
Igarashi felt that regular action games were too curt, and he wanted to create a game that "could be enjoyed for a long time".[24] Consequently, the development team abandoned the traditional stage-past-phase progression of the previous Castlevania games in favor of an open up castle that the player could freely explore. Igarashi looked to Nintendo'south The Legend of Zelda series, which involved much exploration and backtracking to extend the corporeality of gameplay.[29] Igarashi was able to use the critical reaction from Castlevania Ii: Simon's Quest, which was more focused on exploration than action, to pitch Symphony of the Dark to Konami.[30] The evolution team used inspiration from The Legend of Zelda to brand most of the castle areas initially inaccessible to the player.[29] The player would gradually obtain items and abilities that progressively opened up the castle. Their thought was to advantage exploration while retaining the hack-and-slash action of the previous games.[24]
Office-playing mechanics were added because Igarashi felt the before Castlevania games were too challenging for average players.[24] To change that, the team implemented a leveling-up organisation with feel points, which rewarded players with better assault and defense statistics as they beat enemies. This system, combined with a variety of items, armors, weapons and spells, allowed the exploration to become less difficult for unskilled players.[24]
Symphony of the Night marked the debut of creative person Ayami Kojima in the video game manufacture. She worked on the game as a graphic symbol designer, conceptualizing the game'south principal and supporting cast. Her designs for the game are heavily influenced past bishōnen-fashion art.[ citation needed ] The game is presented using 2D visuals, mainly sprites blithe over scrolling backgrounds. The PlayStation had no hardware for scrolling, which lead to the developers using the aforementioned methods for displaying character sprites to brandish the backgrounds.[31] Occasionally, the 3D capabilities of the PlayStation are utilized. The game contains opening and ending cinematics, which were created by another group at Konami. Igarashi and the evolution team were disappointed in the quality of the cinematics, which featured flat models lacking textures.[32]
Audio [edit]
The music used in Castlevania: Symphony of the Night was equanimous by Michiru Yamane.[33] The soundtrack contains elements from multiple musical genres, including classical, techno, gothic stone, new-historic period, jazz, and subgenres of metal, specifically elements of thrash metal.[ citation needed ] "I Am the Current of air", a vocal catastrophe theme written past Rika Muranaka and Tony Haynes, and performed by Cynthia Harrell, is played during the credits.[ citation needed ]
Versions and re-releases [edit]
PlayStation and Saturn [edit]
Castlevania: Symphony of the Night was released in Japan on March xx, 1997, in North America on October two, 1997, and in Europe in November 1997.[34] The Japanese release was packaged with an art book containing a pocket-sized manga based on the game and a soundtrack compiled from virtually of the previous Castlevania games.[35]
The Northward American and European version's localization was handled by Jeremy Blaustein, although he was not present for the voice recording.[36] Blaustein added the lines "What is a human being? A miserable little pile of secrets", which were taken from the novel Human being's Fate by André Malraux.[32] Other changes made in localization included AI improvements, the addition of a audio test, and the correction of a game-crashing bug found in the Japanese release.[37] The game was low-balled every bit a prospect for release in the U.s.a., given relatively little advertising, received limited funding for its North American product, and was initially not a major financial success.[38] The game was re-released in Nihon on the "PlayStation the Best" label on March 19, 1998, and in North America on "Greatest Hits" in 1998.[34] [38]
I understand why fans who've never played the Saturn version would be interested in those features, but I really, really don't feel good about them. I couldn't put my name on that stuff and present it to Castlevania fans.
—Koji Igarashi, June 2007, on the Saturn port[39]
In 1998, a port of Castlevania: Symphony of the Night was released in Japan for the Sega Saturn. In this version, Maria Renard is both a fully playable character likewise as a dominate fight, and Richter is available to play at the start of the game.[38] When playing the game as Alucard, a "tertiary hand" is bachelor, but only for stat-altering items like food and potions and non weaponry. Alucard can utilise exclusive items, such as the Godspeed Boots, which grant him the ability to run similar Richter.[ citation needed ] New areas, the Cursed Prison and the Underground Garden, which include new bosses, can be visited.[38] The port besides contains remixes of songs from previous Castlevania games.[forty] Even so, loading is more frequent and takes longer in the Saturn version than in other versions.[41] Because the Saturn has limited hardware transparency back up, transparency effects such equally the mists and the waterfall were replaced with dithering effects,[42] though fractional translucency does exist in a few areas such as with Saturn exclusive enemies and one of the final boss fights. Rather than taking advantage of the Saturn'due south increased resolution, the graphics were stretched to fill the screen, causing some sprites to be distorted. The overall quality of the Saturn port's video is said, according to Igarashi, to exist lower than the PlayStation version because it is a elementary port handled by another team and was non programmed to take advantage of the Saturn's 2nd capabilities. Igarashi overall expressed disappointment with the Saturn version.[39]
Re-releases [edit]
In 2006, Konami appear that the PlayStation version of the game would be ported to the Xbox 360, distributed via Xbox Live Arcade. The game was ported by Backbone Entertainment.[43] It was the kickoff Xbox Live Arcade title to exceed the 50 MB file size restriction for games on the service at the time. Xbox Live Arcade group manager Greg Canessa stated that an exception was made for Symphony of the Night to "ensure that the gameplay experience is the all-time it can be".[44] This version was released on March 21, 2007.[45] As with most Xbox Live Arcade games, Castlevania: Symphony of the Night features leaderboards that rail players' progress through the castle and features 12 achievements worth 200 points. To save space, all full motility video sequences were removed from the Due north American and European versions of the game. They have since been returned to the Japanese version, which is approximately 25 megabytes larger.[ commendation needed ] While the unpatched version on Xbox Alive Arcade nevertheless featured "I Am the Wind" as the game'southward closing music, a later patch replaced it with "Adoration Towards the Clan", the closing vocal in Castlevania: Complaining of Innocence due to licensing reasons.[ citation needed ] This patch too fixed a distorted background epitome in one ending. In 2009, Konami released Castlevania: Symphony of the Dark alongside Super Contra and Frogger on the Konami Classics Vol. 1 compilation for Xbox 360.
Symphony of the Night was re-released equally a "PSone Classics" title on the PlayStation Network store on July nineteen, 2007, in North America, on December 16, 2010, in Japan, and on December 12, 2012, in Europe for apply with the PlayStation 3, the PlayStation Portable, and the PlayStation Vita.[34]
A port of Symphony of the Nighttime was included as unlockable bonus content in Castlevania: The Dracula X Chronicles for the PlayStation Portable, which was released in North America on October 23, 2007, in Japan on November eight, 2007, and in Europe on February 18, 2008. Except for the Japanese release, the English language translation features a new script and newly recorded phonation acting, with the option to use the original Japanese voices.[46] The PSP release is a port of the PlayStation version, but contains some additions and changes. Maria Renard is a playable character and a boss in this version, sporting a new moveset modeled after her abilities in Rondo of Blood.[13] Like the Xbox 360 version, "I Am the Wind" was replaced with "Mournful Serenade", a new piece composed by Michiru Yamane, equally the closing theme. An English-recorded version of the vocal "Nocturne" was added along with several familiars, both of which had been removed in previous international releases of the game.[47] The Dracula X Chronicles versions of Symphony of the Nighttime and Rondo of Blood were re-released for the PlayStation 4 on Oct 26, 2018 as role of the Castlevania Requiem compilation.[48] Android and iOS ports of the game were released on March 4, 2020, based on the Dracula 10 Chronicles version.[49]
In 2010, Castlevania Puzzle: Encore of the Night, a puzzle game based on Symphony of the Night, was released for iOS.[50]
Reception [edit]
Castlevania: Symphony of the Night received wide critical acclaim at the fourth dimension of its release. Critics lauded the massive, free-to-explore game globe with its numerous secrets to uncover,[b] and praised the game for integrating office-playing elements without compromising the serial' basic gameplay.[c] Multiple critics besides made mention of the ingeniously designed enemies and the story'due south many plot twists.[d] GameSpot hailed it as "easily i of the all-time games always released and a true testament to the fact that 2d gaming is not dead by any stretch of the imagination."[62] Computer and Video Games commented, "This may be onetime-skool style, but it feels like the freshest matter of the year."[55] Adjacent Generation stated that "Symphony of the Night has classic written all over information technology" and chosen information technology "spectacular" for a 2D side-scrolling platformer in the age of 32- and 64-bit games.[67] GamePro gave information technology a perfect 5.0 out of 5 in all four categories (graphics, sound, control, and fun factor), calling it "one of the best games of the twelvemonth."[70]
Despite the popular consensus of the fourth dimension that 2D had become outmoded, critics also highly praised the game'south graphics for their smooth animation, impressive effects, and evocation of atmosphere.[e] John Ricciardi of Electronic Gaming Monthly wrote that "everything is animated with an amazing attention to detail, and the special effects used throughout provide an atmosphere that merely begs to be experienced."[57] However, there were a few detractors of the use of second. Entertainment Weekly said that the visuals were dated and flat, when compared to Nightmare Creatures which featured 3D environments,[71] while IGN commented, "The graphics are initially similar-looking to SNES and Genesis incarnations of the game, the graphic symbol blitheness isn't particularly smooth and 3D is resigned to express background effects and the odd special effect."[65] A few criticized the vocalism acting, though GameSpot instead praised it.[f] The music was met with nearly unanimous approval, IGN describing it as "sometimes daunting, sometimes rousing and e'er doing what music should—enhancing the action."[thou]
In Electronic Gaming Monthly 's Editors' Choice Awards, Castlevania: Symphony of the Night was awarded "PlayStation Game of the Yr" and "Side-Scrolling Game of the Year", and was a runner-up for "Best Music" (backside PaRappa the Rapper) and "Game of the Year" (behind GoldenEye 007).[72] It besides was named "Best Sequel" in their annual Buyer's Guide.[73] Information technology was named "Game of the Twelvemonth" by PSM in its list of the top ten games of 1997.[ citation needed ]
Castlevania: Symphony of the Night received a nomination for "Console Take chances Game of the Year" at the inaugural AIAS Interactive Achievement Awards (now known as the D.I.C.E. Awards).[74]
The game has developed a large cult following and copies of the original PlayStation version are considered collector'south items. It demonstrated the continued popularity of second games during the fifth generation of video game consoles in the 32-chip era, which saw rapid advancements in 3D gaming.[38]
The game has continued to receive disquisitional acclaim, and information technology has appeared on several other "greatest game" lists. The aforementioned year it was released, it was ranked the 12th all-time console video game of all fourth dimension by Electronic Gaming Monthly, which said it "is not only the best 2-D game on the PlayStation, it'southward one of the all-time, period."[75] It appeared on GameSpot 's "The Greatest Games of All Fourth dimension" list.[76] It was placed 16th on IGN'due south "Meridian 100 Games of All Time"[77] and 24th in Game Informer 's "Peak 200 Video Games Ever", down six places from its 2001 ranking.[78] [79] GameZone ranked it the best Castlevania title ever fabricated.[80] GamePro listed the discovery of the inverted castle as the 26th-greatest moment in gaming.[81] GamesRadar named Castlevania: Symphony of the Night the 2nd-best PlayStation game of all fourth dimension, behind Metal Gear Solid.[82] It was ranked fourth identify on EGM's list of 100 greatest games of all time, and was the highest PS1 game on the listing.[ citation needed ] Edge ranked the game No. 35 on its list of "The 100 Best Games To Play Today", stating "When you get to that moment when the castle turns on its head, you see that it'southward a piece of work of genius".[83]
The gameplay of Castlevania: Symphony of the Night and its second successors is often compared in the gaming press with the pop series Metroid, with both Castlevania: Symphony of the Night and Super Metroid seen equally pioneers in the genre,[h] leading to the coinage of the term "Metroidvania" (a portmanteau of Metroid and Castlevania), used to describe video games that share some of their elements.[84]
Sales [edit]
Initially, the game'southward commercial performance was mediocre,[85] particularly in the United States where it was meagerly publicized, but thanks to praise by critics, information technology gained sales through word-of-oral cavity and became a striking.[38] The PlayStation and Saturn versions sold 225,862 units in Japan,[86] while the PlayStation version sold 477,304 units in the United States,[87] for a full of 703,166 units sold in the United States and Nippon.[86] [87]
Notes [edit]
- ^ Known in Japan equally Akumajō Dracula X: Gekka no Yasōkyoku ( 悪魔城ドラキュラX 月下の夜想曲 , Akumajō Dorakyura Ekkusu: Gekka no Yasōkyoku , Demon Castle Dracula X: Nocturne in the Moonlight).[1]
- ^ [55] [57] [62] [65] [67] [70]
- ^ [57] [62] [67]
- ^ [55] [57] [65] [62] [seventy]
- ^ [55] [57] [62] [65] [70]
- ^ [57] [67] [62]
- ^ [55] [57] [62] [65] [67] [seventy]
- ^ [55] [57] [67] [76]
References [edit]
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Japanese: 歴代の「悪魔城ドラキュラ」シリーズから選ばれた登場キャラクターを操作して、仲間たちと悪魔城に乗り込み、宿敵ドラキュラ伯爵に立ち向かおう。 English language translation: Take control of by protagonists from the Castlevania series to brave the Demon Castle alongside friends and defeat the ancient enemy Count Dracula.
- ^ Konami Reckoner Amusement Tokyo (20 March 1997). Akumajō Dracula X: Gekka no Yasōkyoku. Konami Co., Ltd. Scene: staff credits.
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External links [edit]
- Castlevania: Symphony of the Dark at MobyGames
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