Castlevania: Symphony of the Night (1997)

Castlevania: Symphony of the Night

A Gothic Masterpiece

Released in 1997 for the original PlayStation, Castlevania: Symphony of the Night represented a bold reinvention of a series previously known for linear, level-based action. Under the direction of Koji Igarashi, this entry transformed Castlevania into an exploration-focused adventure that, along with Super Metroid, would define the "Metroidvania" genre for decades to come. Despite launching in the shadow of 3D juggernauts like Final Fantasy VII, Symphony of the Night’s 2D artistry and innovative design have secured its place as one of gaming’s most influential and enduring classics.

The Unexpected Protagonist

Symphony of the Night made the unprecedented move of casting players not as a Belmont vampire hunter, but as Alucard, the half-vampire son of Dracula himself. This narrative twist brought fresh gameplay possibilities and a new perspective on the series’ mythology. Alucard’s fluid movements, supernatural abilities, and conflicted nature made him an instantly iconic protagonist.

The game begins with a brilliant inversion of expectations. Players first experience a playable reenactment of the final battle from Castlevania: Rondo of Blood, controlling Richter Belmont as he defeats Dracula. Then, the main game begins four years later, with Alucard awakening to investigate Dracula’s mysteriously reappeared castle and Richter’s disappearance.

A Castle of Wonders

Symphony of the Night’s setting—Dracula’s castle—is one of gaming’s most memorable locations. Unlike previous Castlevania games, which presented the castle as a linear sequence of stages, Symphony of the Night reimagined it as an interconnected labyrinth of rooms, corridors, and secret passages. This open-ended design invited exploration and backtracking, as new abilities acquired throughout the journey would grant access to previously unreachable areas.

The castle itself was a masterpiece of architectural design and artistic vision. From the elegant marble halls of the Marble Gallery to the submerged passages of the Underground Caverns, from the clockwork mechanisms of the Clock Tower to the inverted physics of the Inverted Castle (one of gaming’s greatest twists), each area had a distinct visual identity while contributing to a cohesive whole.

Depth Through RPG Elements

Unlike earlier Castlevania games, Symphony of the Night incorporated robust RPG mechanics that added layers of depth to the experience. Alucard gained experience points and levels from defeating enemies, improving his stats and combat effectiveness. A vast array of weapons, armor, and accessories could be found, purchased, or dropped by enemies, allowing for extensive customization of Alucard’s capabilities.

This equipment system went beyond simple stat improvements, with many items granting unique properties or abilities. The Shield Rod could be combined with different shields to produce powerful special attacks, while familiars like the Fairy, Demon, Ghost, and Sword would assist Alucard in various ways, growing stronger as they gained experience.

The inclusion of these RPG elements created a satisfying progression system that complemented the exploration gameplay. Finding a powerful new weapon or gaining enough levels to defeat a previously insurmountable boss provided tangible rewards for thorough investigation of the castle.

Movement as Pleasure

Perhaps no aspect of Symphony of the Night has been more influential than its movement systems. Controlling Alucard was a joy in itself, with his responsive controls and graceful animations making even basic traversal enjoyable. As players progressed, Alucard gained new movement abilities—the double jump, high jump, bat transformation, mist form, and others—that both opened new paths through the castle and made existing travel more efficient and satisfying.

These movement options created a tangible sense of growing mastery for the player. Areas that once required careful platforming could later be bypassed with the bat transformation; seemingly insurmountable gaps became easily crossed with the double jump and dash abilities. This progression of movement capabilities became a hallmark of the Metroidvania genre that Symphony of the Night helped define.

Artistic Triumph in the 3D Era

While much of the gaming industry was rushing toward 3D graphics in 1997, Symphony of the Night doubled down on 2D sprite-based artistry, pushing the medium to new heights. The game featured some of the most detailed, fluid character sprites ever seen, with Alucard’s cape physics and elegant animations setting a new standard for 2D character design.

The background art was equally impressive, with lush, gothic environments filled with atmospheric details and parallax scrolling. Environmental effects like rain, fog, and flowing water enhanced the mood of different areas, while dynamic lighting created dramatic shadows and highlights.

This commitment to 2D excellence in the dawning 3D era was a risky choice that ultimately paid off. While many early 3D games have aged poorly due to primitive polygonal graphics, Symphony of the Night’s pixel art remains gorgeous and evocative, giving the game a timeless quality that transcends technological limitations.

Soundscape of the Night

Composer Michiru Yamane created a soundtrack that perfectly complemented the game’s gothic atmosphere while spanning an impressive range of musical styles. From the haunting, harpsichord-driven melodies of "Wood Carving Partita" to the pounding rock rhythms of "Dracula’s Castle," from the melancholic strings of "Lost Painting" to the triumphant orchestral arrangements of "The Tragic Prince," the music enhanced every moment of the adventure.

The sound design was equally meticulous, with distinct audio cues for different weapons, enemies, and abilities. The famous voice acting, while charmingly amateurish by modern standards ("What is a man? A miserable little pile of secrets!"), has become endearingly iconic, quoted and referenced by fans for decades.

The Inverted Castle: Gaming’s Greatest Twist

Just when players thought they had completed Symphony of the Night, the game revealed its greatest surprise. What seemed to be the final confrontation with Richter Belmont (now under supernatural control) could, if handled correctly, lead to the game’s true second half—the Inverted Castle.

This mind-blowing twist literally turned the entire game upside down, allowing players to explore an inverted version of the castle they had just conquered, complete with new enemies, bosses, and items. This doubled the size of the game and created one of gaming’s most memorable moments of discovery.

What made this twist especially effective was how it recontextualized familiar spaces. Areas players had come to know intimately were transformed by the new perspective, requiring them to rethink navigation strategies and discover new secrets. The Inverted Castle wasn’t merely a palette swap or a simple reversal but a genuinely different experience that built upon the knowledge players had acquired.

Legacy and Influence

Few games have left as lasting an impression on the medium as Symphony of the Night. Its exploration-based design, movement mechanics, RPG elements, and interconnected world structure have influenced countless games across multiple genres. The term "Metroidvania" itself acknowledges Symphony of the Night’s co-creation (alongside Super Metroid) of a genre that continues to thrive in modern gaming.

Major titles like Hollow Knight, Ori and the Blind Forest, and Bloodstained: Ritual of the Night draw direct inspiration from Symphony of the Night’s blueprint. Even games outside the Metroidvania genre, from Dark Souls to God of War, show the influence of its world design and progression systems.

Within the Castlevania series itself, Symphony of the Night marked a turning point. Subsequent Castlevania games on the Game Boy Advance and Nintendo DS followed its exploration-focused template rather than returning to the linear stage design of earlier entries, creating what fans call the "Igavania" sub-series after producer Koji Igarashi.

A Timeless Masterpiece

Perhaps the most remarkable aspect of Symphony of the Night is how well it has aged. While many games of its era feel dated or clunky by modern standards, Symphony of the Night remains supremely playable and enjoyable. Its controls feel responsive, its progression satisfying, its world intriguing, and its atmosphere captivating.

Every few years, new players discover Symphony of the Night through various re-releases and remasters, and most come away with the same impression: this is a timeless masterpiece that transcends its era. In a medium that often moves so quickly that last year’s innovations seem outdated, Symphony of the Night’s enduring excellence stands as testament to the power of thoughtful design, artistic vision, and a willingness to break from convention. It is, quite simply, one of the greatest video games ever made.