I've recently started posting a lot on the selectbutton.net forums, and some of these are long-form posts about games. I wanted to save them somewhere accessible. The original post can be found here.
I'm close to finishing SotN and I had a bunch of thoughts I wanted to put here before I forgot.
There are a few ways of doing effective worldbuilding. To take two examples that come to mind: Mario 64 vs. Banjo Kazooie. Mario 64 does not really do worldbuilding. Each painting is a small, enclosed or floating space, like a little garden with clear limits and boundaries. Banjo Kazooie is functionally the same but with a few differences. Each world implies a larger world outside of it that you can't get to. Things like impassable hills and fences, or doors that can't be opened, or oceans that seem to go beyond the playable area - they show that Banjo is being transported somewhere, not just the inside of a magical painting.
Aria of Sorrow is more like Mario 64. It's an enclosed space with specific goals and challenges that don't imply much more is going on. Symphony of the Night constantly feels like it has unplumbed depths. Rather than using physical markers, like Banjo Kazooie, SotN does world building by being incredibly secretive and impenetrable.
One thing I'm thinking about specifically is the item drops from enemies. Many of the enemies have very, very rare item drops. Practically, most players will see maybe 5% of these drops. Most of the items are not very useful, but they are rare, and many of the weapons even have secret attacks triggered by certain button combos. I think this lends the game a deep air of mystery, where each person who plays the game has a slightly different experience. Many conversations I've seen about SotN focus on the "Wow, I didn't know you could do that!" factor.
That extends to the mysterious nature of Alucard as well. He's got totally secret, undocumented spells that you can stumble on by pressing buttons in a certain order. His stats are different depending on how you perform in the first battle. Sometimes he turns into a gargoyle instead of turning to stone when hit by a Medusa Head. He's got all sorts of secret animations involving different contexts. He's not impenetrable, but I certainly don't identify with Alucard the same way I identify with Soma. He feels like another entity, not an extension of myself.
The castle itself has tons of weird secrets. There's a face near Dracula's throne room that looks like a face in the normal castle and a different face when it's upside-down. There are (apparently) rooms you can only reach by doing a super jump as a wolf (???). Famously, there's the room where the priest gives you grape juice...unless he stabs you. And of course the Inverted Castle is the major example of a bizarre secret.
Even the menus hide secrets until you've discovered them! What kind of options menu has ellipses instead of words on it?
Hell, there's even some stuff that was probably unintended. I think that the experience listings for each enemy that the Librarian gives might be wrong - the Dodo should give 777 exp but it's closer to 2000. This makes me wonder how much other stuff he tells you is wrong, or whether the items function as described. (Turns out that experience given is based on your level compared to theirs, so it's intended, but still weird)
There's a bunch of meta-stuff going on in the years since as well. The glitches that allow you to visit rooms you shouldn't or break out of the castle, the changes between various releases, content hidden on the disc...
I'd believe almost anything you told me about SotN. This game isn't just a legend in itself, it creates legends.
In the end, it's not really an incredibly mysterious game, but it feels like one. Sure, you can look up all of this information online, but just playing the game as intended, there's no way you'll see every single thing the game has to offer in less than 100 hours. I can't think of many games that make the world feel real through secrets like this.
The funny thing is that this didn't strike me at all until my second playthrough. I had played all of the GBA games and Dawn of Sorrow before ever touching this game, so SotN didn't seem that special the first time. But this second time through I've encountered so much that I didn't see or notice in the first game. I think it's really built around the idea of playing multiple times, or at least talking to people about the game.
Anyway, that's what I've been dwelling on. I'm near to finishing the game, assuming I don't grind for more weird items. I'm happy to say that this game is probably the best of the Igavanias, and it's definitely my favorite now.
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