Games Beaten:
1. Castlevania Symphony of the Night (Playstation)Some force in the universe
really didn't want me to complete this game. It all started when I threw Strider 2 into the old PS1. It wouldn't go any further than the second mission before freezing at a load screen. I tried it in the PS2, and it only took me a bit further. I figured this was an issue with the disc, so I went with my backup: SotN. The music cut sometimes, but it worked well enough... until I got to the inverted castle. Then, my PS1's laser died. You could hear at the startup that it wasn't even trying to read the game. Then, on PS2, SotN started freezing at loading sections of the inverted castle. As an investment on the apparently fragile PS1 games' future, I got a disc resurfacer, and not one of those cheap ones. It didn't fix Strider 2, but thankfully, SotN was saved. Now, I could finally get to finishing the game... just kidding.

My 200 pound CRT TV broke down next. It would turn on, but give me a blinking light next to the power button, and no picture or sound was displayed. Out of desperation, I tried smacking the side of it, and that fixed the issue for a little bit.

Whenever I get that error, simply smacking the side of the TV fixes it! I'm sure it's on borrowed time, but I used that time to finish the game. Gotta love old technology!
Anyway, the game itself had always been a curiosity to me. The only other Metroidvania I've played is Super Metroid. I really enjoyed that one, but something about the style of play wears me out. In other words, no matter how good a Metroidvania is, I could never play two of them in a row. In fact, it has been close to nine years since I finished Super Metroid, and if that game is one half of what started the genre, then SotN is the other half. How does it compare?
Early on, I was struggling to understand the hype. It was fun, but didn't feel as revolutionary as everyone said. The meme-worthy dialogue was actually the highlight for my early impressions. If I could nail it down to one thing that was bothering me, it was how limited everything felt. I realize that this is a feature of the genre, not a problem with the game, but it was still a bit frustrating to feel like nearly every turn brought me to someplace I couldn't reach. Most of my attacks felt weak, or the enemies spongy.
But as the game progressed, I found myself enjoying it more and more. The big addition to SotN, and why it's considered a foundation of its genre, are the light RPG mechanics. You can level up, find a variety of weapons and armor that all impact your stats, and gain abilities that allow you to reach some of those previously unreachable areas. By the halfway point of the first castle, I no longer felt so constrained. Finding all of the "rooms", marked on your map on the select screen, became an obsession. Many save rooms are sprinkled throughout the castle, and there are some warp rooms too, so you have an easier time backtracking. These warp rooms are a Godsend in the late game, especially if you're trying to get the true ending.
Speaking of endings, there are multiple in SotN, and you're encouraged to get them all. Unlike Super Metroid, where you have to start the game over and get a better time to see different ending screens, Symphony's endings are context-sensitive and often depend on how much of the game you have completed. Needless to say, I prefer the latter method. When I got the first (and worst) ending, I could immediately tell something wasn't right. The game drops you off at your previous save point before the "final" boss, and you're free to explore. That's exactly what I did, and lo and behold, I found items that changed the outcome of the "final" boss entirely. It opened up the game even more!
I think that one of SotN's greatest strengths is its style. Victorian-inspired portraits are used for character speech bubbles whenever someone is talking, and the 32-bit sprites are often large and impressive. I love the castle setting, and it feels larger than life. When you can make a 2D game feel like a grand adventure with the background art alone, you've got some serious talent! The CD-quality music is so impressive in this game. Even though my flawed game disc would sometimes cut it off a bit, it didn't stop me from enjoying it at all. There's a surprising amount of variety, too. When the music for the Colosseum section of the castle starts playing, you think, "Oh, another eerie, atmospheric track," but no, it suddenly transitions into this smooth, funky beat that I enjoyed making Alucard dance to.

Modern AAA games could really learn a lesson from games like Super Metroid or SotN when it comes to music. It seems like many devs are preoccupied with making unobtrusive music that you don't even notice, but these games prove you can be both atmospheric
and catchy!
Symphony of the Night's story feels broken up. You're given plenty of cutscenes and dialogue early on, but there are stretches of the game, particularly in the second half, where you talk to no one for hours and hours. By the end of the story, the payoff doesn't feel as grand as it should. There are some interesting ideas thrown in, like how Alucard doesn't really want to kill his father, or how humans killed his mother, but he helps them anyway because it was her final wish. But these things are not touched on nearly enough to leave a lasting impact. The dialogue is more amusing than it is deep, especially because of the delivery. Dracula, for example, decides to cite a quote from the bible, and it feels so random and funny. Wouldn't a guy like Dracula
hate the bible? lol By the end of the story, Maria, who is all grown up since the events of Rondo of Blood, has fallen in love with Alucard. The problem is that they shared maybe five or six scenes together in the story. It would have really helped sell the romance if she had returned in the second half of the game to help out or provide some kind of dialogue.
Anyway, if a game is fun and atmospheric, a weaker storyline is far from a big deal. It didn't hinder my enjoyment of the game at all, and in fact, I enjoy when stories are goofy and have funny dialogue. It may not be everyone's cup of tea, though.
I enjoyed this game so much that I decided to go for a complete run, 200.6% completion. This percentage is determined by how many "rooms" you've visited. Since the game doesn't require this percentage for the true ending, I feel I have no right to complain about how cryptic it is to find some of these rooms, but let's just say that there is
no shame in looking up a guide for a couple of these. One in particular left me puzzled about how anyone could have possibly found it without looking into the source code. The dreaded "Merman" room gives even Castlevania 2's worst offending riddles a run for their money.
But that's about all I can offer for complaints. What a great game. It's a shame we didn't get to see more 2D games on PS1. As for which I prefer between this and Super Metroid? Man, that's a tough one to call. I think they're at a similar level, so it'll come down to how much of an impact SotN leaves on me. The problem is, it often takes me some time to realize just how much of an impact a game leaves on me. So, I'm gonna have to cop out and say: To be determined!