The History of Castlevania: Symphony of the Night | Rewind Arcade
The story of how one of the greatest games of all-time, Castlevania: SOTN was made from beginning to end. A deep dive into the game's development with information about Koji Igarashi, Toru Hagihara, Michiru Yamane, ideas cut during its creation, the game's extensive mechanics, why the staff were given so much freedom, and the game's aftermath and legacy.
0:00 - Introduction
1:02 - Part 1 - The Game With Two Directors
3:22 - Part 2 - Simon's Quest
4:57 - Part 3 - Development Begins
9:30 - Part 4 - Director Swap
10:47 - Part 5 - Finalizing the Masterpiece
14:02 - Part 6 - A Bumpy Release
15:49 - Part 7 - Aftermath and Legacy
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Introduction:
The year is 1997. 2D video games made using pixel art are now considered outdated and have mostly been cast aside by the gaming industry. The shift to 3D game development has fully taken shape and become the focus of most companies moving forward. Major franchises like Super Mario Bros. and Final Fantasy have transitioned their worlds and characters into the 3rd dimension utilizing the extra power afforded to them from the newest gaming consoles to hit the market. Things are different now. However, not everyone was conforming to these new standards. One team at Konami wanted to do things differently. They wanted to create something unique. Something new. Something that made use of older concepts and mechanics but applied them in a fresh new way. And they would do so using a series that up to that point, had refused to change much during the decade it had existed. A series called Castlevania.
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