Castleroid: Difference between revisions

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#REDIRECT [[Metroidvania]]
:''This article is about games from the ''[[Castlevania]]'' franchise. For other 2D, non-linear, exploratory action games, see [[Metroidvania]].''
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'''Castleroid''' (also, '''Metroidvania''') is an umbrella term used by the media to describe certain ''Castlevania'' video games that borrow gameplay elements from [[Nintendo]]'s ''[[Super Metroid]]''. Games commonly referred to as Castleroids include ''[[Castlevania: Symphony of the Night]]'' and other [[2D computer graphics|2D]] games from the series that followed in a similar style: ''[[Castlevania: Circle of the Moon|Circle of the Moon]]'', ''[[Castlevania: Harmony of Dissonance|Harmony of Dissonance]]'', ''[[Castlevania: Aria of Sorrow|Aria of Sorrow]]'', ''[[Castlevania: Dawn of Sorrow|Dawn of Sorrow]]'', and the upcoming ''[[Castlevania: Portrait of Ruin|Portrait of Ruin]]''. The term is sometimes broadened to refer to any of current series producer [[Koji Igarashi]]'s games, including [[3D computer graphics|3D]] games such as ''[[Castlevania: Curse of Darkness|Curse of Darkness]]'' ([[#ref Qualls|Qualls]]).

==Name origin==
Castleroid is a [[portmanteau]] of two video game series titles, Konami's ''Castlevania'' (itself a portmanteau) and Nintendo's ''Metroid''. The word was coined to reflect the incorporation of gameplay (particularly exploration-based gameplay) elements from ''Super Metroid'' into 1997's ''Symphony of the Night'', and is used primarily by the gaming press and people familiar with the ''Castlevania'' franchise. Use of alternate terms such as '''Metroidvania''' is widespread in the media and fan base. However, fans of ''Castlevania'' tend to avoid this term as it places emphasis on the ''Metroid'' series rather than ''Castlevania'' itself.

==Critical reception==
[[Image:Castlevania - Symphony of the Night (gamebox).jpg|right|150px]]
Although the press admitted that ''Symphony of the Night'' was "laid out in a very similar configuration" to ''Super Metroid'', it was not criticized for incorporating elements from Nintendo's game ([[#ref Gamefan|Gamefan]]). In fact, the reaction was quite the opposite; the decision was praised for breathing new life into the series. "It's impressive how Konami have combined the best aspects of Nintendo's ''Super Metroid'' with their own expert character design, and knack for drama" ([[#ref Compandvid|Computer and Videogames Magazine UK]]).

Subsequent Castleroids have fared well critically ([[#ref Stats|GameStats.com]]), although the question of if they'll live up to or surpass ''Symphony of the Night'' often plagues discourses on the games ([[#ref Hardcore|Hardcore Gamer]]).

==Elements associated with Castleroids==
Distinct features associated with the Castleroid formula are [[Linearity (computer and video games)|non-linear]], exploration-based gameplay and [[power-up]]s. Typical gameplay involves exploring the game-world and discovering areas that cannot be accessed at the current time. Finding an item (either a key or a special ability) usually grants access to the new section of the game. Some upgrade items are needed to obtain others, lending a sense of structure, sequence, and linearity to the game. This structure is often vital in creating a coherent [[plot]] by ensuring that events that advance the storyline are triggered in the proper order.

Despite this implicit structure, industrious players often pride themselves on [[sequence breaking]] these games. One example is traversing the Underground Waterway in ''Circle of the Moon'' before receiving the Cleansing item, which purifies the poisoned water that fills the level. Sans purification, the water damages hero [[Nathan Graves]]. This obstacle was intended to prevent players from prematurely progressing to an event in which [[Camilla (Castlevania)|Camilla]] (the level's boss) reveals storyline information and subsequently obtaining the Roc Wing (an item that allows access to several other castle areas) with her defeat.

===Precursors===
The original ''Metroid'' and ''[[Castlevania II: Simon's Quest]]'' blazed the trail for the Castleroids. Both were based heavily on non-linear, side-scrolling exploration, with areas that could only be reached after attaining items in other areas. However, neither had the automatic mapping feature or any real semblance of plot that can be found in the Castleroids that followed. [[Castlevania]] games after ''Simon's Quest'' returned to a strictly linear, or branching-path linear, structure until ''Symphony of the Night''.

==References==
*<span id="ref_Gamefan">[http://castlevania.classicgaming.gamespy.com/Features/magscans.html Gamefan April 1997] Page 33.</span>
*<span id="ref_Hardcore">[http://castlevania.classicgaming.gamespy.com/Features/magscans.html Hardcore Gamer Issue 4]</span>
*<span id="ref_Compandvid">[http://castlevania.classicgaming.gamespy.com/Features/magscans.html Computer and Videogames Magazine (UK)]</span>
*<span id="ref_Qualls">[http://xbox.about.com/od/reviews/fr/castlevancdrev.htm Castlevania: Curse of Darkness Review] by Eric Qualls</span>

<span id="ref_Stats">Press review scores at Gamestats.com:</span>
*[http://www.gamestats.com/objects/000/000336/ ''Symphony of the Night'']
*[http://www.gamestats.com/objects/015/015396/ ''Circle of the Moon'']
*[http://www.gamestats.com/objects/477/477811/ ''Harmony of Dissonance'']
*[http://www.gamestats.com/objects/498/498341/ ''Aria of Sorrow'']
*[http://www.gamestats.com/objects/695/695639/ ''Dawn of Sorrow'']

[[Category:Computer and video game gameplay]]
[[Category:Castlevania]]

Revision as of 19:38, 18 June 2006

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