In the PlayStation's heyday, for a game to completely eschew all 3D polygonal graphics in favour of a fully pixellated 2D look was seen as a maverick - even foolhardy - move. 3D undisputably seemed like the future, so why make a throwback to what at the time seemed like a bygone era? But looking back today, pixels helped the game feel just aas good today as it did back then. Pixels alone, of course, wouldn't be enough to cement Symphony of the Night as a classic. You can put that down to its gruelly 2D platforming gameplay and charmingly gawdy character. It was campier and more eccentric than its predecessors, with delightfully kitsch Gothic environments, and a soundtrack that ranged from 'spoooooky' choral singing to twangy Goth Rock numbers.. Despite its new look, Symphony held onto the notoriously tough gameplay that brought its predecessors to fame, punishing mistakes but rewarding composure and skill with its pinpoint mechanics. Alongside Alucard's trademark whip, you can use a variety of weapons such as swords, bombs and gauntlets to take on the diverse enemies - which range from your classic witches-on-broomsticks, to menacing bosses such as the brilliantly designed Beelzebub (pictured). Symphony of the Night proved that a 2D game could be just as riveting and complex as a 3D one, and it's thanks to timeless games like this that we've seen a resurgence of Metroidvania-style 2D platformers in recent years.
Gamer, Researcher of strange things.
I'm a writer-editor hybrid whose writings on video games, technology and movies can be found across the internet. I've even ventured into the realm of current affairs on occasion but, unable to face reality, have retreated into expatiating on things on screens instead.