Gameplay
Okumaya devam et...
← Previous revision | Revision as of 22:34, 4 May 2024 |
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[[File:CPoR-BattleScreen.jpg|thumb|150px|left|Screenshot of ''[[Castlevania: Portrait of Ruin]]'', which features [[Metroidvania]] gameplay. In the top screen is the map, which records the player's progress as they explore the castle.]] | [[File:CPoR-BattleScreen.jpg|thumb|150px|left|Screenshot of ''[[Castlevania: Portrait of Ruin]]'', which features [[Metroidvania]] gameplay. In the top screen is the map, which records the player's progress as they explore the castle.]] |
While ''Castlevania'''s gameplay set the standard for most titles, ''Castlevania II: Simon's Quest'' in 1987 introduced role-playing elements, a departure from the strict platforming format of its predecessor.<ref name="chron4"/><ref name="CV2Manual"/> Unlike the linear progression of the first game, ''Simon's Quest'' allows players to explore a freely accessible world map, revisit areas, and engage with a dynamic environment that includes day and night cycles affecting enemy strength and the availability of non-playable characters.<ref name="CV2Manual">{{cite book| title=Castlevania II: Simon's Quest instruction manual| year=1988| publisher=Konami| id=NES-QU-USA}}</ref> Players can interact with villagers who provide hints and visit merchants to buy items using hearts collected from defeated enemies.<ref name="CVNESIGN"/> This installment also introduces [[experience points]] where Simon can increase his level and health capacity by gathering hearts.<ref name="chron4"/><ref name="CVNESIGN"/> 1997's "Castlevania: Symphony of the Night" significantly expanded upon the gameplay introduced in ''Simon's Quest'', setting a new formula for the series and influencing subsequent 'Metroidvania' titles.<ref name="ignpsxreview">{{cite web | title=Castlevania: Symphony of the Night | author=Julian Rignall | url=http://uk.psx.ign.com/articles/150/150336p1.html | website=IGN | date=1997-10-02 | access-date=2007-11-07 | url-status=dead | archive-url=https://web.archive.org/web/20080109224829/http://uk.psx.ign.com/articles/150/150336p1.html | archive-date=2008-01-09 }}</ref> ''Symphony of the Night'' also features non-linear exploration, requiring players to gather specific items and abilities to access different areas of Dracula’s castle.<ref name="ignpsxreview"/><ref name="chron4"/> This installment deepened the role-playing elements by including a complex attribute and leveling system where the protagonist, Alucard, increases his in-game statistics by gaining experience points from defeated enemies.<ref name="chron4"/> Alucard's ability to transform into a bat, wolf, or mist also allows him to explore previously inaccessible areas.<ref name="ignpsxreview"/> | While ''Castlevania'''s gameplay set the standard for most titles, ''Castlevania II: Simon's Quest'' in 1987 introduced role-playing elements, a departure from the strict platforming format of its predecessor.<ref name="chron4"/><ref name="CV2Manual"/> Unlike the linear progression of the first game, ''Simon's Quest'' allows players to explore a freely accessible world map, revisit areas, and engage with a dynamic environment that includes day and night cycles affecting enemy strength and the availability of non-playable characters.<ref name="CV2Manual">{{cite book| title=Castlevania II: Simon's Quest instruction manual| year=1988| publisher=Konami| id=NES-QU-USA}}</ref> Players can interact with villagers who provide hints and visit merchants to buy items using hearts collected from defeated enemies.<ref name="CVNESIGN"/> This installment also introduces [[experience points]] where Simon can increase his level and health capacity by gathering hearts.<ref name="chron4"/><ref name="CVNESIGN"/> 1997's ''Castlevania: Symphony of the Night'' significantly expanded upon the gameplay introduced in ''Simon's Quest'', setting a new formula for the series and influencing subsequent 'Metroidvania' titles.<ref name="ignpsxreview">{{cite web | title=Castlevania: Symphony of the Night | author=Julian Rignall | url=http://uk.psx.ign.com/articles/150/150336p1.html | website=IGN | date=1997-10-02 | access-date=2007-11-07 | url-status=dead | archive-url=https://web.archive.org/web/20080109224829/http://uk.psx.ign.com/articles/150/150336p1.html | archive-date=2008-01-09 }}</ref> ''Symphony of the Night'' also features non-linear exploration, requiring players to gather specific items and abilities to access different areas of Dracula’s castle.<ref name="ignpsxreview"/><ref name="chron4"/> This installment deepened the role-playing elements by including a complex attribute and leveling system where the protagonist, Alucard, increases his in-game statistics by gaining experience points from defeated enemies.<ref name="chron4"/> Alucard's ability to transform into a bat, wolf, or mist also allows him to explore previously inaccessible areas.<ref name="ignpsxreview"/> |
===Plot and setting=== | ===Plot and setting=== |
Okumaya devam et...