Mobility (Tangent)
The last few days I’ve been playing through old Castlevania games – first Harmony of Dissonance, then Simon’s Quest, then Castlevania. Now I’m working on Aria of Sorrow.
The structure to Simon’s Quest – I’d never noticed before, as the game is so obtuse in directing the player around; if you know what you’re doing, the game has some genius level design, both within the mansions and in the overworld. The game is always directing you where you need to go next, and unless you’re a dunderhead and fight the obvious clues the game goes by very quickly, and rather elegantly. The only catch is in how well the game obscures some of its “keys” – the crystals and Dracula’s Heart, in particular.
The elegance here shows up Dracula’s Curse all the more. I should really finish cursing that game out. So to speak. I wonder if anyone would be interested in publishing my manifesto.