Whipping Dracula in To Shape Appropriati

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Whipping Dracula In To Shape: Appropriating Dracula for Video Games

Matt Crofts, University of Hull

Figure 1. Dracula's now-infamous speech from the opening of Castlevania: Symphony of the Night (1997)

It is common for critics to note that the popularising of Bram Stoker’s Dracula arose throughout its
continued film adaptations. Given audience’s familiarity with Dracula, coupled with the fact he was
free to use, it is hardly surprising that the Count spread to other forms of media, video games
included. One of gaming’s most prominent Draculas comes from the Castlevania series. The
adaptation or appropriation of Dracula reflects wider cultural treatment of the novel: it is for the
most part wholly disinterested. The Count, however, remains a staple of the series and has been
transfigured in numerous ways; both according to changes in the popular myth of Dracula and in-line
with updates and alterations to the series’ playstyle itself. Initially Castlevania wears its horror movie
inspiration on its sleeve, essentially confronting players with a monster-themed platformer, but the
series eventually developed its own unique lore with distinct aspects of Dracula. This paper aims to
present a whistle-stop tour of how Dracula has been altered, repurposed and repackaged for his
career in video games, analysing the Castlevania series as its chief examples.

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