Oh look, I'm breaking my "don't discuss newer soundtracks" clause, and I almost feel bad about it!But that's mainly because this isn't the usual Recommended Soundtracks entry. Castlevania: The Adventure Rebirth has some quality tunes, all of which use older technology that sounds like it's coming from a Genesis cartridge (though it admittedly sounds slightly better than that). It's a great way to pay homage to older games, especially if games in that genre aren't being made anymore. In that way, I'm recommending the soundtrack; and it's pretty easy to digest since it's a small soundtrack.
It's packaged together with Contra Rebirth's soundtrack.I also want to discuss the game's soundtrack because it does something many Castlevania games don't do: remix lesser known tracks. The developers behind the upcoming Castlevania: Lords of Shadow have expressed interest in providing orchestral remixes of older tracks that fans are particularly fond of. That sounds fine on the surface, until you realize it probably means remixing "Vampire Killer," "Bloody Tears," and "Beginning" for the 10th time (a figurative guesstimate, but I wouldn't be surprised if that was literally accurate). They're all perfectly quality tracks, but does anyone really need another remix of these?
(And yes, I know this game also has a remix of "Vampire Killer." I guess it's a prerequisite.)
The fine folks responsible for Rebirth's soundtrack apparently realized this and decided to remix some tracks that weren't fan favorites, with the main job of remixing them being left to Manabu Namiki. They're redone versions of tracks that were (and are, really) woefully underappreciated but every bit as good as those aforementioned classics, and clearly someone thought they deserved another look.
Of course, the preferable alternative would be to have compositions of new music that's every bit as good as the older material. Nothing wrong with throwing in a few remixes, though.
"Reincarnated Soul" plays during the game's first stage, and originally comes from Castlevania: Bloodlines for Genesis, where it was also used for the first stage. It's almost remarkable to see how similar they sound, but that's not surprising. There's no problem with that either. Usually the best tracks from older console games are the first to be remixed, so who knows why this one hasn't been remixed yet. I would have loved to hear it in Portrait of Ruin, given that it's a sequel to Bloodlines. That's not a complaint, though, since PoR is chock full of fine tunes:
"New Messiah" is used for the third stage, and is originally pulled from Castlevania II: Belmont's Revenge for Game Boy, the only good Castlevania game on that system. The Adventure Rebirth is a reimagining of the original Game Boy game Castlevania: The Adventure, so it's fitting that it should include a track from another older portable title. Rebirth wasn't any good, so it desperately needed a remake. Both older Game Boy games have some excellent-though-woefully unappreciated tracks, so don't be surprised to see them pop up in a future entry:
"Aquarius" is used for the game's fifth stage, the final full stage, and originally hails from Castlevania III: Dracula's Curse for NES. This is one of my favorite Castlevania tracks ever, and I'm glad to see it get remixed. Again. It was also featured in Castlevania: Circle of the Moon for GBA. That version is noticeably mellower, and I prefer the version with more of a beat:
For how brief the game is, it sure has a nice variety of remixed tracks. The irony here is that's also precisely the main problem with the soundtrack. Castlevania: The Adventure still has a bunch of tracks clamoring for a remix, and this game would have been the perfect opportunity to showcase them. Hoping the LoS team considered some unappreciated tracks as viable candidates for remixing is admittedly a pipe dream, so I hope they decide to use them if there are more "Rebirth" games.
The cover to the soundtrack released with the game's first pressing in America.
The jump to 3D meant venturing into the unknown for Street Fighter, so a soundtrack was composed that could also be relegated to comparatively unfamiliar territory. Capcom and Arika hired Shinji Hosoe, Ayako Saso, and Takayuki Aihara for the job. The results? Three of the best soundtracks in the franchise's history. It's also criminally underrated, but that's precisely what makes it a good candidate for an entry like this.
But I'm featuring it anyway. One of the reasons why this feature is called "Recommended Soundtracks," is because I'd like to do more than just original soundtracks. Releases of remixes still fit under that definition, so I'll be able to feature Sound Story of Shining and the Darkness, the actual title of SitD's remixed soundtrack, without a "the." It was called "Shining and the Darkness" in Japan, which was probably changed for western audiences because "in" rolls of the tongue better than "and" when used for that title, and using "and" there gives the title a more abstract meaning; or, depending on your interpretation of the name, because it was borderline nonsensical.
Most of the Capcom remixes (if they are remixes, unlike Soki's) are completely redone, though they still invoke nostalgia if you're familiar with the game these characters originated, but the Tatsunoko remixes are all very low quality midi synths that couldn't sound more dull. It's evident that the idea behind them was to keep their "classic" spirit alive, given that most of these characters are from franchises made in the 60s, 70s, and 80s. But said spirit can still be kept alive in good remixes, something well evinced by the Capcom tracks on the same soundtrack.
It took a little over twelve years, but the game finally received an official localization in the form of its remake for PSP:
Street Fighter III: 2nd Impact is an interesting example here, because it was one of the last few representatives for this trend. That, and its change would be displayed in the very next game after this one released, Street Fighter III: 3rd Strike. You'll find around the internet that many fans abide by 3rd Strike's soundtrack over the music provided by the previous two installments, but I have a soft spot for 2nd Impact's New Age/Jazz offerings. 3rd Strike's, on the other hand, which I like just as much, embraces a mix of Hip-Hop and Jazz. Your mileage may vary on which is better, but they're both fantastic soundtracks. Hideki Okugawa and Yuji Iwai composed this game's soundtrack, while Okugawa worked on Third Strike's by himself.
Given that they're both in the same franchise, you wouldn't expect their soundtracks to be too different. But they are, and wildly so. Drakengard's music, composed by Nobuyoshi Sano and Takayuki Aihara, is completely atmospheric to act as an accomplice to the bleak world the game existed in. And having a "completely atmospheric" soundtrack means that it's almost entirely unlistenable while you're not playing the game. This changed with the second game's soundtrack, whose score was more typical for the genre -- perfectly in-fitting with its story.
But there's one merit that stands out with the game: the music. Most Tales game follow the usual formula of having Motoi Sakuraba compose the soundtrack, sometimes with a little assistance from Shinji Tamura. Now, Sakuraba isn't a bad composer at all, but he has the strange habit of composing some of the most bland and vapid material you'd ever hear in a Japanese RPG whenever it comes to a Tales game. It's strange because that only describes his music for this series. But Legendia was an originally well-intended new beginning for Namco, with it being developed by a brand new team and a new character designer - Kazuto Nakazawa (Samurai Champloo) instead of the usual Kyosuke Fujishima. Logic follows that a new team means a new composer as well, and Namco assigned Masaru "Go" Shiina to the task.
Namco was not content with merely upgrading the specs of its 3D weapon-based fighter, despite the original being the finest of its kind. No, they enhanced everything, especially the music. With new technology comes the ability to include more instruments for every specific piece of music for a more dynamic effect. The result is something that's more akin to what you would hear being paired with, well, an extravagant Renaissance era fighting game (not including the Khan Super Session here). Soul Blade may have been hindered by technology, but that was less of a problem for Soul Calibur.

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