#Tangential/Cross Flow Fans
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(via Ventilation Equipment Market | Axial Fans, Centrifugal Fans) The market for United States Ventilation Equipment by product segment analyzed in this report include Axial Fans, Centrifugal Fans, Centrifugal Blowers, Tangential/Cross Flow Fans, Domestic Exhaust Fans, Power Roof Ventilators, Range Hoods, Industrial Propeller Fans, Air Handling Units (AHUs) for Ventilation, and Heat Recovery/Energy Recovery Ventilation Units. Shipment value of the United States ventilation equipment is projected to grow by a CAGR of 5.7% over the forecast period, reaching US$7 billion by 2030, attributed mainly to high growth in sales of high valued HRV/ERV Units.
#US Ventilation Equipment Market#ventilation equipment market#Axial Fans#centrifugal fans#centrifugal blowers#Tangential/Cross Flow Fans#Domestic Exhaust Fans#power roof ventilators#range hoods#Industrial Propeller Fans#air handling units#heat recovery ventilation
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Fan Types - Why choose a forward curved centrifugal fan
Forward Curved Motorised Impeller
When we have defined the volume flow rate that we require, whether this is to provide fresh air or process cooling, we need to combine this with the resistance to flow that the fan will encounter in the application. The volume flow rate, (in m3/hr) and the pressure (in Pascals - Pa), are combined to become the duty point against which the fan must operate. It is important that we select a fan whose performance characteristic meets the required duty point on or near the point of peak efficiency. Using the fan at its peak efficiency minimises the power consumption and noise emitted from the fan whilst delivering the required performance.
How does Forward Curved Centrifugal Fan work?
The name, ‘Centrifugal Fan’ is derived from the direction of flow and how the air enters the impeller in an axial direction and then propelled outwards from the outer circumference of the fan. The difference in flow direction between a forward and backward curved centrifugal fan is the direction that the air exits the impeller circumference. With a backward curved impeller, the air exits in a radial direction whereas with a forward curved the air exits tangentially from the circumference of the fan.
A forward curved centrifugal fan is characterised by its cylindrical shape and lots of small blades on the circumference of the impeller. In the example shown below, the fan rotates in a clockwise direction.
Unlike the backward curved impeller, the forward curved impeller requires a housing that converts high velocity air leaving the tips of the impeller blade into a lower velocity static force. The shape of the housing also directs the air flow to the outlet. This type of fan housing is commonly known as a scroll; however, it can also be referred to as a volute or a sirocco housing. By installing the forward curved impeller in a scroll housing, we usually refer to it as a forward curved blower.
There are two types of blowers that employ a forward curved motorised impeller as shown below…
The single inlet blower on the left, draws in air from one side of the housing through the round inlet and directs it to the square outlet, (seen here with a mounting flange). The double inlet blower has a wider scroll housing drawing air in from both sides of the scroll delivering it to the wider square outlet.
As with the backward curved centrifugal fan, the suction side of the impeller blade draws air from the centre of the cross flow fan which results in a directional change of the airflow between the inlet and the exhaust of 90o.
Fan Characteristic
The optimum operating area for a forward curved centrifugal fan is when it is operating at higher pressure. A forward curved centrifugal fan works best when high pressures against lower volume flows are required. The graph below illustrates the optimum working area…
The volume flow is plotted along the X-axis and the system pressure is plotted on the Y-axis. When there is no pressure in the system, (the fan is blowing freely), a forward or backward curved centrifugal fan will produce the greatest volume flow. As a resistance to flow is applied to the suction or exhaust side of the fan, the volume flow rate will drop.
Caution should be exercised when selecting a forward curved blower to operate at low pressures and highest volume flow. At this point, the impeller is operating in an aerodynamic stall in the same manner as an axial flow fan operating in the saddle point of its curve. At this point noise and power consumption will be at its peak due to turbulence.
The peak efficiency is at a point called the knee of the characteristic curve. At this point the ratio of the output power of the fan (Volume flow (m3/s) x Static Pressure development (Pa) and the electrical power input (W) is at its greatest and the sound pressure being produced by the fan will be at its quietest. Above and below the optimum range of operation the flow across the fan becomes noisier and the efficiency of the fan system decreases.
The benefit of using a single inlet forward curved motorised impeller is that it has a steep fan characteristic. This is particularly useful in systems that require consistent levels of filtration. As air passes through a particulate filter the filter arrests airborne dust and pollen, the finer the grade of filtration the smaller the particles arrested by the filter. Over time the filter will become increasingly clogged with dirt and debris which has the effect that more pressure is required to deliver the same air volume. Using an impeller with a steep characteristic curve in this case means that as the filter becomes increasingly clogged, the volume flow remains constant while the pressure across the filter is increasing.
The benefit of using a double inlet forward curved impeller is that from a relatively small size blower it can deliver a high-volume flow. The compromise with using a double inlet blower is that it has a lower pressure development meaning that it can only work with lower pressure systems.
Mounting options
As mentioned previously, the forward curved motorised impeller produces high velocity air at the tips of the blade that needs to be directed and slowed to convert dynamic pressure into static pressure. To facilitate this, we build a scroll around the impeller. The shape is created by a ratio of distances from the centre of the impeller to the fan outlet. As with the backward curved fan it is also recommended to have a small overlap between the inlet ring and the mouth of the impeller. Both mounting considerations are shown in the diagram below…
Summary – Why Choose a forward curved centrifugal fan?
When the required duty point falls in the area of higher system pressures versus lower volume flow on the fan characteristic a single inlet forward curved centrifugal fan should be considered. If the requirement for the application is for a high-volume flow in a restricted space envelope a double inlet forward curved centrifugal fan should be considered.
The fan should be selected within its optimum range which is at what is known as the knee of its characteristic curve. The point of peak efficiency is in the closer to the higher-pressure limit on the fan characteristic curve where it is also being operating at its quietest. Operating outside of the optimum range (at the extremes of high volume flow) should be avoided as the turbulence and the aerodynamic efficiency of the impeller blade at these points will create noise and the impeller will also be operating in an aerodynamic stall. At low pressures and high-volume flows consideration should be given to the operating temperature of the motor under load as there is a potential for a motor overheat to occur.
Air on the inlet side of the impeller should be kept as smooth and laminar as possible. To maximise the efficiency at least a clearance of 1/3rd of the impeller diameter should be allowed on the fan inlet. Using an inlet ring (Inlet nozzle) overlapping the impeller inlet will help to eliminate flow disturbances before the air is drawn through the fan, reduce turbulence induced noise, keep the power consumption at the duty point to a minimum and maximise efficiency.
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Hakata Tonkotsu Ramens and How Not to Do Multi-Threaded Storylines [First Impressions]
There is more to telling a story than just a script and Hakata Tonkotsu Ramens�� first episode proves that. This is a show with exceptional moment-to-moment dialogue between characters and a strong set of personalities which are enjoyable to watch bounce off of each other. However, the show does ultimately fail to create an interesting story and ends up feeling bland in most parts except for a few stand out moments. I want to break down where this show fails in terms of script and style with the caveat that I still think its a solid 7/10 anime just from the strong character writing alone and I imagine it will only get better when the core plot kicks in.
I think the biggest failure of the first episode is its use of non-linear, multi-threaded storytelling. I am an absolute sucker for this type of thing and up until now I haven’t seen any media which I thought was actively harmed by its inclusion. Unfortunately, this show is the exception. Lets start with the multi-threaded part, because that is the biggest sin it commits. The constant cutting between different threads only serves to complicate what could have been an easy to follow story. I think the main reason for this is the shear number of cuts between threads. Almost every other scene we cut to a different thread and sometimes those scenes weren’t even that long. We’re never given enough time to take in our surroundings and begin to understand the flow of a single thread. This gives the show a chaotic feel which doesn’t seem to be what they’re going for considering the calm and cool disposition of the main character.
A second negative consequence of the threading was the shear number of character we were introduced to in a short time. Some of these, like the hacker and the pickpocket, weren’t even that important except as one off information dumps for the main character. If they had just focused on this side of the investigation, that would have been enough characters to keep track of, but couple that with the backstory for that multi-personality disorder villain (with introducing The Revenger as a key part of that) and you’ve just got too much. Compare this to the first episodes of Durarara, which they’re clearly trying to take from. In Drrr we first get to see the routine of our 3 high school students and then in the next episode we see Celty and more of the cast. Instead of showing us small bits of each and every character, they choose a few to make important in each episode and then eventually worked up to having them all interact in complicated ways.
I feel like the non-linear story was just another ripple which made the story harder to follow. The best executed part of this was the way the beginning and endings lined up in parallel. It was very clear that what we saw at the beginning of the episode was a flashforward and the ending took that and subverted our expectations for how that interaction was going to play out. That is how you correctly use non-linear stories: you make it clear when the switch happens and you make it meaningful in terms of implanting audience expectations.
Now lets switch to the other side of the plane which is the backstory for our multi-personalized office worker / killer. Because his backstory didn’t complete within the episode itself, there were only tangential ties to the main story such as the baseball references. It was just flat out unnecessary except from the perspective of introducing one of their well done characters. However, if they wanted to do him justice they should have focused on him for an entire episode and done his backstory completely throughout that (ideally I think this would be episode 2 and the first would focus on the main guy).
My final gripe with this show is something I’m less schooled in but wanted to point out anyway: the music. Musical cues are extremely important to create cool moments, but the musical cues in this show felt extremely half-assed to put it lightly. The OP is very good but the OST seems extremely weak. This is coming from someone who loves jazz, especially when used as background music for anime. When used correctly, you get shows like Cowboy Bebop which just ooze with style. From what I’ve seen of this anime, it appears to me as if they attempted to do something similar but didn’t have the talent on board to do so whether that be actual composer or the person in charger of editing the music into the story.
Before I wrap things up I just wanted to say that I will definitely be following this show regardless of these complaints. This genre is right up my alley and I’m happy we’re at least getting something even if it is a little subpar. However, I think the things I’ve mentioned will put any normal anime fan off watching this show. Its not good so only those starved for the genre should be consuming it. I also wanted to reiterate that there were some genuinely good moments mainly related to the multiple personality villain and the cross dressing assassin, both of which are extremely interesting characters. I also enjoyed the balloon pop stunt pulled by the main character. That told me all I needed to know about how intelligent he was. A lesser show would have dumped some exposition about him being smart and those two villains being crazy or upset about their jobs, but this one kept things very tight in terms of script (although the part where he takes out the photo of his sister was extremely bad). Anyway, I definitely think that overall this show is above average and is definitely a better watch than your 500th generic isekai show if you’re looking for something original and well scripted.
#hakata tonkotsu ramens#Ling Xianming#Banba Zenji#saitou#Enokida#Jirou#writing#analysis#anime 2018#anime#anime winter 2018#winter 2018#winter 2018 anime#writing analysis#threaded story#threads#multi-threaded#non-linear#non-linear storytelling#first impressions#episode 1#anime analysis#bad writing#writing anaylsis
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300+ TOP HYDRAULIC MACHINES Multiple choice Questions and Answers
Hydraulic Machines Questions with Answers :-
1. Reciprocating pumps are no more to be seen in industrial applications (in comparison to centrifugal pumps) because of (a) high initial and maintenance cost (b) lower discharge (c) lower speed of operation (d) necessity of air vessel (e) all of the above. Ans: a 2. In a centrifugal pump casing, the flow of water leaving the impeller, is (a) rectilinear flow (b) radial flow (c) free vortex motion (d) forced vortex (e) none of the above. Ans: c 3. Head developed by a centrifugal pump depends on (a) impeller diameter (b) speed (c) fluid density (d) type of casing (e) (a) and (b) above. Ans: e 4. For starting an axial flow pump, its delivery valve should be (a) closed (b) open (c) depends on starting condition and flow desired (d) could be either open or closed (e) partly open and partly closed. Ans: b 5. The efficiency of a centrifugal pump is maximum when its blades are (a) straight (b) bent forward (c) bent backward (d) bent forward first and then backward (e) bent backward first and then forward. Ans: c 6. In a centrifugal pump casing, the flow of water leaving the (a) radial (b) radial (c) centrifugal (d) rectilinear (e) vortex. Ans: e 7. Centrifugal pump is started with its delivery valve (a) kept fully closed (b) kept fully open (c) irrespective of any position (d) kept 50% open (e) none of the above. Ans: a 8. Axial flow pump is started with its delivery valve (a) kept fully closed (b) kept fully open (c) irrespective of any position (d) kept 50% open (e) none of the above. Ans: b 9. When a piping system is made up primarily of vertical lift and very little pipe friction, the pump characteristics should be (a) horizontal (b) nearly horizontal (c) steep (d) first rise and then fall (e) none of the above. Ans: c 10. One horsepower is equal to (a) 102 watts (b) 75 watts (c) 550 watts (d) 735 watts (e) 33000 watts. Ans: d
HYDRAULIC MACHINES Mcqs 11. Multistage centrifugal pumps are used to obtain (a) high discharge (b) high head (c) pumping of viscous fluids (d) high head and high discharge (e) high efficiency. Ans: b 12. When a piping system is made up primarily of friction head and very little of vertical lift, then pump characteristics should be (a) horizontal (b) nearly horizontal (c) steep (d) first rise and then fall (e) none of the above. Ans: b 13. In a single casing, multistage pump running at constant speed, the capacity rating is to be slightly lowered. It can be done by (a) designing new impeller (b) trimming the impeller size to the required size by machining (c) not possible (d) some other alterations in the impeller (e) none of the above. Ans: b 14. If a pump is handling water and is discharging a certain flow Q at a constant total dynamic head requiring a definite B.H.P., the same pump when handling a liquid of specific gravity 0.75 and viscosity nearly same as of water would discharge (a) same quantity of liquid (b) 0.75 Q (c) Q/0.75 (d) 1.5 Q (e) none of the above. Ans: a 15. The horse power required in above case will be (a) same (b) 0.75 B.H.P. (c) B.H.P./0.75 (d) 1.5 B.H.P. (e) none of the above. Ans: b 16. Low specific speed of a pump implies it is (a) centrifugal pump (b) mixed flow pump (c) axial flow pump (d) any one of the above (e) none of the above. Ans: a 17. The optimum value of vane exit angle for a centrifugal pump impeller is (a) 10-15° (b) 20-25° (c) 30-40° (d) 50-60° (e) 80-90°. Ans: b 18. In a centrifugal pump, the liquid enters the pump (a) at the top (b) at the bottom (c) at the center (d) from sides (e) none of the above. Ans: c 19. For small discharge at high pressure, following pump is preferred (a) centrifugal (b) axial flow (c) mixed flow (d) propeller (e) reciprocating. Ans: e 20. In centrifugal pumps, maximum efficiency is obtained when the blades are (a) straight (b) bent forward (c) bent backward (d) radial (e) given aerofoil section. Ans: c 21. Motion of a liquid in a volute casing of a centrifugal pump is an example of (a) rotational flow (b) radial (c) forced spiral vortex flow (d) forced cylindrical vortex flow (e) spiral vortex flow. Ans: e 22. For very high discharge at low pressure such as for flood control and irrigation applications, following type of pump is preferred (a) centrifugal (b) axial flow (c) reciprocating (d) mixed flow (e) none of the above. Ans: b 23. Medium specific speed of a pump implies it is (a) centrifugal pump (b) mixed flow pump (c) axial flow pump (d) any one of the above (e) none of the above. Ans: b 24. High specific speed of a pump implies it is (a) centrifugal pump (b) mixed flow pump (c) axial flow pump (d) any one of the above (e) none of the above. Ans: c 25. Indicator diagram of a reciprocating pump is a graph between (a) flow vs swept volume (b) pressure in cylinder vs swept volume (c) flow vs speed (d) pressure vs speed (e) swept volume vs speed. Ans: b 26. Low specific speed of turbine implies it is (a) propeller turbine (b) Francis turbine (c) impulse turbine (d) any one of the above (e) none of the above. Ans: c 27. Any change in load is adjusted by adjusting following parameter on turbine (a) net head (b) absolute velocity (c) blade velocity (d) flow (e) relative velocity of flow at inlet. Ans: d 28. Runaway speed of a hydraulic turbine is (a) full load speed (b) the speed at which turbine runner will be damaged (c) the speed if the turbine runner is allowed to revolve freely without load and with the wicket gates wide open (d) the speed corresponding to maximum overload permissible (e) none of the above. Ans: c 29. The maximum number of jets generally employed in impulse turbine without jet interference is (a) 4 (b) 6 (c) 8 (d) 12 (e) 16. Ans: b 30. Medium specific speea of turbine implies it is (a) propeller turbine (b) Francis turbine (c) impulse turbine (d) any one of the above (e) none of the above. Ans: b Hydraulic Machines Multiple Choice Questions and Answers pdf :- 31. High specific speed of turbine implies it is (a) propeller turbine (b) Francis turbine (c) impulse turbine (d) any one of the above (e) none of the above. Ans: a 32. The specific speed of turbine is defined as the speed of a unit (a) of such a size that it delivers unit dis-charge at unit head (b) of such a size that it delivers unit dis-charge at unit power (c) of such a size that it requires unit power per unit head (d) of such a size that it produces unit horse power with unit head (e) none of the above. Ans: d 33. Puck up the wrong statement about centrifugal pump (a) discharge a diameter (b) head a speed2 (c) head a diameter (d) Power a speed3 (e) none of the above is wrong. Ans: a 34. A turbine pump is basically a centrifugal pump equipped additionally with (a) adjustable blades (b) backward curved blades (c) vaned diffusion casing (d) inlet guide blades (e) totally submerged operation facility. Ans: c 35. Casting of a centrifugal pump is designed so as to minimize (a) friction loss (b) cavitation (c) static head (d) loss of kinetic energy (e) starting time. Ans: d 36. In reaction turbine, draft tube is used (a) to transport water downstream without eddies (b) to convert the kinetic energy to flow energy by a gradual expansion of the flow cross-section (c) for safety of turbine (d) to increase flow rate (e) none of the above. Ans: b 37. Guide angle as per the aerofoil theory of Kaplan turbine blade design is defined as the angle between (a) lift and resultant force (b) drag and resultant force (c) lift and tangential force (d) lift and drag (e) resultant force and tangential force. Ans: a 38. Francis turbine is best suited for (a) medium head application from 24 to 180 m (b) low head installation up to 30 m (c) high head installation above 180 m (d) all types of heads (e) none of the above. Ans: a 39. The flow rate in gear pump (a) increases with increase in pressure (b) decreases with increase in pressure (c) more or less remains constant with in-crease in pressure (d) unpredictable (e) none of the above. Ans: c 40. Impulse turbine is generally fitted (a) at the level of tail race (b) little above the tail race (c) slightly below the tail race (d) about 2.5 m above the tail race to avoid cavitation (e) about 2.5 m below the tail race to avoid cavitation. Ans: b 41. Francis, Kaplan and propeller turbines fall under the category of (a) Impulse turbines (b) Reaction turbines (c) Axial flow turbines (d) Mixed flow turbines (e) Reaction-cum-impulse turbines. Ans: b 42. Reaction turbines are used for (a) low head (b) high head (c) high head and low discharge (d) high head and high discharge (e) low head and high discharge. Ans: e 43. The discharge through a reaction turbine with increase in unit speed (a) increases (b) decreases (c) remains unaffected (d) first increases and then decreases (e) first decreases and then increases. Ans: b 44. The angle of taper on draft tube is (a) greater than 15° (b) greater than 8° (c) greater than 5° (d) less than 8° (e) less than 3°. Ans: d 45. Specific speed for reaction turbines ranges from (a) 0 to 4.5 (b) 10 to 100 (c) 80 to 200 (d) 250 to 300 (e) none of the above. Ans: b 46. In axial flow fans and turbines, fluid enters and leaves as follows (a) radially, axially (b) axially, radially (c) axially, axially (d) radially, radially (e) combination of axial and radial. Ans: c 47. Which place in hydraulic turbine is most susceptible for cavitation (a) inlet of draft rube (b) blade inlet (c) guide blade (d) penstock (e) draft tube exit. Ans: a 48. Air vessels in reciprocating pump are used to (a) smoothen flow (b) reduce acceleration to minimum (c) increase pump efficiency (d) save pump from cavitation (e) increase pump head. Ans: b 49. Saving of work done and power by fitting an air vessel to single acting reciprocating pump is of the order of (a) 39.2% (b) 49.2% (c) 68.8% (d) 84.8% (e) 91.6%. Ans: d 50. Saving of work done and power by fitting an air vessel to double acting reciprocating pump is of the order of (a) 39.2% (b) 49.2% (c) 68.8% (d) 84.8% (e) 91.6%. Ans: a 51. According to fan laws, for fans having constant wheel diameter, the air or gas capacity varies (a) directly as fan speed (b) square of fan speed (c) cube of fan speed (d) square root of fan speed (e) none of the above. Ans: a 52. According to fan laws, for fans having constant wheel diameter, the pressure varies (a) directly as fan speed (b) square of fan speed (c) cube of fan speed (d) square root of fan speed (e) none of the above. Ans: b 53. According to fan laws, for the fans having constant wheel diameters, the power demand varies (a) directly as fan speed (b) square of fan speed (c) cube of fan speed (d) square root of fan speed (e) none of the above. Ans: c 54. According to fan laws, at constant speed and capacity, the pressure and power vary (a) directly as the air or gas density (b) inversely as square root of density (c) inversely as density (d) as square of density (e) as square root of density. Ans: a 55. According to fan laws, at constant pressure, the speed capacity and power vary (a) directly as the air or gas density (b) inversely as square root of density (c) inversely as density (d) as square of density (e) as square root of density. Ans: b 56. According to fan laws, at constant weight of air or gas, the speed, capacity and pressure vary (a) directly as the air or gas density (b) inversely as square root of density (c) inversely as density (d) as square of density (e) as square root of density. Ans: c 57. Pressure intensifier increases the pressure in proportion to (a) ratio of diameters (b) square of ratio of diameters (c) inverse ratio of diameters (d) square of inverse ratio of diameters (e) fourth power of ratio of diameters. Ans: b 58. A hydraulic accumulator normally consists of (a) two cylinders, two rams and a storage device (b) a cylinder and a ram (c) two co-axial rams and two cylinders (d) a cylinder, a piston, storage tank and control valve (e) special type of pump with storage device and a pressure regulator. Ans: b 59. A hydraulic intensifier normally consists of (a) two cylinders, two rams and a storage device (b) a cylinder and a ram (c) two co-axial rams and two cylinders (d) a cylinder, a piston, storage tank and control valve (e) special type of pump with storage device and a pressure regulator. Ans: c 60. Hydraulic accumulator is used for (a) accumulating oil (b) supplying large quantities of oil for very short duration (c) generally high pressures to operate hydraulic machines (d) supplying energy when main supply fails (e) accumulating hydraulic energy. Ans: d 61. Maximum impulse will be developed in hydraulic ram when (a) waste valve closes suddenly (b) supply pipe is long (c) supply pipe is short (d) ram chamber is large (e) supply pipe has critical diameter, Ans: a HYDRAULIC MACHINES Objective Questions free download :: Read the full article
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Too many words about Draculas
I’m way into the modern Castlevanias and think about them probably more than I should when I’m not actually playing them. Since I like to indulge in the unjustified delusion that I know a thing or two about game design, and because I want to talk about the Draculas, I’ve decided to, well, talk about the Draculas for a hot minute.
This ended up being really long by the by, like really ridiculously so. Nobody should write this much about Castlevania for no reason. But, well, I did, whoops.
To preface, I’m not going to talk about every Castlevania game from Symphony onward, because even I can’t justify being that pointlessly overzealous in a single post. The easiest games to compare in the post-Symphony genre are the three that came out on the DS--Dawn of Sorrow, Portrait of Ruin, and Order of Ecclesia. These games are the easiest to compare not just because they all came out on the same console, but because they all fit squarely within the exploration-focused design philosophy that dominated the series for many years after Symphony of the Night (and before all that messing about with whatever was going on in Lords of Shadow). The games are all essentially doing the same thing--explore an area, fight bosses, defeat ultimate Drac or whoever happens to be wearing his cloak--but the specifics of the presentation and design are vastly different between the three. So in analyzing them, I’ll start with a quick overview of the three and then compare them in a bunch of categories I think are important until I’m done doing that, and by the end I’ll make some sweeping and frustrating statements about which one I like the most. Also I’ll be spoiling the hell out of all these games, so keep that in mind if it’s a concern.
I should also mention that I like all three of these games. They’re great games, and any Castlevania fan should run through all three of them. If at any point it seems like I’m being irreverent and snarky, that’s because I am, but it comes from a place of love.
Dawn of Sorrow came out first of the three. It’s only one of them that is the direct sequel to another game--Aria of Sorrow, which happens to be my personal favorite Castlevania. It and Aria feature the Soul Set system as their primary selling points, with every enemy in the game dropping a unique soul that can be equipped for an attack, ability, or passive buff. It also is the most standardly laid-out of the three in that the entire game takes place in a large haunted spooky castle, albeit not Dracula’s specifically, just another tangentially-related demon fortress that happens to be relevant to Dracula-related events. It would probably just be Dracula’s castle again if that wasn’t sealed in the moon or whatever.
Portrait of Ruin features two main characters which you can switch between or have fight together--a fairly standard Belmont-esque axe-cross-and-whip man and a spellcasting witch. The mechanic works better than it sounds by letting you freely swap characters and not penalizing you greatly for your partner getting hit. The game takes place in Dracula’s castle, but breaks up the familiar locale with a series of painting worlds which explore visuals not typically seen in the franchise. So that’s nice.
Order of Ecclesia came out last out of them all, which is apparent in the game’s visuals and presentation. The protagonist uses glyphs to attack, which allows her a mix of physical and spell-like attacks, although in sheer breadth her arsenal doesn’t match the other games. The areas in Ecclesia take on a more old-school feel as entirely separate areas with little to no relation to each other, until you reach the final castle at the end that has more of a free-flowing exploration feel to it.
The most apparent category to judge is visuals, and it also has the clearest victor. Dawn of Sorrow adopted a somewhat flat anime aesthetic for its character portraits which was a total letdown after the surprisingly detailed art in the GBA Aria. It’s enemy and area design is fine, but some of its visual effects look cheap and for some reason blood splatters from most enemies appear more of a bright orange than red. Portrait of Ruin is an improvement on Dawn--it still uses an anime style, but the portraits are cleaned up significantly and animations are improved upon. It still has the weird orange blood problem, though. Ecclesia goes back to highly detailed character portraits and on top of that has much more interesting designs for them. The areas that might otherwise be bland are brought to life with evocative background art and the blood splatters actually look red, controversially enough. It could be argued that Dawn and Ruin’s styles allow their characters to be more expressive, but with no voice acting in any of the three I argue that the burden of that falls to the writing, which is something I’ll get into later.
I’ve touched briefly on each game’s main system, but let’s get a bit deeper into it. Dawn uses the soul set system from Aria, which is a tried and true winner--having every enemy drop a unique ability is an amazing way to maximize Castlevania’s signature enemy variety. Dawn, however, makes what I see as a severe misstep in making it so that the power of your offensive souls is determined by how many of that soul that you have. To me, this takes away some of the charm of the system, since it means a new soul isn’t necessarily viable the moment you pick it up and most souls aren’t viable at all unless you grind for them. As such, most of the souls that matter are the ones you use to get the true ending and the ones you use to upgrade weapons, which is a painful underutilization of an amazing system.
Portrait of Ruin, as I’ve mentioned, seems like it would be unwieldy but actually plays quite well. The sub-weapons for Johnathan, your vampire hunter, do suffer from some of the same grindiness as the souls in Dawn as most aren’t viable until you master them. However, Charlotte--your resident witch--has access to a wide array of spells and a surprising amount of them are useful. Choosing the right spell for a situation feels appropriately clever, and the game eventually provides ways for you to master Johnathan’s subweapons that don’t take too long. The game also gives you surprising flexibility in allowing you to use one character’s spell or sub-weapon while controlling the other. Overall, the game’s core mechanic is solid and surprisingly deep.
Order of Ecclesia uses the glyph system, which is just sort of an odd way of doing equipment. What it amounts to is that, in addition to equipping weapons, Shanoa can equip spells and use them just as easily and swinging a hammer. Letting spells be your main attack makes most of them viable to use, and you can combine two offensive glyphs to create a glyph union super attack. Sadly, the list of viable combinations isn’t particularly long, which prevents the system from being truly engaging. As sort of a side note, since Shanoa’s attacks are spells that require MP, Curse in this game is weirdly debilitating for no incredibly good reason.
Level design has a similar stratification. The castle in Dawn is fun to explore but forces a lot of backtracking that doesn’t feel necessary. It benefits a lot from being the only one of the three to be a single, contiguous area, and it also has the most well-hidden secrets out of the three, but some of the areas themselves are just a pain to move through. In particular, the right side of the castle has two towers, one going up and the other down, that are laid out almost identically throughout with only varying enemy placement. Ecclesia’s design is even weaker--a great many of the areas you visit are literally straight lines, and most of the others are still rather linear. It doesn’t require much backtracking, but it also provides very little exploration, and many of the bland levels have similarly bland enemy placement. The castle is an upswing, but it still has very little to reward you for poking around. Portrait splits the line rather well. It rewards exploration in both its portrait worlds and main castle, but lays out the levels in such a way where you almost never have to backtrack. It does get a bit of a black mark for the four painting worlds in the endgame that use palette-swapped environments, but they still manage to mix it up with enemy design and routing for the player.
But let’s get to the fun categories, yeah? Let’s talk about the wacky story of an old man who won’t stay dead, and how each of these games try and deal with that ridiculous premise. For Dawn, it’s easy, because it and Aria both take place in the future where Dracula has already been destroyed permanently. So instead the story revolves around an even more arbitrary situation--apparently anyone born on the day Dracula was destroyed has the potential to inherit his powers, and manifests them in different ways. The protagonist, Soma, is shown to be the best one, but he fights off being Dracula in Aria, so now some cultist lady wants to kill him so her pet Draculas can be the real ones. So the story’s gone peak anime right along with the art, and unfortunately Soma transitions from being an entertainingly out-of-his-depth student to just a really boring piece of cardboard with basically no interesting character moments. The game might have actually pulled it off if it had really committed to how ridiculous it was being, but unfortunately everyone was taking it seriously and it just falls flat in the end.
Portrait of Ruin decides to focus less on Dracula and instead set up another vampire, Brauner, as the main villain for most of the game. Brauner is using the power of Dracula’s castle to create a painting that will annihilate humanity in order to protect his two abducted vampire daughters from being harmed by the evil, warmongering humans. Y’know, normal stuff, or at least it is compared to Dawn. He’s clearly in the wrong, but he’s still miles more interesting than the endless parade of villains who just want to revive Dracula for the sake of weird cosmic moral principles. He does end up reviving Dracula in the end, but only as an accidental result of his manipulation of the castle’s magic. It’s a shame that the protagonists he has to play off of are the whiny Johnathan Morris and the occasionally fun but usually just smug Charlotte Aulin. Johnathan has an arc about getting over how his father never taught him how to use Vampire Killer, but the resolution to that arc is optional and you can defeat Dracula either way, which makes for kind of an odd final story note if you wisely decided not to do the irritating optional boss that wrapping up that particular baggage entails. Ultimately, the protagonist and antagonist’s arcs really have nothing to do with each other, and an interesting dynamic between them entirely fails to ignite.
On to Ecclesia, then. While Ecclesia has a lot of characters, most of the story moments center around three main ones who are ostensibly part of a church group dedicated to preventing the resurrection of Dracula. The count himself has no active hand in events until his castle is raised near the end, so the interactions between these characters is what drives the plot. The protagonist, Shanoa, has lost her emotions and memories to a ritual accident, which of course raises alarm bells. What’s interesting, however, is that the first thing you see in the game is her interactions with her adoptive brother, Albus, and her teacher, Barlowe. After this, you also see the event that damages her personality. Rather than being a cheap way to explore a character’s past as the story progresses, her amnesia is written as a surprisingly compelling emotional disability. Getting into the details would take a rather long time, but to simplify--Albus looks like the villain at first, but in fact Barlowe is the nasty boy trying to bring back Dracula. Shanoa and Albus grew up together and were incredibly close, but her loss of memory as the result of Barlowe’s manipulations puts distance between them and forces them to fight. There’s a line when Shanoa finally hunts down and kills Albus to the effect of “I should be crying. I can’t even shed a single tear”. This is a hell of a punch in the gut from a franchise with this silly of a premise, and the writing manages to stay strong even as Shanoa confronts Barlowe, regains her memories, and faces off against the big man himself with nothing left for her but her mission.
Now that I’ve mostly spoiled all the endings, let’s get down to brass tacks and really dig in deep with these final bosses. Two of them are awesome and one of them sucks. The one that sucks is Dawn’s. It turns out that, in setting your story after the final defeat of Dracula, you preclude the possibility of having him as the sick boss fight. Instead, you fight Menace, which is an amalgamation of all the demons that Soma has gained dominance over in the game. This sounds like a cool concept, but in practice it’s just an extremely tall meat man who endlessly spawns little flying enemies and has incredibly slow, telegraphed attacks. The fight takes too long and is extremely boring the whole way through, which certainly pales in comparison next to the two best Dracula fights in the franchise. Runner-up in my book is Portrait of Ruin, where the game answers your two-person team of protagonists in the most blindingly obvious yet unexpectedly awesome way possible: a Dracula and Death team-up fight. Dracula flings his normal fireballs and meteors while Death weaves through them with his scythe, broken up by several team attacks that the deadly pair can perform--including Death transforming himself into a scythe and Dracula swinging him to create a huge explosion. The second half where Dracula absorbs him and transforms into a big demon is less great, but the fight as a whole is still a standout moment and a fantastic way to end the game. Ecclesia just has a regular ‘ol lone Drac to cap things off, but his attacks have been cranked up to a million. He changes his attacks depending on how you avoid them, and his later moves force you to watch his afterimage as he teleports around the room and starts performing moves that would seem perfectly at home in a fighting game. Not to mention, the fight tops itself off with a well-implemented story finisher, where it actually makes sense that Shanoa is able to defeat him as opposed to Johnathan in his quantum state of having and not having the proper weaponry to do it.
In summary, Portrait of Ruin clearly has the tightest design among the three, while Ecclesia is the standout winner in story and presentation. Dawn falls squarely in the middle, but has some special perks for those nostalgic for Aria of Sorrow. It’s maybe a little weird to say but in spite of its gameplay foibles I still rank Order of Ecclesia as my favorite, with Portrait of Ruin a close second. It’s interesting to look at these games not just comparatively to each other, but in comparison to the Castlevania formula as a whole--how each one chooses to be and to not be loyal to those rules--but this post is already freakishly long, so I will mercifully digress from that particular wormy can. There are a million more things I could say about these games but I’ll leave you with a simple “thanks” if you’ve managed to read this far. So thanks!
#castlevania#castlevania: dawn of sorrow#castlevania: portrait of ruin#castlevania: order of ecclesia#writing#yikers I really do need to read some damn papers or whatever and not be doing this
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