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action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/drcprod/public_html/wp-includes/functions.php on line 6114My love affair with Castlevania<\/i> has been long in the making. \u00a0I like to tell people that Castlevania: Symphony of the Night<\/i> made me an 18th century scholar, since it takes place in 1797 and\u00a0features prickly harpsichord music composed by the marvelous\u00a0Michiru Yamane<\/a>. \u00a0Symphony of the Night <\/i>plays\u00a0up a perfect contrast of creepy and polite that I would later find in 18th century gothic novels. \u00a0I didn\u2019t learn until very late in my career as a graduate student in English that video games are a viable area of study, until I read\u00a0Rhetoric\/Composition\/Play through Video Games<\/i><\/a>. \u00a0The fanboy in me found himself vindicated at last.<\/p>\n I have since grown interested in bringing video games into the classroom, along with the problems and challenges they can bring with them. \u00a0There are the logistical challenges: video games and gaming consoles are costly, nor can an instructor assume that the class is already familiar with gaming culture. \u00a0Castlevania <\/i>in particular caters to an entrenched and specialized fandom: it\u2019s a gothic game, but not necessarily a horror game like Silent Hill<\/i>; it\u2019s an action-adventure, but not necessarily a puzzle-solving fantasy like Zelda<\/i>. \u00a0Even the newer games feature frequent winks and nods, hints intended for an audience steeped in the franchise\u2019s lore.<\/p>\n There are also the ideological challenges video games pose, challenges that can lead to provocative discussion. \u00a0Many games presume a heterosexual male audience, an imbalance that Anita Sarkeesian and many other video game critics have attempted to redress for years. \u00a0It is for this reason that I think Castlevania<\/i>, despite its specialized fandom, illustrates how deep the gender divide in the gaming industry runs.<\/p>\n The gender polarization of gaming fandom is well documented. \u00a0Rebekah Shultz Colby, for instance, highlights that same kind of division in her first-year composition class taught through (and as) World of Warcraft<\/i>. Reflecting on the success of her class which used the MMORPG as its platform, Colby observes that her class “segregated” along gender lines. \u00a0Male students banded together, sharing hints with one another, and, for the most part, leaving the female students to fend for themselves (136). \u00a0Castlevania<\/i>‘s deliberate turn towards traditional masculinity typifies a similar shoring up of a particular kind of gaming community against perceived encroachment.<\/p>\n Some background on the Castlevania<\/i> series as a whole would help establish the franchise’s record for attempting to portray strong female protagonists. \u00a0I base my information here on the\u00a0timeline laid out in the Castlevania Wiki<\/a>. \u00a0The first Castlevania<\/i> game, released for the NES in 1987, establishes the basic narrative structure: Simon Belmont embarks on a quest through Dracula’s castle to slay Dracula with a holy whip that has been passed down through generations of Belmonts before him.<\/p>\n