[gamecube] [xbox] [playstation2] [windows] [gba] [vintage] [staff] [links] [interviews] [forums]

Castlevania:
Aria of Sorrow

Box shot

May 14, 2003

Platform: Nintendo Gameboy Advance
Developer:
 Konami
Publisher:
Konami
Reviewed by: Jimmy "JayDukes" Farrow

 

 

Gameplay: [9] Graphics: [7] Audio: [8] Replay: [7] Overall: [8.8]

Screen shot #1

Screen shot #2

Screen shot #3

There are very few titles that can pull off what the Castlevania series has done for the world of video gaming. With the exception of Castlevania 64 for the Nintendo 64, Konami, the series’ developers, has stuck to the original 2-D formula since the debut back in 1986. We all realize that the 2D generation is becoming a passing phase, but Castlevania will never die, at least no time soon.

The newest game to the series, Castlevania: Aria of Sorrow for the GameBoy Advance, takes the classic story on yet another dark twist. You play as Soma, a mysterious teenager who resides in Hakudo, Japan. He and his lady-friend Mina gathered to watch a solar eclipse from the Shrine of the White Horse that rested on top of a hill. During the event, something strange happens and knocks them both unconscious. They wake up and find themselves on the doorstep of an enormous castle (please…don’t sound so shocked). They are both greeted by a shady character named Arikado, who informs the two of the possible resurrection of Dracula.  In order for them to escape in one piece, Soma has to go in the castle and uncover the mystery…and kick a little ass in the process. Que sera sera.

Gameplay

Now, if you haven’t been living under a rock for the past, say, seventeen years, you know the general format of Castlevania.  It's a two-dimensional platform adventure game with one bottom-line premise--whip or cut anything that moves. Well, nothing has changed in that aspect, but in other areas the gameplay has been amped-up versus that of the previous title, Harmony of Dissonance.

Ordinary movement hasn’t changed a bit from the previous games, so getting around is just as easy as it always has been. It all gets even easier as you progress through the game, gaining more abilities and attributes. As always, you will come across a few inaccessible areas that cannot be reached until you obtain a certain skill, but like most over adventure games, it only makes you want to go “that much farther.”

Another sweet addition that is included in AOS is the ability to save anywhere. Yes, there are still save points scattered throughout the game, but in times where you really need to save, you can put the system to sleep and the game will save from the entrance of the room you are currently in. You health and magic points will remain the same, as opposed to fully refilling at a regular save point, but in any case, it is a very helpful tool.

Using magic in Aria of Sorrow has just become more enjoyable than ever and is the game’s biggest draw. Instead of being confined to holding one of a few spells at a time, Soma can absorb the souls of defeated enemies and use their skills and attributes. There are four types of souls you can gather: bullet souls, which are you single burst attacks, like magic arrows or throwing knives. Guardian souls assist and protect Soma while gradually sucking away his MP (magic points). Enchanted souls boost certain attributes until it is removed or changed and cost no MP.  And finally, ability souls give Soma…well…special abilities, like the double jump and slide techniques.

The bullet souls are what the player will be using the most throughout the game, and since there are tons of different enemies, there are tons of different magic skills to collect. Each skill has its advantages and disadvantages, and the player must know what spell would work best for the situation. Some may use less MP, but have low attack power. Some may pack a wallop, but the timing sucks. Some may be great for close range fighting, but might eat up all you MP with a few attacks.

Despite the fact that the formula hasn’t changed much, the gameplay of AOS is still stellar.

Graphics, Sound, and Animation

With graphical masterpieces in the series like Symphony of the Night and Harmony of Dissonance, it’s needless to say that Aria of Sorrow has some huge shoes to fill. Unfortunately, AOS doesn’t quite carry the visual beauty of the aforementioned title, but comes close. The overall look lacks some of that sharpness and color we are all accustomed to playing to, but nowhere near enough to call this game an eyesore.

The sounds are just as original as the game itself. A player will still get that true Castlevania feel as they play over a gloomy, orchestral soundtrack. Alongside the classic music, the in-game sounds are intact; everything down to the sounds your weapon makes as it cuts or snaps the air.

Maybe this is just me being picky, but the enemy kill animations were not nearly as impressive as those of previous titles. In AOS, most smaller enemies will “poof” and disappear in a flame and smoke. It’s not till you get to the bigger ones where you’ll get a cool death sequence. If you’re not me, you won’t look that deep into it and just enjoy this great game for what it is.

Replay Value

As for the replay value of AOS, it really depends on the player. The replay value is pretty high for any player who cares well enough to achieve the 100% completion percentage. As with many of the other Castlevania games, there are all types of spells to collect and rooms to turn over, so to get the full feel, not to mention bragging rights, go all the way with it.

In Conclusion:

My final analysis is this: Castlevania: Aria of Sorrow is worth the purchase, no question about it. It may hold a few minor flaws that may make is a notch or two below Harmony of Dissonance, but none are vital enough to force you to leave it on the shelf. And more importantly, it ain’t that same ol’ thing.

Buy the Game

Donate a Buck

CASTLEVANIA: ARIA OF SORROW
CASTLEVANIA: ARIA OF SORROW

 

Castlevania: Aria of Sorrow review on netjak.

 

 

All rights reserved. All contents published by netjak | info@netjak.com