3- Aria of Sorrow (GBA)It pains me to put Aria of Sorrow only at number three considering how superb it is. I suppose that's a testament to how fantastic the Castlevania series really is.
Aria of Sorrow is simply amazing. If you have to compare it to any of the installments which came before it, it would only be natural to say it plays like Symphony of the Night; however, that doesn't do the game justice at all. Even though it is nothing new, what propels this game leaps and bounds beyond the games mentioned before it is the insanely awesome castle design, fantastic musical score, and a truly epic story.
Before release, Aria of Sorrow's claim to fame was that it was that the game took place in the future. After the game's release, Aria of Sorrow's claim to fame was creating the infamous 1999 battle which completely destroyed Dracula and, as if that isn't badass enough, creating Soma Cruz who is dracula reincarnated. That's right, at the conclusion of the game under the right circumstances it is revealed that the character you have been controlling the entire game is actually Dracula reincarnated and the true successor to the throne.
Sadly, since the release of Dawn of Sorrow, none of Aria's story is actually a surprise anymore. It seems as though everyone knows Soma is dracula and it's a damn shame considering it was one of the most well conceived plot twists in the videogame world. It may have been a bit predictable but the way in which it was presented still sent shivers down people's spines in a mix of surprise and excitement.
Let's backtrack now. Aria of Sorrow begins with Soma and his friend Mina being brought into Dracula's castle which is sealed within an eclipse. There, he meets a shady fellow named Genya Arikado, Hammer, Yoko, and Graham. Immediately Soma releases he has the power to steal souls and from there he begins his quest to the throne room in order to figure out what is going on. As players progress, the story begins to unfold and players begin to realize they must stop Graham from transforming into Dracula. Sounds simplistic, however the telling and huge cast of characters make the story seem more epic than any before it.
The castle itself is one of the most well designed castles the series has ever seen. The areas flow together seemlessly and each area consists of a plethora of rooms. Many of the recurring areas are back, and this time they are better than ever. The Clock Tower takes the best elements of the one from SotN and improves upon them by making the actual tower much bigger but maintaining a closterphobic gear infested environment. Another example would be the caverns below the castle. It's like SotN but much bigger. The rooms are more gigantic, there are more waterfalls, there is a massive hidden area, and there is even an enormous pirate ship. To top off the fantastic castle design players are treated with a new area simply called the Floating Gardens. Massive, and in some places literally floating, it is unlike anything seen before.
The soul system which was implemented in Aria of Sorrow and carried over to Dawn of Sorrow is the best subweapon/spell system the series has yet seen. Every single enemy has a soul in the game which can be obtained, and each soul provides a unique ability. The abilities range from familiars, to gameplay altering abilities such as walking on water, to projectiles. Collecting the souls also adds to the longevity of the game and since each soul is unique it only makes sense to want to see what each of them do.
The bosses are sadly nothing special. The Death fight is fantastic and difficult for a change, the Balore fight is one of the best in the entire series, the fight against Graham is pretty awesome, and the fight against Julius is epic; but, other than that the fights are actually pretty dull. For the first four or so bosses, they only have about one or two predictable attacks. Same goes for a few later which is a real disappointment. And the final boss, Chaos, really makes no sense. I have no idea what it is. Cool though.
Speaking of Chaos, the game kind of goes flat after beating Julius. You go to the Abyss which is a bunch of the black and white castle rooms except completely distorted, out of proportion and just weird in general. It's a rather fun area, but it feels lacking. And once you get to the final boss, the chaos which is trying to emerge... well, fighting something that is unrecognizable just isn't all that enticing.
Bottom Line- One of the best castle designs in the entire series, the best story in the entire series, the soul system is outstanding. The ending area and boss are somewhat lacking.
2- Circle of the Moon (GBA)While HoD is often considered the black sheep of the series, this game is the true title holder. Circle of the Moon is not like the other Castleroids. In fact, it could be argued that it strays from the formula even more than Portrait of Ruin. This game is a classic style Castlevania game set in a Metroidvania environment.
Circle of the Moon was the first Castleroid since SotN. Needless to say fans of the series expected a SotN 2. What they got was completely different and this reason alone may detract many players from acknowledging the game for what it really is.
You play as Nathan Graves. He doesn't use swords and he isn't even a Belmont. He doesn't even have the Vampire Killer. He is the successor to the whip though. He's got a lot going against him, but in my eyes this only makes him even more badass and likable. Your mentor is to be sacrificed to Dracula when the moon is full and you set out to stop this from happening, meanwhile your jackass friend and mentor's son sets out to beat you to the prize. It's obvious what is going to happen but that doesn't make the whole experience any less fun. If anything it just makes you anxious to beat the living shit out of Hugh.
Circle of the Moon's castle is deceptively enormous. If you look at a map of the castle it may not seem like it contains that many rooms. Well, the rooms themselves are about 2 or 3x bigger than those seen in the other castleroids. Nathan is a very small sprite, and the rooms are exceptionally huge. So what we are left with is the feeling of being in the biggest castle the series has ever seen. Capitalizing upon the massive rooms, developers took their times filling them with numerous enemies, numerous traps, and countless secrets. Often you will realize that you can climb just a little higher and reach a hidden area, or press a little further and find a hidden item. Everything is just bigger and grander in scope.
Speaking of bigger, Circle of the Moon contains some of the most ridiculously awesome boss fights the series has ever seen. For example, Nathan finds himself pitting off against two dragons which he is barely as tall as their feet. In between the two dragons are platforms which must be carefully scaled and descended all the while trying to take on a dragon from your left and a dragon from your right. Another prime example of how much more massive everything seems would be the fight against Hugh. His sprite is the same size as yours, but when he swings his blade it is about 10x the size of you, no joke. Also, let's not forget Dracula. Easily the hardest incarnation of Dracula in any Castleroid, and the most massive as well.
Everything feels bigger and more epic. The castle design is honestly nothing to write home about. The areas flow together much as you would expect, but some of the rooms lack individuality which is kind of a shame. Seeing as how this was a GBA launch title this makes sense though. Even though some of the rooms feel redundant (not in the copy and paste sense), a lot of the areas are simply better. The Machine Tower is one of the coolest areas that has appeared in the series thus far. It may be because of it's unique inclusion of twirling bolts, spinning platforms all in a series of massive rooms, I really don't know; it just feels bigger and better than what we are used to.
Capitalizing on the enormous scope of the game, IGA made this game brutally difficult. The enemies deal tons of damage, there are a plethora of enemies per each room, and the bosses are incredibly designed each with a huge variety of attacks. The difficulty really makes the game feel bigger and badder than what people have seen/played before.
Nathan can't equip any weapons, but he has the DSS system which serves as his spells and unique weapons. There are 10 action cards and 10 attribute cards. Each action card can be combined with an attribute card creating either a spell, summon, projectile attack, familiar, whip enhancement, shield, or stat boost. That's an insane amount of spells to tinker around with. What is really fun is finding out what the different card combinations do for the first time. Sadly, the cards are all item drops so it is unlikely you would find them all on your first playthrough.
Speaking of first playthrough... there are 5 different modes, each of which alters the game set-up. For example, magician mode gives players every DSS card and boosts magic attack, but decreases every other stat. Fighter mode on the other hand boosts every stat but DSS cards are non-existent (plays almost exactly like an oldschool Castlevania in a 2d environment).
I have beaten this game more than any other game I have ever played besides Super Metroid. There is absolutely nothing wrong with this game other than the fact that it isn't Symphony of the Night. It may be too difficult for some people, and some people may not like the change in style, but once you look past that this is a stellar game.
Bottom Line- Insanely awesome game, ridiculously big rooms, everything just feels bigger and badder, plays a lot like the oldschool Castlevanias, DSS system is awesome. DSS system can be somewhat annoying trying to figure out which spells do what and obtain the cards and the fact that the game came out after Symphony of the Night and wasn't Symphony of the Night 2 upsets some people.1- Dawn of Sorrow (DS)If you've read some of my previous reviews this should have been a no-brainer. After just writing nearly a thousand words I'm going to be cheap and link to my review on this site. But, before that I'm going to say a few things that aren't necessarily in the review (and if they are, I'm repeating them because they are awesome).
The best boss fights in the series. Gergoth destroying the Condemned Tower as you fight is insane. The Puppet Master is one of the most original bosses the series has ever seen.
You don't start out in the castle, instead you start out in a snow covered town. You don't even go into the castle through the front gate, you go in through a hidden passage. That's awesome.
The Condemned Tower is my favorite area in any Castlevania game.
The story is awesome and is a direct sequel to Aria of Sorrows. The characters are all fantastic and from the get-go you know who the bad guys are and whatnot.
The soul system is better than ever. Being able to power up souls by obtaining a bunch of them. Creating weapons is pretty damn sweet too.
Weapons are unique and are wielded in different manners.
Two weapon set-ups and soul set-ups you can switch on the fly.
Best castle design in the series.
Julius mode.
Julius mode.
Playing as Julius Belmont, Yoko Belnades, and Alucard in a mode that has a completely different story and a different final boss entitled Julius mode.
For a more in-depth write-up, please refer to my review.
http://www.rfgeneration.c...nfo.pl?ID=U-087-S-00360-ABottom line- It's damn near perfect.