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»Castlevania: Dawn of Sorrow
"It deserves a 40 because it's better than Advance Wars."
Dawn of Sorrow is
better than Symphony of the Night. Now that I’ve blasphemed everyone’s
favorite Castlevania, I can tell you exactly what makes this game so
good.
From the very opening, you’ll notice that the dev team focused a lot on
updating the game’s look for its Dual Screen debut. Before you start a
new game, the intro breaks into an anime cut-scene depicting the story
that is about to unfold. The backgrounds in it have a few low-res
backgrounds and you can’t help but think that they could have done them
better. Regardless, I’d still love to see more during the course of the
game.

As you’ve probably read elsewhere, the team decided to do away with the
way the dialog is presented to the player. In DoS, all character
dialogs are presented with large character profiles and dialog boxes.
What most other reviews fail to mention is how poorly they try to
explain why Soma lost his powers in the last game. Basically, it opens
up with Soma and Mina discussing how Soma hasn’t been able to summon
monsters or their abilities since he left Castlevania. Along comes some
random lady who summons three creatures. First, she sends a skeleton
followed by an armor knight and a golem. Of course, you automatically
gain and equip these souls after destroying them. The lady tells you
that she’s going to kill your face and disappears. Wonderful! I’m all
caught up. Can we play Castlevania now?
Other than a few spelling errors, the story unfolds much better once
that awful opening is concluded. Fortunately for us, Castlevania isn’t
so much renowned for its story as it is for its gameplay and this tiny
cartridge exudes great gameplay.
Those who have played Aria of Sorrow will immediately feel at home with
this title. One of the first differences you’ll notice is that there
are two attack buttons. The A button now executes a special attack that
uses magic energy, often dealing more damage. Another thing you’ll come
familiar with is that you can always view the map on the top screen.
This seems like such a minor thing, but after having it around, I can’t
imagine navigating the world without it. One of the coolest new
features in DoS comes in the form of an ability soul that you’ll
receive very early in the game. It’s called the doppelganger soul and
allows you to equip two different “profiles”. Each one can have a
different weapon, armor, and item along with three different souls. At
first, I thought this was just a minor thing, but after using both my
handgun and my axe for different things, I equipped the flying armor
soul (Allows you to fall slower to access certain places easier) to the
handgun profile and a more offensive soul to my axe profile. You’ll
soon understand how much this simple addition enhances the gameplay.
One of the things that I felt would bring the game’s score down is the
use of the touch screen. The magic seals are a decent idea, but
ultimately becomes aggravating having to hold the stylus while
assaulting the bosses in the traditional twitch gaming style that we’ve
all come to expect. If you draw a seal incorrectly, the boss gains
about ¼ of their life back. The second touch screen use is the brick
breaking. This is just stupid. It doesn’t belong in this type of game.
About the only touch screen aspect implemented seamlessly is the
signing of your name when you create a new game. Instead of typing your
name, you draw whatever you want and hit ok. In the end, the touch
screen features really seem like they were forced on by Nintendo.
What I really noticed the most was the enhanced graphics this game
sports. While each sprite may not have as much detail as those in
Symphony of the Night, they are animated so much more fluidly. Had the
sprites sported as much detail as those in SotN, they would appear
cluttered on the small screen of the DS. I was really wowed at how well
the DS handles all the stuff the GBA had a hard time with. Creatures
like the golems and axe armors that are made of multiple animated
pieces rarely look like they aren’t connected or like they’re about to
fall to pieces. Special effects are very abundant throughout the game.
Every sword strike or gun shot is animated so exceptionally. The
handguns even resemble what kind of gun they are. Everything is
animated so perfectly, all the way down to shells exiting the chamber
of your 9mm or the way Soma reacts to an axe’s weight. The game is
truly a sight to behold.

Here we are in the 5th game since CD quality music has graced the
series. While it’s not on a CD format, you’d be hard pressed to find
better musical scores on another portable system. I prefer many of the
tracks in DoS to those of SotN. I really enjoy the music pumping out of
my speakers when I play this game. The music has a tendency to amplify
the mood of a boss fight as it should. It even intensifies some fights,
raising the tempo as the battle gets more hectic. It’s a very beautiful
thing indeed.
As all fans of the series have come to expect, DoS has more than one
ending. In fact, once you beat the game, you can go through it with
Julius Belmont, Yoko Belnades, and Alucard. This new mode, aptly named
Julius Mode, has a very nostalgic feel for any who played through
Castlevania 3. The only cast member missing is a descendant of Grant de
Naste. Adding more to the replay is the ever-so-popular Boss Rush Mode
and the traditional hard mode. There are also secret boss fights hidden
within the “castle”. All in all, fans of the series will be pleasantly
rewarded with some of the most fulfilling gameplay Castlevania has ever
offered. DS owners looking for a something different will undoubtedly
find this enjoyable and engaging.
Article by: Bloodspoor
Posted on: Oct. 30th, 2005 |
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Review Recap |
| Gameplay |
| I didn’t think they needed to expand on the Aria of Sorrow build, but they did. Not only did they expand on the gameplay, but they did so in a way that the unnecessary touch screen elements don’t detract from it. |
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Graphics |
| Beautiful! Take some of the greatest 2D graphics from the GBA and make them better. Take all the techniques from the last game and make them smother and more seamless. Do that and you’ll begin to understand how great this game looks. |
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Sound |
| The feel of Castlevania would somehow not be right without a phenomenal musical score. Couple that with the multitude of sound effects made by both Soma and the creatures he slays and it’s difficult to find fault in Dawn of Sorrow’s audio. |
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Replay Value |
| In classic Castlevania fashion, Dawn of Sorrow has multiple endings and allows for you to play through the game with an extra character. If that’s not enough, for the first time in the long-running Castlevania series, Dawn of Sorrow has a rather unique multiplayer feature. |
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Comments |
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December 22, 2005 |
Zak is gay |
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Zak ur are retarted dumb hole. this game is massively superior to any other game.
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February 13, 2006 |
CrazyJOE |
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Alright, sure. It's a great game and all. It definitely beats out on Symphony of the Night. However, I think you gave the game a little bit TOO much credit. Sure the graphics are fresh, but the scenery lacked premise. Even the pinnacle's backrounds were simply mansion walls and the occasional light shining through the window. With the DS's utilities, Capcom could have come up with much more detail in the scenery and maps. The Wizardy Lab had little more than platforms and some machinary jutting out from the walls.
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February 13, 2006 |
CrazyJOE |
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I've been playing too much MegaMan today. Castlevania is obviously created by Konami, not capcom.
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