Castlevania: Aria Of Sorrow

Thanks to localized improvements that work towards reducing both frustration and excessive backtracking, and due to a team of developers that knew how to look at the past in order to learn from mistakes that had been previously made, Castlevania: Aria of Sorrow guarantees its place as the finest entry of the franchise for the Game Boy Advance. In addition, by implementing a very creative system of spells and magic that turn the soul of its many enemies into collectible and usable assets, the game carves out not only a personality of its own, but also a very noble place inside the long-running franchise of vampire hunters. Through those means, Castlevania: Aria of Sorrow is recommendable without reservation, for even though it does hold a few points that could have been smoothed out, it is a haunting quest that is fun and engaging through the entirety of its run, and a culmination of a three-year cycle that produced a trio of appealing Castlevania games.

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Castlevania: Harmony Of Dissonance

Castlevania: Harmony of Dissonance does have a couple of issues that make the size and complexity of its scope, which are undeniably its biggest qualities, not be as thoroughly delightful as they could have been. Still, by implementing punctual improvements in areas where Circle of the Moon was lackluster, and by embracing the intimidating value of its twin castles and turning the navigation of its map into its biggest source of challenge, the game succeeds in presenting a very satisfying and somewhat original take on the non-linear facet of the Castlevania franchise. Due to that trait, Harmony of Dissonance is bound to enchant anyone with a love for meticulously exploring a large map and using their wits to figure out a world that is itself one massive puzzle. To anyone else, though, its abundant intricacy, its frequent backtracking, and the long distances it sometimes forces players to traverse may be a bit too much.

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Castlevania: Circle Of The Moon

The punctual flaws that it displays in the main components of its fabric turn Circle of the Moon into a Castlevania installment that is good, but not great. The transplant of the Symphony of the Night formula into a portable is, in a way, a success, because the marriage of non-linear exploration and RPG elements makes traversing Dracula’s fiend-infested castle an appealing experience filled with discoveries, secrets, challenge, and unguided progression. However, the game could have certainly been more careful with the way it handled its elevated level of difficulty, its visual presentation, and the implementation of the central gameplay mechanic that it builds to call its own. With those problems in mind, Castlevania: Circle of the Moon cannot be universally recommended, as the Game Boy Advance itself holds a couple of entries of the franchise that are easily superior to it. Nevertheless, there is great enjoyment to be found in its imperfect Gothic quest if one has fondness for lack of linearity, is able to ignore its shortcomings, and can deal with some moments of grinding.

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The Right Way

It is hard to pinpoint exactly when that tide began to shift and developers started looking at sidescrollers differently, but on the Nintendo camp that turnaround could easily be traced back to 2006’s New Super Mario Bros. The first original Mario sidescroller in a whopping fourteen years, the game – as its title plainly indicates – was marketed as a return to the stripped down platforming basics of the Super Mario Bros. trilogy.

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