![]() ![]() That’s one thing AoS does even better than SotN. I love how the story unfolds as you clear or reach new areas. The way you run into the other characters around the castle is also very SotN-like and feels very natural. I also like how it’s always obvious if you need a specific ability to reach a certain area, and how NPCs give you hints, so there’s isn’t a lot of aimless wandering around. AoS has well-placed save points and teleports, and the teleports start becoming available very early on in the game, so I rarely felt like getting somewhere was a chore. It’s so much better designed than Harmony of Dissonance’s, which had a lot of dead ends and teleports in terrible locations. I think the castle layout is where AoS really shines. You explore an area, maybe see some places you can’t reach without a specific ability, find the next save point, fight a boss, get a new ability, and maybe talk with one of the other characters along the way. The gameplay in Aria of Sorrow is classic SotN. Inside, they find a few other people running around, including a Belnades mage, Yoko, and Alucard himself. Fast forward to 2035, the reincarnation of Dracula, Soma Cruz, and his friend, Mina, are sucked into an eclipse and end up in Castlevania. Castlevania itself was sealed in a solar eclipse (don’t ask me how that works), and the Vampire Killer whip was left inside the castle to contain its power. That’s when Julius Belmont and his companions (Maybe Yoko and Alucard) killed Dracula “once and for all”. Tragically, we never got the prequel showing us how it all started in 1999. That’s pretty epic as far as Castlevania stories go. It’s the second part of a 3 part saga, which concluded in Dawn of Sorrow. ![]() One of the coolest things about Aria of Sorrow is its story. When people talk about the GBA and DS Castlevanias, two games always come up, Aria of Sorrow and its sequel, Dawn of Sorrow. Aria of Sorrow wasnt the first game to follow 1997s Symphony of the Night, but it was the first subsequent Castlevania game to understand what made Alucards PlayStation outing such a masterpiece. Castlevania: Aria of Sorrow (Konami the Best) for Game Boy AdvanceCastlevania: Aria of Sorrow adds many new features to the series to make it radically. ![]() Aria of Sorrow feels like a game made by developers who learned a lot from HoD and are getting the most they can out of the GBA hardware. Harmony of Dissonance was pretty bad, though. Circle of the Moon wasn’t a bad game, but it certainly wasn’t anywhere near as good as the previous Castlevania, Symphony of the Night. If youre a gamer that strives to see all aspects of the game. Third time’s a charm! Out of the 3 GBA games, I think Castlevania: Aria of Sorrow is the one where they finally got it right. When focusing on the main objectives, Castlevania: Aria of Sorrow is about 7 Hours in length. ![]()
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