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Castlevania: Dawn of Sorrow Dawn of Lost Opportunities The following review was SPK's first formal, full-length game analysis, which he submitted to Mr. P of Mr. P's Castlevania Realm the Summer of '07 during which the ethereal fairies took material form and danced gaily in a swirl of effervescent light that brought peace, love, and extended contraction of the pupils to the entirety of the universe, as it does every other millennium. (No, really. You'd know this if you'd been there.) It's amazing how much little (well, BIG, now) SPK has grown. See, back then he was making use of such vocabulary as "Action RPG," focusing on such qualities as "originality," and rising up to the occasion of discovering all he could be. Now, he's using diction like "Metroidvania," placing value on "innovation," and defending the honor of comic industry legends Many Hands and Tucker T.J., 9, (only the best Casper comics fan artist evah!) on hyper-prestigious forums like "Pocket Lint Collectors' Society of Arizona - General Chat". Brings a tear to your eye, don't it? The Review When the Nintendo DS was launched, a great era in video game history began. Some competition from the PSP was involved, but not enough to scar Nintendo. Why is it the Nintendo DS is such a great system? The answer lies in the name. "Dual Screen" is what it technically stands for, but reviewers and Nintendo themselves like to dub it "Developers System." Honestly, with this system there’s nothing holding the developers back. In fact, the double screens - one being touch-interactive - are pushing them forward. Pushing them to be original. Again we have Koji Igarashi on board, with the Dracula X team at his side. These developers have made classics, so the extra capabilities of the system should be taken due advantage of. This just might be able to break the constant fit of Action RPG’s they’ve been pulling out with little change. The new features have so much potential to make a fully interactive Castlevania experience. Fans could possibly reach out and attack enemies straight-on, watching blood splurt out from their very styluses. Maybe the castle corridors can be split up between screens, our favorite Belmont hopping up and down as he jumps from platform to platform. Then again, maybe we will be given the exact same game we’ve been playing for years and years.
The accompanying score by Michiru Oshima is a winning piece, boosted by the Nintendo DS’s superior sound quality. The tunes, as usual, mix old reworkings and new offerings, but now the orchestration has nothing holding it back. This helps you notice the musical quality. In fact, this score really deviates from that beloved and hated thing called "popular music." Oshima’s scores always have a genuine mastery, of course, but even her older music had a hint of that story telling style of music. This one, like the game, relies more on subtle beauty. This works, too, because the music is free to have whatever effect it needs to in order to fit the current situation. The game tells its own story, after all, and has its own sounds to cover that area. Those sounds aren’t lacking, either. This is quite possibly the best array yet seen in a Castlevania game. It may not have as striking sounds as Symphony of the Night - which can be good or bad, really - but there’s a fitting effect for even the areas that don’t need it. The Japanese voice overs are cool, even though the international gamers won’t catch most of it. Even the international gamers can tell who’s speaking based on the voice, though. The different monsters have different roars, as usual, but their different projectiles and motions - such as galloping and wing-flapping - are also duly covered. Using different weapons the same way over and over - by throwing them over Soma’s shoulder - can get boring, but each sword and axe and spear has a unique execution as far as the ears can tell. Sounds are a rare treat in this game, and the inclusion of the Sound Test mode is welcome as always. The gameplay’s formulaic, the sound’s an interesting approach for Michiru Oshima, but the appearance lies on both ends as far as quality is concerned. Whether or not each character plays well, the sprites flow smoothly and fluidly. Like the Tactical Souls system, however, some borrowing was involved. The Soma sprite seems to have used Alucard’s from Symphony of the Night as a skeleton. Further, the other characters borrow qualities from it, giving them the look of whittled-down Alucards. They sure don’t dish out their own personality. Did I mention Alucard’s sprite is present? Yep, the exact same one from Symphony of the Night. The developers also made slick use of some of the exact same enemy sprites as Symphony of the Night and other popular Castlevania video games! The new sprites are kind of dull and undetailed, but who cares about originality? ...Anyway, the natural areas - such as the wintry Lost Village - have stony, highly dimensional walls and flooring, with scenic and distant-looking backgrounding. Of course, the interior areas don’t have that trademark grime and grump that we’re used to as Castlecvania fans. What can I say? It must be a newer castle. While we’re at it, let’s blame the architect for giving us an unimaginative castle! ...The graphics are gorgeous when they want to be, and then you run into Slogra and Gaibon twenty times in the same area.
As if those things weren’t enough, there’s a much improved secret player mode. Ever since Richter became a side character in 1997, we’ve been receiving in each game a whole other mode where we explore the ARPG castle from a different perspective. Since then we’ve played as Maxim and Julius, but something was missing. No, it wasn’t just Hugh Baldwin. There really wasn’t any background to the whole deal, no reason for Maxim and Julius to be in that castle in the first place. Thus, not quite so much interest. Maxim may never be saved; neither may Harmony of Dissonance. Though Julius has taken refuge in an alternate universe, one where Soma Cruz has succumbed to the evil inside him and the only Belmont must fulfill his promise and kill the Dracula reincarnate. Not only is there more intrigue to this mode, but it pays homage to Koji Igarashi’s favorite Castlevania game - as well as that of many others - Castlevania III: Dracula’s Curse. One of the great things about that game was that the player could pick up an ally and use them for their own selfish purposes. The three allies were Alucard, Sypha Belnades, and Grant Danasty. Although there’s no Grant in this mode, we acquire Alucard and Sypha’s descendant, Yoko Belnades. Not only that, but they are both accessible at any given time, whereas the allies in Dracula’s Curse could only be used one at a time. Truth be told, Dawn of Sorrow’s extras more than make up for any of the main game’s faults. Some people might enjoy a game that does everything that’s been done before, but is just smoother around the edges. But that kind of thought process doesn’t do justice to Castlevania’s legacy. Koji Igarashi had yet another chance to make a Symphony of the Night: A classic. Instead he made another Symphony of the Night: An Action RPG. Nice subtleties and fun extras don’t make classics. Originality makes classics.
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