Reviews from

in the past


I don't know what happened but this was a serious downgrade from Aria of Sorrow, to the point that I didn't care to finish it. The sheer number of returning characters was just weird.

The second "Metroidvania" Castlevania game I touched, and boy howdy was it a good one. The map design was good, exploration was fun, and the wide variety of souls you got to augment your combat experience always kept things interesting. The bonus modes with more traditional Castlevania characters were a nice treat on top.

The only real marks against the game was the obligatory touchscreen gimmick with scrawling enemy seals, and the fact that with a game like this there's always going to be a pre-requisite amount of grinding for souls, and good golly are the droprates in this game at times outright terrible.

Play Aria first before jumping into this. Both are fantastic though.

Better than aria of sorrow but the last part was trash

This is my favorite castlevania. I love soma, the mechanics implemented, the music and all the character and enemy designs. Could go back to this one again and again.

This review contains spoilers

Joya infravalorada


Divertido, porém seu mapa colossal irrita-me bastante, o sistema de drop rate é muito fodido, com almas apelonas serem fáceis de pegar (mandrágora).

Great game and a worthy successor of aria.

Pode tentar mas nunca será aria of sorrow

Glad someone at Konami thought to themselves "Hey, what if we made Aria of Sorrow but worse in almost every way"

A tremendously good game in all respects, though not quite as perfect as its predecessor. I actually don't mind the touch screen elements when played on an actual DS, but I found the castle and enemy layout to be a little rougher compared to Aria. The extra Julius Mode is a lot of fun too, having its own story and basically being "Castlevania 3" mode.

عظيمة مثل الجزء السابق, كل كلامي عنها ينطبق هنا
القيم مودز الجديدة رهيبة و الزعيم الأحيرفي مود جوليوس جعلني أصارخ من روعته

I'm tired so I will keep it brief. This is about as good as Aria for the most part, but I dislike the random change to a generic anime aesthetic and the focus on grinding. The final boss in particular is so bad that it makes me never want to go for the good ending ever again. I have no idea how you're supposed to beat that shit without going out of your way to tediously farm for overpowered gear and souls. Weirdly enough, the Magic Seals didn't bother me much at all. They could have tutorialized it better though. It took me a long time to figure out that precision hardly matters when drawing them compared to speed. If I ever replay this, it will definitely be with the portrait mod.

Full review on my website: https://www.nepikigaming.com/reviews/castlevania-dawn-of-sorrow/

''Castlevania: Dawn of Sorrow is a worthy sequel to many’s favourite Metroidvania game in the franchise, and a good title in the franchise overall. The castle was good for the most part, but did have some weird puzzle rooms because they had to force touchscreen controls in. I don’t think the touchscreen controls make the game worse; it just doesn’t make it better, which it probably could have if it was used better and didn’t punish you if you failed. It did improve further on the prequel however when it comes to duplicate soul handling, but somehow made it even worse to get these souls to begin with. The RNG in this game easily is the low point for me and managed to kill my enjoyment at times. Fortunately it is still optional so if you’re not a completionist, you probably won’t have too much issue with this. While I was bummed out, one of the best post-game modes in any Castlevania game was waiting around the corner, so I did end the game on a high note before it was able to influence my mindset. With that in mind, Castlevania: Dawn of Sorrow gets an 8 ”Final Guard I hate you so much with your big health pool and low soul drop rate” out of 10!''

É legal, mas fazer aquelas artes que aparentavam rituais pra invocar o nosso nem tão consagrado capeta com a canetinha do DS não é uma coisa tão divertida.

É um jogo legal e divertido até... mas não sei se foi do jogo ou do fato que joguei um monte de Castle em sequencia, mas esse foi cansativo. Cansativo de passar alguma áreas, de explorar o castelo, de matar alguns chefes, conseguir evoluir no jogo.
Ao mesmo tempo que ele tem suas melhorias do Aria, parece que elas sempre vem com problemas.
O jogo tem mais almas, mas elas não tem muita variedade a mais.
Tem mais opções de armas, mas isso requer um farm miseravel.
o Castelo é maior, mas cansei de dar de cara com 300 portas trancadas após ter explorado uma área inteira pra descobrir que tinha que ir do outro lado do castelo tornando a exploração da onde eu tava irrelevante naquele momento.
Sprites são mais bonitos e bem animados, mas tem artes genéricas e sem identidade (por mais que não as ache tão horríveis quanto dizem).
Além da historia que é chata e desinteressante com 3 vilões que eu sinceramente tava pouco me importando.

This was another good portable Castlevania. I'm not a big fan of having to draw the magic seals on a deadline.

vai se fude selos magicos
vai tomar no cu grind de almas
vai pra casa do caralho arte tosca de anime

"what if we took our character design, and made it shit?"
- some konami exec

the game that got me into metroidvanias in the first place, all around very solid and well designed aside from having to input android lockscreen passwords whenever you defeat a boss. just patch that out lol. Also has the best NG+ new character mode out of all other games in the series. very fleshed out and even has its own set of cutscenes and final boss. worth it just for that.

My first Castlevania game. Didn't really know what was happening in the story, nor did I know who any of the characters were, but the game was fun. Thought the whole gimmick of collecting enemy powers and being able to use them was pretty fun, though having the true ending locked behind this mechanic, which is entirely luck based, really sucked.

I was looking forward to getting around to this game since the very beginning of this series, as since I first played this, it was the game that I ended up liking the most by far, feeling like an upgraded continuation of the previous handheld Castlevania game, taking the same core mechanics from Aira of Sorrow and putting them into a larger scope with far more complexity, which to be fair this game does indeed have. That said, I don’t really consider this quite as perfect as I once did when replaying, thanks to a number of small issues making certain aspects of the game far more unenjoyable. Even so however, this is still one of my favourites, just without the overwhelming preference to it that I used to have.

In terms of control, Soma is quite similar in this as he was in Aria of Sorrow, acting as somewhat as a midpoint between the extremely slow, rigid mobility of the Belmonts and the blinding speed of Alucard, with a range of attack speeds depending on the weapon type being used. These weapon speeds however, are the first of many differences this game has, with the range of weapons providing a far larger variety of these, with the overhead, heavy weapons feeling as if they have considerably more weight behind them, and the smaller ones being even faster than they were in Aria, leaving the player to be able to cater towards their playstyle even more than before. My general issue with this however is the fact that in terms of moving around quickly, this game has no real easy way of doing that compared to previous matroidvania titles, with the overall speed of the game having a tendency to feel a bit on the slow side at times, particularly with how short Soma’s backdash feels in this game, making some encounters feel as if they almost require simply hitting once or twice and then running away to avoid all damage, rather than giving the option of avoiding it at the last moment to maintain a good position of aggression. This fortunately only affects small portions of the game to me, as it seems that a lot of these encounters were properly designed with the lack of a good burst movement option in mind.

In relation to movement, the area where the game excels to me in one of the biggest ways is easily the castle’s design itself, being larger and denser than previous games, while maintaining consistently intuitive paths of navigation through it, limiting the likelihood of becoming lost while exploring. Furthermore, I feel like this game brought back some of the design influence of SOTN in terms of the individual room design, with more instances of quirkiness or unique ideas being shown throughout, such as a room full of succubae disguising themselves as a main character, or a 4x4 grid of rooms that can be moved around like a sliding tile puzzle, making getting to a new area an exciting thing just to see what creative setpieces will be shown. The teleporter locations are all quite intuitive as well, being spread out perfectly as to rarely cause any significant backtracking, making exploration rarely feel like a chore. My only issue with the navigation in the game is tied to exploration being less satisfying in a lot of cases, going back to the issue of some paths leading to dead ends that just don’t feel very rewarding due to the way weapons have been reworked here. In this game, the primary way to get better weapons is to infuse certain enemy souls with them in order to upgrade them, rather than simply finding them as you explore the castle. What this does is make it far less exciting to come across a weapon in the castle, as it’s very likely that it will simply be weaker than what you already have on at the time, with the likelihood of you having the necessary souls required to upgrade it being quite low. This system also has the issue of outright encouraging grinding, which is made a worse problem by how low the drop rates of some of them can be, potentially taking at least an hour of killing the same type of enemy just to upgrade the weapon. This ties into another issue, in which the luck stat is broken in this game to be almost entirely useless, even when maxing it out, the difference being only a fraction of a percentage increase of drop rate at the very most. What ends up happening here is that the pacing of the game is dramatically slowed if the player actually wants to get some decent gear.

With this said however, the souls themselves in this game are overall better in my opinion, having a wider range of effects and benefits, with far more of them actually being viable in some way or another, which is something that could feel a bit lacking in Aria of Sorrow’s soul system, with some simply outclassing others to a large enough extent to make many of them obsolete. Another aspect of this game that truly excels in my eyes is in terms of the boss design, often being more complex and properly challenging than past games, along with having a much grander sense of spectacle, with many bosses having some extremely interesting, unique mechanics to them that make them completely stand out. My personal favourites include the boss that’s able to stop time and lay out traps for you, and one that completely destroys the ground underneath you and causing you both to fall down to the bottom of a massive tower that you’ve been climbing before continuing the battle. While the bosses may be better however, I personally found the endgame to be far less exciting for the most part, with the true ending’s unlock conditions being hidden behind 3 walls you needed to break with specific souls feeling like a much less interesting way to go about things compared to the gradual discovery of the 3 hidden books that made for one of the most satisfying true ending discoveries I’ve had in gaming as a whole. Furthermore, The Abyss in general feels quite mediocre for the most part, with the final boss being straight up bad, being largely easy, tedious and out of nowhere in terms of the overall story, making the game close off in a fairly unsatisfying way, especially after the consistently high standard of boss fights that this game set. As a final issue I had with this game that made it incredibly frustrating to play on an emulator, the magic seal mechanic is awful and there’s no defending it, having to draw a pattern once you defeat a boss is cumbersome in the best possible situation of you having an actual DS, but is made to be nearly impossible when you have to try and use your mouse to draw a precise pattern on an emulator. I personally think that id you’re using an emulator, that the best way to play the game is to download a romhack that removes this requirement from the game, makes it a far better experience overall.

Even with my many gripes with this game, I still can’t help but think that it’s one of the best in the series, as the core aspects of this game, the castle and enemy design, are at their absolute peak here, it’s just a lot of smaller things that come together to make a game that definitely could have used some tweaking, overall being best described as a flawed masterpiece in my eyes. Definitely a game worth checking out, and a mostly worthy sequel of an incredible game.

Great sequel to Aria that even has a mode that reminisces Castlevania 3. Unfortunately held back by needing to use the stylus to use finishing moves. It's definitely an under appreciated installment regardless. Still has a great protagonist, ability system, and other pros that Aria had.

Quite similiar to Aria of Sorrow. Bonus points for the ending, soundtrack fits for the game, nothing too memorable. As Aria it flows well, just improved Aria, well I think it depends on the day honestly.

with the loss of art-style comes the most badass bosses, weapon variety, and animations the franchise has seen so far. finally one to rival symphony of the night.


There's a lot of the same goodness here as Aria, and it even makes some improvements, largely thanks to the capabilities of the DS. On that note, I didn't find the touchscreen stuff that intrusive; it's occasionally annoying at worst. The world isn't as tightly designed as Aria and the abilities aren't all there, but it's still a great time.

Knocking back from 5 stars due to the lack of Ayami Kojima portrait art, but this is an extremely fun DS game. I like the roots tracing back to Symphony of the Night compared to the whip characters.

soma is a virgin
julius has sex

Decent sequel with some real annoying things. Touch mechanics were unnecessary and just took me out. Soul rng felt worse but doesn't really matter. Julius mode got nerfed a bit. New portrait art is very bad and music was meh.