Reviews from

in the past


I haven't played this since I was a kid, but damn.

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

The art direction transition is one of the biggest gaming crimes to ever be committed (it hurts my soul more than my eyes) but otherwise Dawn of Sorrow is a very solid experience and a suitable follow-up to Aria.

Aria of Sorrow was one of the most surprising experiences I’ve had this year, and after sitting on it more I’m starting to realize it may have cracked into the upper echelons of Metroidvanias for me. Aria is concise, rewarding, and (most importantly) very cohesive. All of Aria’s ideas flow very naturally into each other and that philosophy extends even into how the castle itself is designed. Unlocking a new power, for example, oftentimes also unlocks a route nearby that connects back somewhere very close to where you’ll need to go next for progression. Similarly, branching paths close to requires areas will usually reward the player for experimenting with these new powers by granting powerful new weapons and armor. In other words, Aria’s gameplay loop is very cohesive and it constantly sets fires to the neurons in my brain in the best way, and I think Dawn of Sorrow’s biggest flaw is that it lacks that same cohesive glue.

Dawn’s castle doesn’t really have that same masterful level of flowing into itself and it’s much easier to get lost wandering aimlessly as a result. It definitely doesn’t help that exploration feels a lot less satisfying, too, because the overwhelming majority of the good weapons are attained through sheer luck by getting a good enemy drop….or by sheer luck (with extra steps) since you also need these same enemies to drop souls to create weapons with at the shopkeep. Both methods to obtain new weapons are effectively the same thing, in other words, and it’s pretty antithetical to how Aria approached this in its design which was already pitch perfect. I always felt a lot weaker than I actually was because my weapons were constantly below the grade they should have been just because I didn’t feel too particularly keen on engaging with this aspect of the game (aka, grinding until I get the right drops).

Dawn of Sorrow also does have some “early DS syndrome”, which is as charming as it occasionally frustrating. Admittedly, I do love me some early DS era crustiness but the way it’s implemented here is a bit cumbersome. After defeating a boss in Dawn of Sorrow, you have to use the touch screen to draw these (memorized) sigil patterns to completely finish the fight. If you fail, the boss regains some health and you have to do everything again until you get it right. Now, I’m no stranger to forced touch screen implantation, and it’s honestly a pretty inoffensive mechanic in the grand scheme, but man is it frustrating when you get one of these wrong. The biggest problem here is that they’re timed, and you have to contort your fingers from resting comfortably on the buttons to suddenly reaching for your stylus to doodle some lines. It takes my brain a couple of seconds to shift modes which leads to the gimmick feeling a bit disconnected from everything else that’s happening. Again, nothing too egregious and it’s an issue that’s definitely overstated, but not a great inclusion either.

Despite my negativity on some things, there’s definitely a lot to be enjoyed here too. Outside of the drawing thing, the bosses themselves are a highlight and a lot of fun to master. The souls themselves are maybe even more distinctive here than in Aria and they’re legitimate use for most of them. My favorite addition is probably being able to switch between two combat kits at the press of a button without having to pause the game to fiddle around in menus. Sprite animations and the like are top notch, especially for an early DS era title, and weapons all have a proper feel to them depending on what you’re rocking with. The soundtrack is also pretty great, but that goes without saying with Castlevania.

Overall, Dawn of Sorrow is a fun time even with some ideas that don’t feel as meticulously baked as Aria’s. It’s a good follow-up to a game that expands on the story premise and gameplay concepts of its predecessor in many ways, and that’s all I could really ask for. Also, I guess I’m a big Castlevania fan now on a binge of the series? Wasn’t expecting that one.

This is a really good Castlevania game. The one thing that sucked tho were the stylus-based finishing strikes that just killed the overall pacing of the combat; plus they were very frustrating to actually accomplish.

A solid entry all in, but I do think it's a fair bit weaker than the sublime Aria. Mostly because the game doesn't really give out good weapons at all, you're a lot more reliant on getting low-drop Souls for key parts, and the Magic Seal system that requires weird touch screen gestures is a pain in the ass. (I actually resorted to using the No Touch Screen mod because I just could not do the last one at all. And I just finished Trauma Center!)

Still, good game, worth a playthrough, did hand-wring over giving it another half-star.


Very fun game with a decently interesting story. I enjoyed the character progression from the first game, despite there not being too much of it. As most Castlevania games go, the story and characters are the least important part. The design of the map is pretty good, and the controls and combat have been improved from Aria and a few of the souls have been as well, but the use of the touch screen is a needless gimmick that interrupts bosses and wastes time. On top of all of that, the grinding for souls can be ridiculous at times and completely ruins the flow of the game at times. The game could be a 9/10 if the seal system was completely replaced by keys and you were guaranteed an enemy's soul the first time you kill them. I've heard of a version that removes the touch screen mechanics, but as it is, this game is really fun, with a lot of room for improvement.

Touch screen made this doodoo

I had a great time with this game. I loved the whole castle as well as the soul system in the game. I thought the controls were fun as well as the combat in the game.

With the DS system game add a lot of Feature.
Actually i will give this game four star but artwork downgrade break half star

Esse jogo não é ruim, longe disso. Mas é um downgrade absurdo em relação ao seu antecessor, que é indiscutivelmente um dos melhores jogos da saga.
Todas as mudanças que esse jogo fez, foram pra pior, enquanto nada além da tecnologia e o tamanho do castelo parecem ter progredido.

O traço gótico perfeito da Ayami Kojima foi trocado por um traço de anime genérico que mais parece um isekai ruim de temporada.
Os vilões não tem sal nenhum, e nem os 3 juntos tem a presença do Grahan. que já não era muita.
O sistema de selos foi a pior adição que poderiam ter feito. É insuportável e responde super mal, te fazendo perder tempo e paciência.

O novo sistema de armas também não gostei. No jogo anterior você achava todo tipo de arma única e poderosa explorando o castelo, o que recompensava o jogador por explorar e progredir. Aqui só existem versões genéricas de armas, que você precisa upar em formas novas usando almas, gerando um grind super repetitivo toda vez que você quiser upar sua bendita arma. É um saco.

Eu fiz parecer que o jogo é uma bosta, coisa que ele não é. Ele mantém a maioria das qualidades do Aria, como alto conteúdo, variedade de estilos de combate e almas, etc.
O ponto é que ele é uma sequência que ao mesmo tempo é um passo pra trás gigante, com nenhuma mudança realmente boa, o que me impede de dar uma nota melhor.
No geral, é um jogo competente e bom, porém fica MUITO atrás do jogo maravilhoso que foi Aria of Sorrow

Without the touch screen controls (if you use the No touch screen patch or definitive edition patch which i HIGHLY recommend it), this is basically just Aria of Sorrow but MUCH better

and i already loved Aria of Sorrow so this is basically just a glow up of a already favorite Castlevania of mine!

Pode tentar mas nunca será aria of sorrow

Aria of Sorrow was amazing game but Dawn of Sorrow is formula perfected. Aside from character art that everyone complains about anyway, this game looks gorgeous with detailed, layered backgrounds and lavish animations. Music goes on par with graphics giving us best soundtrack since SotN without even one weaker tune. All the gameplay additions make soul farming and combat far more engaging. DS touch screen gimmicks do not become much of a hindrance (however reaching out for stylus in the middle of the battle can be distracting) and game 90% of the time still depends on button inputs. After all those years I am still impressed what IGA and his team achieved here even if lack of Ayami Kojima art is sorely missed.

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.

We're back to reusing Rondo/SotN sprites baby! Woohoo!

Dawn of Sorrow kicks off the DS trilogy with a bang, expanding on Aria's gameplay additions and brushing up the presentation across the board. In my Aria review, I commented on how the only thing holding that game back from being my favorite Castlevania is the hardware it was released on.

Dawn of Sorrow looks, feels and sounds EXACTLY like what I had in mind. I mean, in some ways the DS is basically a portable PS1 in terms of power, right? Perhaps this is a glimpse of what Aria would've looked like on that system. I especially love the 2D areas with 3D backgrounds, like the village houses and the iconic clock tower.

Now, not everything hits the mark. The art is a SEVERE downgrade from previous games. I realize that it made sense for the time, but Ayami Kojima's works can never be replaced, especially not by this.
The dual screen was also a huge missed opportunity. Instead of adding gimmicks like breaking blocks or drawing seals to finish off bosses, they could have added something like a marker system to the map, where you'd be able to add memos to certain areas so you remember what to do in them later. "Small gap here", "high jump here", etc. Sadly they didn't quite see it that way, so hope you played enough Trauma Center before this.

The dialogue is also pretty bad at points. Characters constantly say things like "It's too dangerous, you should step back" to each other, and Hammer creeping over Yoko/Yoko creeping over Soma's relationship with Mina over the course of their shop dialogues got real old, real fast. The alternate endings were pretty cool though.

Beyond that, there's... Something about the design here that feels less focused than Aria's. I can't quite put my finger on what, but after finishing the game earlier today, I didn't quite feel like going back to 100% it.

Still a great game, don't get me wrong, but better visuals and soundtrack aside, Aria still comes out on top for me.

Gameplay: 4.5
Art Style: 4.5
Story/Lore: 4
System: 5
Chracter: 4
Total: 4.4

Esse aqui que eu zerei pelo parsec, pc do cara era uma lan house

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.

Half a star taken off for no playable hammer

-> Modo Julius es mejor modo de la saga.
-> Otro gran juego de Soma Cruz.

Underwhelming for a Castlevania game. Required grinding if you want anything cool. Movement feels weird and your walk speed is slow

Une excellente suite à Aria of Sorrow. Garde ses mêmes mécaniques mais est plus long que celui-ci. Les boss sont parmis les meilleurs de la saga.

Very disappointing follow up to Aria of Sorrow. You're basically required to grind souls unless you want to keep using lower-mid-tier weapons and magic all game, but the luck stat's busted and doesn't affect soul drop rates, so you either have to grind to afford the 300,000G Soul Eater ring or spend the extra time it takes to get power-ups without boosts. Either way, you're gonna spend a lot of time grinding.

The aesthetics of this game feel lackluster as well. In terms of music, I feel like Dawn of Sorrow doesn't have many memorable or enjoyable tracks, which is a letdown for a Castlevania game. There is also, of course, the infamous art style, which I don't hate as much as some, but still think feels out of place, especially when compared to Ayami Kojima's work.

Overall, the core gameplay loop is still as enjoyable as any other IGA-produced Castlevania game, but there are a lot of other flaws that hold Dawn of Sorrow back from being a truly great game.


More Junk Food. It's hard to say something about the Igavanias when they're all basically the same game and my opinions don't really change.

Good sprites, good music, too easy, fun anyways, blah blah blah.

The touchscreen thing is whatever, i guess it'a a pain in the ass for those in emulators, luckly i managed to find a really cheap used copy a few years ago.

The anime style for the characters was a big downgrade.

if you download the touch skip mod, the game becomes way more fun

This is one of those games that would be one of the best for me. Unfortunately, I learned some things about it and had to lower the score.

I love doing Luck builds in Castlevania games! Igavania games are weird about their drops and it's fantastic. You can get coffee, or a suit, or a magic vacuum that steals souls - it's so interesting. I'm not into grinding into games, but Castlevanias are the only ones where weird stuf you get pushes me to kill an enemy a few more times. So I pretty much lost all interest in the game when I discovered that in this game, Luck stat is borked. How do you manage to do this?!

Dawn of Sorrow is even more reliant on enemy soul drops than its predeccessor. Not only do you get cool abilities, and need them to progress sometimes, but also you need souls to craft better weapons.

So I went through the majority of the game getting steamrolled because I refused to switch out my Dancer Soul and my dumb 777 shirt, which, turns out, was all for nothing, since getting past 36 Luck gives you like a 0.001% bonus every level and Dancer souls don't even raise the luck that counts towards the appearance of souls. What.

Only major complaint is the final boss, who is extremely annoying/boring and I dread every time I play. But other than that, this game slaps hard. The best bosses in the series, better implementation of the soul system than Aria, the best map design in the series, and some amazingly fun sequence breaks for replays.