7 reviews liked by PsychoWerefox


I didn't expect to be saying this about a Konami product from the 2020s, but Castlevania: Advance Collection is a gold-standard for what a collection of retro games should be.

This collection features all three GBA Castlevania games, those being Circle of the Moon, Harmony of Dissonance and Aria of Sorrow, all of which can be played in their American, European or Japanese versions. There is little to no input lag, at least on the PS4 version, and the emulator comes with all sorts of convenient functionality, like save states, a clip function, a rewind function and remappable controls, a checklist that not all retro game collections manage to fill.

It goes a step further than that, however, adding an encyclopedia with information on all enemies and items, as well as what it calls "gadgets". Those gadgets are helpful UI elements that aid in the completion of each game: in Circle of the Moon, they show which enemies carry an unobtained DSS card; in Harmony of Dissonance, they show key items and furniture pieces present in an area; finally, in Aria of Sorrow, they show whether Soma has picked up the soul of an enemy he's fighting at that moment. All three gadgets are very welcome additions to their respective games.

The collection also comes with the SNES port of Rondo of Blood, Dracula X... but we try not to talk about that one.

A fun side effect of writing about games, even on an amateur level, is that one ends up reflecting and researching on games a bit deeper and thus getting to know more about them than if they just hop from game to game. I originally planned to open this review by talking about the early days of the DS and PSP, how despite the DS being the best selling (and arguably best) portable in history, the two portables being presented in 2004 left audiences puzzled as to what Nintendo was thinking, and why anyone would want that quirky thing instead of the much slicker PSP. That's because I believed that to be the cause for Konami opting to play it safe and make the first DS Castlevania a sequel -- an assumption which proved incorrect.

No, Iga was pretty much sold on the DS from the start, and Aria of Sorrow's great sales on a Nintendo platform sealed the deal on the DS as the host for the next portable entry in the Castlevania series. As for why make a direct sequel, in particular, that is owed to Iga knowing that he and his team had accomplished something special with Aria, both in terms of storyline and gameplay. Iga truly loves the soul system from that game, and that would become even more evident years later, with Bloodstained: Ritual of the Night, but I digress.

As a direct sequel to Aria, Dawn of Sorrow might get criticised for being a rethreading of known ground, but the fact of the matter is, it's rethreading some damn solid ground. Most of what I mention in my Aria of Sorrow review applies to its sequel as well, from the robust gameplay systems to the beautiful sprite art. There are some areas in which Dawn attempts to stand out from its prequel, some of which are successful, some of which, not so much.

Immediately apparent from the cover of the game is that the art style for character art was changed, moving away from Ayami Kojima's (gorgeous) character portraits to... somewhat generic anime art. This change is said to be a result of demographics, with portable gamers being mainly children and, as such, it making sense to use character art that appealed more to that age group. Unfortunately, none of us happened to be in the room when that decision was taken to loudly point out that Aria was a success among that very demographic and that aging down the brand identity so suddenly might be a bad idea, so this is what we got stuck with.

It's not that the character art is terrible -- it reminds me of Rondo, which also used anime art and is still widely beloved by the fanbase -- but Dawn is trying to tell a story from a handicapped position and nailing the gothic horror vibes right from the cover would have helped its case by a lot. See, the position of a sequel to a work that was never written in a way to have one is a difficult one: the big twists have already happened and characters have experienced their respective growths, so what do we work with to make a new story?

(Incidentally, Dawn opens by spoiling the big twist in Aria, so absolutely play Aria first if you can.)

What immediately springs to mind are those Disney direct-to-VHS sequels that were mostly pretty forgettable, when not antithetical to the original work, as that's absolutely the vibe one gets when one mischievous gang of troublemakers shows up in the opening in Dawn to oppose Soma and his crew. The generic cartoon aesthetic makes for a poor first impression even though the storyline is actually quite competent and, for a game ostensibly marketed at children, it shows some rather dark imagery.

The idea is that, with Dracula being forever gone, a cult forms from people that desire a new Dark Lord, and a few of its head figures step forward as candidates to fill the power vacuula. They decide to have a go at Soma, attacking him and his girlfriend when the two are hanging out in town, and our boy doesn't take too kindly to that, setting out in pursuit of the group, pulling the whole crew from Aria in with him. What follows is a metroidvania romp just like Aria, which has Soma claiming monsters' souls as he brings down the Dark Lord wannabes.

Where Dawn successfully improves on Aria is in quality of life features as well as better tuning. On the former front, Soma can now use two different equipment sets that can be swapped at the press of the X button, a very welcome feature as it switching souls without entering the menu, thus letting the player adapt to each situation faster. The game also makes good use of the DS's top screen, displaying either the castle map or a screen with Soma's and enemy's stats. While having the map always visible is a godsend in this genre, having enemy info readily available is great when farming souls, as it does exactly the same thing the gadget from the Advance Collection does in Aria.

As for tuning, weapons have been rebalanced, emphasizing their variety. There's even a system through which, by imbuing weapons with certain souls, they can be upgraded, a nice addition that unfortunately ends up underutilized due to the rarity of some of the souls it requires. Having a use for excess souls, however, is a nice thought, and again I point to Bloodstained as the unofficial successor to Dawn, with Iga further refining this idea in that game.

Incidentally, while Aria already had souls that powered up with their count, Dawn brings this feature to the forefront explicitly calling it the Soul Level -- this is also a key feature in Bloodstained, where it exists for all souls-- uh, all shards. Souls have also been retooled in Dawn: while a lot of them are reskins from those from Aria, there are a handful of interesting new additions to the roster, and the player can expect to work with different toolsets than the ones the prequel gives. Of note is that late game souls are absolutely stacked, making them really gratifying to use.

And they have to be, because the best part of Dawn is its extremely challenging bosses. Aria's were great, but Dawn takes it to a new level: every boss is a unique enemy with a carefully crafted moveset, and their hits are extremely punishing. Even when spamming items, playing sloppily ultimately ends up in Soma getting overwhelmed, so instead, the player is expected to learn each tell and carefully avoid each attack. The magic seal mechanic is the cherry on top, forcing the player to remain vigilant for the prompt while adding flavor to finishing off the boss.

(Admittedly, if playing on an emulator, magic seals are an absolutely cursed mechanic, practically serving as an accidental form of anti-piracy . In that case, use the mod that removes them from the game.)

But is it better than Aria? Probably not: it will never be able to count on the simplicity and novelty factor that that game presented. However, even if it doesn't surpass its predecessor, it is a thoroughly enjoyable game that proudly stands at its prequel's side. Fans of Aria willing to look past a horrid first impression will find themselves a fiercely challenging game that brings back many of the original's boons.

a deeply moving story that reasonated with me heavily. the writing and cast are beautiful, i hope more people are able to experience it through a remastering.

The game was very difficult to get used to at first and sometimes slow, but it was an extremely memorable experience and I'm very glad I got through it.

It took me a few months to actually finish this game once I started, due to just how emotional it is.
I highly recommend playing it. It'll take some getting used to, but it's very much worth it.

One of my favorite Wii games. With an incredibly emotional narrative that tugs at your heartstrings and an amazing sense of atmosphere, there's really not any other game like it. I absolutely loved every second of it.

The combat's kind of jank but it's definitely worth playing regardless.

Very impressive for its time. A shame that the series was never able to live up to this first entry.

A very short (about 1 hour and 20 minutes in length) low budget linear detective visual novel directed by Taisuke Kanasaki who is better known for directing Hotel Dusk and Another Code/Trace Memory, both games which I had a good time going through. A story about an arson case being reopened under the tip of an unknown caller being a possible murder and investigated by two misfits of the detective agency. Nanase is the stone cold grizzled detective while his partner Amekura is the lively youngster, pretty much the usual suspects you'll see in any law enforcement show. While seemingly cliche, they are written well enough to have engaging conversations with each other to keep you entertained.

Gameplay wise you can tell there was not much of a budget to work with (explains the $5 price tag) as the entire game takes place in either the interrogation room or your office. When you're not listening to Nanase and Amekura banter you're interrogating possible suspects in a Phoenix Wright sort of way. At times you'll have to present a statement and if it's wrong you'll lose some health. The answers are always really easy and nothing that'll make you think hard. It leaves much to be desired but what carries the game is the story. In such a sort length the plot flows as good as it can and keeps you wanting more as you learn about how everything transpired. For fans of Hotel Dusk you'll feel right at home with the sort of dialogue and music throughout the game (Same Composer too). There is only about 6 tracks in the game and none of them get overplayed to an extent and are memorable tunes especially the one that plays at the reveal of the killer.

Sadly what really holds the game back besides the lack of areas and interactivity is how much it tries to set up a continuation. There's a lot of things that the game doesn't explain such as Nanase's supposedly deeper involvement in the case. This game feels like its a pilot episode of a detective show. It ends abruptly on a huge cliff hanger that would've set up an entire full release game. From the looks of it that'll never happen as this was Kanasaki's last game as of 2016. Nowadays he doesn't seem to be involved in anything outside of this art for Guilty Gear Strive he did a couple months ago https://preview.redd.it/hwghm2addv171.jpg?width=841&format=pjpg&auto=webp&s=753bc9ecf43d920a76725c84d9bbe808c781e95f

I do wish these characters and story line could continue in some form in the future.