Virtual Console Review Castlevania Aria of Sorrow Ign
Castlevania: Aria of Sorrow | |
---|---|
Programmer(s) | Konami Computer Amusement Tokyo |
Publisher(s) | Konami |
Manager(south) | Junichi Murakami |
Producer(due south) | Koji Igarashi |
Programmer(southward) | Shutaro Iida |
Artist(s) | Ayami Kojima |
Writer(s) | Koji Igarashi |
Composer(southward) |
|
Series | Castlevania |
Platform(s) |
|
Release | Game Boy Advance
|
Genre(s) | Platform-adventure, metroidvania, activity function-playing |
Way(southward) | Single-player |
Castlevania: Aria of Sorrow [a] is a side-scrolling platforming video game adult and published by Konami. It was released in May 2003, and is the 3rd installment of the Castlevania series on the Game Boy Advance. Producer Koji Igarashi, who had led the production teams for previous Castlevania titles, led Aria of Sorrow 's development also. Michiru Yamane returned to compose the music for the game alongside Takashi Yoshida and Soshiro Hokkai. Director Junichi Murakami was new to the Castlevania series.
Aria of Sorrow is gear up in the year 2035, when Dracula has been sealed away after a battle in 1999. The plot follows the journey of Soma Cruz, a teenager granted occult ability as a effect of being a potential vessel of Dracula's reincarnation, equally he battles dark figures that wish to inherit the undead lord's power. The game incorporates the same combination of elements from platform games and role-playing video games every bit in a previous game Castlevania: Symphony of the Night. Aria of Sorrow introduces several features to the series, such every bit the "Tactical Soul" organization and employs a futuristic storyline in dissimilarity to the medieval setting of many other Castlevania games.
Although Aria of Sorrow sold poorly in Japan, selling 27,000 units about i month after its release, information technology was commercially successful in the The states, with more than than 158,000 units sold in the three months post-obit its release. Aria of Sorrow received universal acclaim with praise going towards its visuals, gameplay (particularly the Tactical Soul Arrangement), music, and level pattern with some even considering to be the best game in the Castlevania series since Symphony of the Night. Konami released a sequel to Aria of Sorrow, Castlevania: Dawn of Sorrow, in Baronial 2005. It incorporated many elements from its predecessor, including the "Tactical Soul" system.
The game was re-released equally office of the Castlevania Advance Collection on September 23, 2021 for the Nintendo Switch, PlayStation iv, Xbox I and Windows aslope Castlevania: Circle of the Moon, Castlevania: Harmony of Noise, and Castlevania: Dracula Ten.
Gameplay [edit]
Aria of Sorrow features a 2nd side-scrolling way of gameplay where the player controls the onscreen graphic symbol from a third-person perspective to interact with people, objects, and enemies. Like previous games in the series and most role-playing video games, characters level up each fourth dimension they earn a set number of experience points from defeating enemies; each "level" gained increases the character'southward statistics, thus improving their performance in battle.[one] Statistic examples include hitting points, the amount of damage a character can receive; magic points, which determine the number of times a character tin use magical attacks; strength, the ability of a character's physical attacks; and intelligence, the power of a graphic symbol'due south magical spells.[1] Upon encountering an enemy, the player tin can use a diversity of weapons to attack and defeat the enemy. Despite the game being set in 2035, the bachelor weapons are largely medieval, including swords, axes, and spears; though a handgun is available.[2] These weapons differ in their harm output, the range of the weapon, and the speed of the attack.[2] Items and other accessories tin exist institute by defeating enemies or by purchasing items from the game's store.[1]
Like to previous games in the series, Aria of Sorrow is set within Dracula'due south castle, which is divided into several areas that the player traverses.[3] These areas characteristic different components, such as dissimilar enemies, varying terrain characteristics, and a unique piece of theme music. Similar to most platform games, progression betwixt areas is limited past the abilities the player has.[4] While the method in which the player progresses through the game is initially linear, the histrion'due south options get more diverse as the number of character abilities increases.[3]
Tactical Soul [edit]
Aria of Sorrow introduces the Tactical Soul power arrangement to the Castlevania serial. It involves arresting the souls of enemies in gild to gain additional abilities.[v] Save for a few exceptions, all types of enemies in the game tin can somewhen yield a unique soul that can be captivated by the player.[6] The charge per unit at which enemies' souls are obtained varies between enemies.[7] Players can trade souls between two Aria of Sorrow cartridges using 2 Game Boy Advance consoles and a link cable.[3]
Souls provide a variety of furnishings, and are separated into four categories: Bullet, Guardian, Enchant, and Ability souls.[8] Bullet, Guardian, and Enchant souls are identified with the colors red, blue and yellow respectively, and the player tin can simply take one of each type equipped at any given fourth dimension. Bullet souls are Soma Cruz'south replacement for sub weapons in this game, and enable the player to consume a set number of magic points to utilise an power, often some form of projectile.[8] Guardian souls provide continued effects, including transforming into mythical creatures and summoning familiars.[vi] Guardian souls continually drain magic points every bit long as they are active. Enchant souls are continuously active equally long every bit they are equipped, and provide either an increase in statistics, or abilities such as the ability to walk on water.[9] The 4th type, Power souls, are treated differently from the other iii types. They originate from 1-of-a-kind enemies in the game, and in one case obtained, they remain active as long as the player does not specifically disable them,[eight] not consuming whatsoever magic points.[2]
Boosted modes [edit]
Aria of Sorrow includes additional modes of play that display elements not seen in the game's primary scenario. The New Game+ option allows a player that has completed the game to replay the game with all equipment, levels and souls the histrion had caused in a previous file.[10] Additionally, the actor tin opt to start the game in Difficult Style, offering the aforementioned gameplay at a higher difficulty level.[10]
Two other modes offering alternatives to the standard gameplay. Boss Blitz way involves the player facing against all of the game's bosses in quick succession, and is unlocked after the player completes the game one time.[11] Julius Fashion is an additional mode of play unlocked with the aforementioned method.[11] The player takes control of Julius Belmont, the fellow member of the Belmont association featured in the game.[11]
Plot [edit]
Setting [edit]
Aria of Sorrow takes place in the fictional universe of the Castlevania serial. The serial' premise is the conflict betwixt the vampire hunters of the Belmont clan and the immortal vampire Dracula. Thirty-6 years earlier the start of Aria of Sorrow, Dracula was defeated once and for all by the Belmont clan, and his powers sealed into a solar eclipse.[12] [thirteen] Shortly afterwards Dracula's death, a prophecy was fabricated that Dracula'due south reincarnation would come to his castle in 2035 and inherit all of Dracula's powers.[12] This prophecy acts as the driving force behind the plot of Aria of Sorrow, and is the primary motivation of the supporting characters to exist present.[10] The game takes identify in Dracula'southward castle, the most common setting for the serial, with the castle divided into numerous areas that the player traverses over the form of the game.[3]
Characters [edit]
The protagonist and primary playable graphic symbol of Aria of Sorrow is Soma Cruz, a transfer educatee studying in Japan who possesses the "power of dominance", which allows him to blot the souls of monsters and use their abilities.[fourteen] [15] He is initially accompanied by his babyhood friend, Mina Hakuba, the daughter of the priest of the Hakuba shrine.[16] Over the course of the game, Soma meets additional characters that aid him in his quest: Genya Arikado, an enigmatic authorities agent and disguise for Alucard, the son of Dracula;[17] [18] Yoko Belnades, a witch and member of the Belnades clan;[14] J, an amnesiac man drawn to Dracula's castle;[19] and Hammer, a soldier from the military ordered to investigate the events occurring at Dracula's castle, although he abandons this mission and sets up a shop to sell Soma equipment (potions, weapons and the similar). Graham Jones, a missionary who believes he is Dracula's reincarnation, serves as the game's antagonist.[xx]
The characters were designed by Ayami Kojima, who had previously worked on the characters in Castlevania games such every bit Castlevania: Symphony of the Nighttime and Castlevania: Harmony of Dissonance.[21] Due to the game being prepare in the future, Kojima'southward designs are notably more contemporary, utilizing modernistic clothing, in contrast to the medieval attire that characters from previous games wore.[fourteen]
Story [edit]
The story begins in the year 2035, when Soma Cruz is visiting Nihon as a transfer student and living most the Hakuba shrine. During a solar eclipse, he visits the Hakuba shrine with his childhood friend Mina Hakuba.[16] He and Mina are then drawn into the eclipse, landing in a mysterious castle, where they come across a government agent named Genya Arikado. Arikado reveals that they are in Dracula's castle.[22] After a grouping of monsters appear and are dispatched past Arikado, 1 of the monsters' souls is absorbed by Soma. Arikado explains this as the awakening of Soma'due south "power of dominance".[15] Arikado then directs Soma to enter the castle and seek "the master's chamber".
As Soma proceeds through the castle, he confronts several characters, each present due to a prophecy related to Dracula's powers. Graham Jones, a missionary that has come up to the castle, befriends Soma. Graham explains the nature of the castle[23] and reveals that Dracula, long thought to be immortal, was destroyed for skilful in 1999, and that his powers will be passed downwards onto his reincarnation.[12] When Soma gain further into the castle, he meets the witch Yoko Belnades, who is present on the orders of the Roman Cosmic Church. Yoko is looking for Graham, who she believes is dangerous and the inheritor of Dracula's powers.[24] She clarifies the nature of Soma's powers, revealing that they are non necessarily evil, but inherent to Soma himself.[25] Subsequently, Soma encounters Hammer, a member of the Ground forces ordered to come to the Hakuba shrine. He has forfeited his mission, however, in favor of selling goods.[26] He becomes Soma's vendor, selling numerous goods to aid Soma's mission. A mysterious homo so accosts Soma, asking about the nature of Soma'due south dark power. When Soma continues to converse with him, the man reveals that he has amnesia, and the only thing he remembers is his name starts with "J".[19]
Soma meets Graham again, and questions him on Yoko'southward suspicions. Graham claims he will receive Dracula'south powers, believing himself to be Dracula equally he was born on the day Dracula was slain.[20] Graham inquires as to the nature of Soma's powers, to which Soma responds that he has "the power to rule," causing Graham to panic and flee.[27] Concerned, Soma confides this incident to Yoko, who recommends that Soma join her in stopping Graham.[28] As Soma proceeds further through the castle, he comes upon a scene of Graham stabbing Yoko with a pocketknife. Graham retreats, and Yoko warns Soma of Graham'southward power.[29] Arikado arrives, promises Soma he will wait subsequently Yoko, and demands that Soma pursue Graham.[thirty] Soma meets "J" again, who reveals he is Julius Belmont, the human being who defeated Dracula in 1999.[13] As he leaves, he remarks that he knows something about the current situation, but does not elaborate.[31]
Soma ascends to the castle'due south keep and confronts Graham in the throne room. Although Soma's sole desire is to get out the castle, Graham is convinced that Soma must be killed for absorbing the souls of the castle'south monsters.[32] Soma manages to defeat Graham, even afterwards Graham uses his newfound powers to assume a demonic form. As Graham falls in defeat, Soma absorbs his powers, and realizes he is Dracula's reincarnation.[33] Arikado arrives and reveals a way for Soma to save himself by halting the flow of chaos into the castle.[34] Soma proceeds to the Chaotic Realm, but Julius attacks him, believing that Soma is Dracula.[35] Julius allows Soma to defeat him, as he sensed Soma's soul fighting confronting Dracula'due south influence.[36] Before he leaves, Soma elicits a hope from Julius to kill him if he fully becomes Dracula.[37] Soma travels through the Cluttered Realm and finally locates the source of chaos. Soma manages to defeat the manifestation of chaos and is sent congratulations by Yoko, Hammer, Julius, and Arikado. Soma awakens dorsum in the Hakuba Shrine with Mina, pleased that the conflict is over.
Development [edit]
Aria of Sorrow was unveiled at a press conference in San Francisco by executive producer Koji Igarashi on January sixteen, 2003. Igarashi had worked on previous Castlevania games such as Castlevania: Symphony of the Nighttime and Castlevania: Harmony of Dissonance. Aria of Sorrow was placed in product alongside Harmony of Dissonance, resulting in both games sharing similar programming engines and gameplay elements.[38] Aria of Sorrow 's Ability souls, for case, provide the protagonist with innate abilities like the Relic items in Harmony of Dissonance.[39] Nevertheless, Igarashi claimed he wished to try a "different route" for the series with Aria of Sorrow via placing the game in a futuristic setting.[14] Ayami Kojima, who had previously collaborated with Igarashi on the character designs of Symphony of the Night and Harmony of Dissonance, was brought into the projection.[14] Following the "dissimilar route" motif, the character designs were made more contemporary, using modernistic vesture over the more medieval wait of the previous Castlevania installments.[fourteen] In developing the game's back story, Igarashi partially based it on Nostradamus'due south prediction of a "large evil lord in 1999" and the 1999 solar eclipse in Eastern Europe.[40]
One of Igarashi'due south prominent concerns during development was addressing the criticism expressed concerning Harmony of Dissonance. Igarashi noted that the music in Harmony of Noise had not been well received and Michiru Yamane, who had previously worked on the acclaimed music for Symphony of the Night, was hired in lodge to compose for Aria of Sorrow.[41] The development team worked on the game'southward audio cycles, as well as delegating more cartridge infinite and processor cycles for the sound.[38] Maintaining the visual quality of Harmony of Dissonance was a chief objective during development, every bit many reviewers had felt that Harmony of Dissonance had excelled in graphics at the toll of the audio quality.[41] Furthermore, the staff tried to ameliorate the series' gameplay organization while retaining fan-favorite elements.[39] Sure aspects that were missing in Harmony of Dissonance, such as subconscious rooms and breakable walls, were incorporated into Aria of Sorrow.[xiv] Igarashi added Soul trading via a link cable to assist players with collecting every soul in the game, which he believed would be difficult to accomplish alone.[39]
Reception [edit]
Castlevania: Aria of Sorrow has received critical acclaim from several video game publications, with many comparing information technology to Castlevania: Symphony of the Nighttime, widely considered the all-time game in the Castlevania series.[three] [viii] Famitsu gave Aria of Sorrow a 36/xl, the highest score any game in the Castlevania series has received from the publication.[46] [43] Information technology was rated by Nintendo Ability as the 22nd best game fabricated on a Nintendo System in their Peak 200 Games list.[47] In Japan, the game sold 27,000 units i month afterward its release, considered to be a poor showing for a major video game franchise.[48] Conversely, the game was significantly more successful in the United States, with more than than 158,000 units in sales 3 months after its release.[49]
As the third installment of the Castlevania serial on the Game Boy Advance, many reviewers made annotation of the game's differences from its predecessors, Castlevania: Circumvolve of the Moon and Castlevania: Harmony of Noise, with many considering it the definitive Castlevania game for the Game Boy Advance.[two] [10] GameSpy noted that Aria of Sorrow "managed to become just near everything right" as compared to its predecessors, and lauded it every bit "the best portable Castlevania game nonetheless created."[3] RPGFan claimed that Aria of Sorrow "[showcased] the true art of game development: to adapt and change as necessary yet remain consistent."[8] RPGamer considered Aria of Sorrow one of the best games released for the Game Boy Accelerate.[10] [50]
In 2007 IGN ranked information technology as the second best Game Boy Advance game of all time.[51] Game Informer 's Tim Turi ranked it among the best Castlevania games on the Game Male child Accelerate. He praised its gameplay and visuals for setting a standard for future Castlevania games.[52] GameZone ranked it every bit the seventh all-time Castlevania title and the best of the Game Boy Advance Castlevania titles.[53]
The gameplay, specifically the Tactical Soul system, was a frequent subject of acclaim among reviewers. RPGFan called the Tactical Soul system "addictively fun", and GameSpot lauded the simplicity and depth of the gameplay.[9] [viii] RPGamer considered the gameplay "one hundred percentage solid," lauding the game's controls and interaction with enemies, as well equally the Tactical Soul arrangement.[10] RPGFan asserted that the game had "a gamble to exist the most revered installment of the series, hardly caught in the shadow of Symphony of the Dark like its predecessors."[8] The game's length and difficulty were brought into question past several reviewers. GameSpot noted that a single play through the game would only last ten hours, and that the thespian grew "practically unstoppable" over the form of the game.[9] RPGamer echoed this assessment, deriding the fact that the game "never [offered] much of a claiming", just noted that the "simplistic fun" of the gameplay rectified this.[10]
The game'due south graphics and audio were widely praised by reviewers. RPGFan extolled the game's environments every bit "gorgeous and well layered," and noted while the game did not attain the level of graphical quality set by Symphony of the Night, it "fabricated a damn good attempt at information technology."[viii] GameSpy called the graphics "crisp, clear and colorful," with "practiced animation on easily viewable sprites."[3] GameSpy additionally noted that the game'southward audio, a specially lambasted feature of Harmony of Dissonance, was "fitting and well-composed." Prior to the game's release, IGN commented that the music was "pretty darn good."[38] GameSpot, although labeling the music as "mostly forgettable," noted that it was far better than the audio of Harmony of Dissonance, and celebrated the private sound used for enemies.[ix]
In terms of storyline and characters, RPGamer welcomed the characters' depth, and the emphasis placed into the personalities and development of supporting characters, asserting that previous Castlevania games ignored the development of the supporting characters in exchange for concentrating on the protagonist.[x] IGN chosen the game'south ending "incredibly unfulfilling and disappointing," but lauded the modify from the conventional plot of a Castlevania game, in which a member of the Belmont association defeats Dracula with the help of a host of supporting characters.[2] GameSpy criticized the presence of a "weak female who needs protection" and an "effeminate-looking man who does all the slaying" every bit stereotypical Castlevania elements, but noted that the "powerful and compelling scenario" the game had was the best in the series since Symphony of the Nighttime.[3]
Sequel and re-release [edit]
Owing to the success of Aria of Sorrow, the production of Castlevania: Dawn of Sorrow, a rare sequel in the Castlevania series, was announced on January 6, 2005.[54] In an interview, Koji Igarashi noted that he felt that the Tactical Soul organization used in Aria of Sorrow, as well every bit the storyline with Soma Cruz, were a waste to use in only ane game, and contributed to his desire to brand a sequel.[5] As such, the Tactical Soul arrangement was reintroduced in the sequel Dawn of Sorrow, too as several new developments, such as an anime character design, as Ayami Kojima was non part of the product staff for Dawn of Sorrow.[55] [56] Though Aria of Sorrow was successful, its sales figures failed to see expectations and prompted the switch to anime-way designs. In 2005, Igarashi expressed a want to develop a game centered on the battle between Julius Belmont and Dracula, just commented that the projection would be dependent on available product fourth dimension.[57]
On November 3, 2005, Aria of Sorrow was re-released as office of Konami'southward "Konami the Best" line in Japan. It was re-released, forth with Harmony of Dissonance, in the Castlevania: Double Pack in North America on January 11, 2006.[58] A scaled-down version for mobile phones by Glu Mobile was released in 2008 in Europe.[59] It features loading times and reduced animations to accommodate its smaller file size, just retains almost of the original game's locations and mechanics.[lx]
Notes [edit]
- ^ Known in Japan as Castlevania: Akatsuki no Menuetto (Japanese: キャッスルヴァニア ~暁月 の円舞曲 ~, Hepburn: Kyassuruvania Akatsuki no Menuetto , Castlevania: Minuet of Dawn)
References [edit]
- ^ a b c Moriarty, Colin (2003-05-23). "Guides: Castlevania: Aria of Sorrow Guide (GBA) – Page 2". IGN. Archived from the original on 2007-xi-eighteen. Retrieved 2007-11-27 .
- ^ a b c d e f Harris, Craig (2003-05-05). "IGN: Castlevania: Aria of Sorrow Review". IGN. Archived from the original on 2007-xi-09. Retrieved 2007-eleven-23 .
- ^ a b c d e f g h i Turner, Benjamin (2003-05-03). "GameSpy: Castlevania: Aria of Sorrow Review". GameSpy. Archived from the original on 2007-02-10.
- ^ Moriarty, Colin (2003-05-23). "Guides: Castlevania: Aria of Sorrow Guide (GBA) – Page 11". IGN. Archived from the original on 2007-xi-18. Retrieved 2007-11-27 .
- ^ a b Berghammer, Billy (2005-07-28). "Castlevania Mania: The Koji Igarashi Interview". Game Informer. Archived from the original on 2008-05-03. Retrieved 2007-xi-27 .
- ^ a b Moriarty, Colin (2003-05-23). "Guides: Castlevania: Aria of Sorrow Guide (GBA) – Folio 8". IGN. Archived from the original on 2007-eleven-17. Retrieved 2007-11-27 .
- ^ a b "Castlevania: Aria of Sorrow GBA Review". 1UP.com. 2005-05-09. Archived from the original on 2004-eleven-thirty. Retrieved 2007-12-04 .
- ^ a b c d due east f g h i Holzworth, Christopher (2003-09-21). "RPGFan Reviews – Castlevania: Aria of Sorrow". RPGFan. Archived from the original on 2007-10-09. Retrieved 2007-12-04 .
- ^ a b c d e Kasavin, Greg (2003-05-09). "Castlevania: Aria of Sorrow for Game Boy Accelerate Review". GameSpot. Archived from the original on 2014-10-19. Retrieved 2007-11-23 .
- ^ a b c d e f k h i Boulette, Bryan. "RPGamer > Staff Retroview > Castlevania: Aria of Sorrow". RPGamer. Archived from the original on 2008-12-06. Retrieved 2007-eleven-23 .
- ^ a b c Moriarty, Colin (2003-05-23). "Guides: Castlevania: Aria of Sorrow Guide (GBA) – Page thirteen". IGN. Archived from the original on 2007-xi-16. Retrieved 2007-12-04 .
- ^ a b c Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Soma: So...y'all are trying to tell me at present that Dracula has been resurrected? / Graham: No. Dracula perished in 1999. You do know of the prophecy of 1999, don't you? / Soma: Nostradamus' great prophecy? / Graham: That's correct. Dracula resurrected exactly equally he predicted. Just vampire hunters destroyed him completely. They ended his regeneration cycle by sealing his castle...the symbol of his demonic power, within the darkness of an eclipse. / Soma: And that eclipse is where we are now? / Graham: Aye, but there'southward withal more than to the story. / Soma: In that location'due south more? / Graham: In the year 2035, a new master will come to the castle, and he will inherit ALL of Dracula's powers.
- ^ a b Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Accelerate). Konami Tokyo.
Julius: My existent name is JULIUS BELMONT. I am a descendant of a clan that has fought against Dracula for ages. / Soma: And that person who destroyed Dracula in 1999 was... / Julius: Aye. It was me...
- ^ a b c d east f g Nutt, Christian (2003-01-18). "GameSpy: Castlevania: Aria of Sorrow Preview". GameSpy. Archived from the original on 2004-12-16.
- ^ a b Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Arikado: So information technology has awakened. / Soma: What? What has? / Arikado: The spirit of the fauna you lot killed has simply entered your body. You have the power to blot the abilities of the monsters you impale.
- ^ a b Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Accelerate). Konami Tokyo.
Soma: I live virtually the Hakuba shrine, an ancient shrine with stiff ties to Japanese mythology. Mina Hakuba, the only daughter of the shrine's caretaker, is both my classmate and my only babyhood friend."
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Soma: Arikado said he'd put upwardly a protective barrier...and while nosotros're on the field of study. Simply who is Arikado?. / Mina: I'm not sure. I heard he does something related to national intelligence.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Yoko: You've met Aluca... um, I hateful, Genya Arikado right
- ^ a b Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Advance). Konami Tokyo.
J: I tin can't give you my name, but people telephone call me J." / Soma: People call you 'J'? Why hibernate your real name? Are y'all a criminal? / J: No. I have amnesia. I'chiliad told that I was in an blow in 1999. When I woke upward in the infirmary, I had forgotten my proper name and my past.
- ^ a b Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Graham: I was built-in on the very solar day that Dracula was destroyed...then, in short, that ways I AM DRACULA!
- ^ Bozon, Mark (2007-01-18). "IGN: Castlevania: The Retrospective". IGN. Archived from the original on 2007-01-21.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Arikado: Why take yous come here? / Soma: Why? Well, Mina and I...Hang on where are we? / Arikado: We're in Dracula'due south castle.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Soma: Is it true that this is Dracula's castle? / Graham: It most certainly is. / Soma: But isn't Dracula'due south castle in Europe somewhere? / Graham: In theory yep. But his Truthful castle exists somewhere else.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Yoko: I'm not used to being thanked by people. Oh I forgot to enquire you. Have you seen a homo named Graham? / Soma: Graham? Yes, I met him earlier. / Yoko: Be wary of that man. I believe that he volition inherit Dracula'due south powers. / Soma: No style! He did non look like a bad guy. / Yoko: Right, and I've got a bridge to sell you! Don't be fooled by his advent! He's not who you think he is.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Yoko: Oh, no...did I say something...I...well...what's said is said. Essentially, y'all have the power to dominion over and control monsters. / Soma: Rule over monsters? I have no want to practice that... / Yoko: It comes as naturally as breathing for you, so you may non realize it nevertheless. And although I called it a 'nighttime power' information technology doesn't mean its evil. It'south like a weapon. Its user decides whether to utilise information technology for good or evil.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Accelerate). Konami Tokyo.
???: Oh! What's a child like yerself doing in a place like this? / Soma Cruz: A child? You're rude, grandpa. / Hammer: Oh, my apologies. My name's Hammer. The army ordered me to come hither. / Soma Cruz: Hullo. I'one thousand Soma. / Hammer: I idea I was inspecting a shrine, but suddenly I was in a castle. Don't ya think that'due south a mean thing to exercise to a guy? So I simply bailed on my mission. / Soma Cruz: What practice y'all mean? / Hammer: There were a bunch of strange people gathered at the shrine. I thought they'd exist skillful customers, so I opened up a store. / Soma Cruz: Ahhh... Good for you... / Hammer: In that location're weapons all over this castle and no monsters at the forepart gate. Practiced place for a shop! Come up on past! I'll requite ya a good bargain. Ocean ya around! Wah hah hah ha... (Hammer leaves the room) / Soma Cruz: A shop, huh? I don't get it...
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Graham: I sense a power inside you. Exercise tell me...what kind of power has awoken within yous? / Soma: ...The power to rule... / Graham: WHAT?! You foolish boy! That'due south impossible! / Soma: HUH? / Graham: I tin can't remain here any longer. I must get to the throne! Your proper name is Soma right? You are wrong Soma! I will non allow you lot to dominion!
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Accelerate). Konami Tokyo.
Yoko: But it's better this style. / Soma: What is? / Yoko: The fact that he sees you as an enemy means y'all're my comrade. / Soma: Does it? / Yoko: What? You lot don't want to be on my side? / Soma: No...that's not what I meant... / Yoko: It's and then much fun to tease yous. Only this is non the fourth dimension to exist fooling effectually. Your presence here has thrown Graham into a panic. This is our chance.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Advance). Konami Tokyo.
Soma: Graham that bounder! What has he done?! / Yoko: He has...absorbed this castle's power...and he'due south gotten much stronger. Oww ahh...my plan has...failed...
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Soma: Graham went to the throne. What'south there? What are you lot hiding from me?! / Arikado: I cannot say. You must go there yourself and if yous don't...y'all will lose Mina...and Yoko every bit well! Their fate is in your hands...
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Soma: Y'all haven't met a homo named Graham all the same, take you? / Julius: Graham? Uh, you mean that missionary right? I met him a little while ago. But when he saw my confront, he turned and ran. / Soma: He told me that he was Dracula. / Julius: I did sense Dracula's powers at work inside him... But information technology's difficult to believe that he'southward Dracula...rather...I retrieve...No, forget information technology. Information technology is null more than a hunch.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Advance). Konami Tokyo.
Soma: I came here to find a mode out of this castle. / Graham: With my new abilities, I tin get you out of here quite easily...You lot, still, have some holding of mine in your possession. The souls of MY demons are under YOUR control. Tin I forgive such a crime? NO! NEVER! / Soma: If I knew how, I'd render them all to you right here and at present! / Graham: Even if y'all return them, you have nevertheless committed the crime of stealing. Don't you know that? It's simply right that thieves receive the penalisation they deserve. / Soma: Y'all are 1 selfish bastard! / Graham: Y'all're guilty of grand theft. Therefore, I sentence you lot to expiry!
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Accelerate). Konami Tokyo.
Soma: Finally...I clearly empathise...everything. I am...Dracula.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Arikado: The evil in this spirit comes from those who seek anarchy and destruction. So we need to cut off the source of the chaos influencing the spirit. / Soma: Is that possible? / Arikado: This castle is a product of Dracula's magic. Information technology's a spiritual world. My point is this...a stream of chaos exists within this castle as well. There is a place where y'all, Dracula, can get. That's where the chaos is!
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Boy Advance). Konami Tokyo.
Julius: I must destroy Dracula at whatever toll. That is my destiny. / Soma: NO WAIT! I don't desire to fight against you. / Julius: Nothing you say will end me! Prepare to dice!
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Advance). Konami Tokyo.
Soma: Yous took it piece of cake on me. I could tell. The forcefulness of a Belmont...No...the strength of a vampire hunter is greater than this. / Julius: ...When I fought you, I felt the evil spirit within you. But there's more than...I likewise sensed Soma's spirit. And that's more than than plenty to stop me.
- ^ Konami (2003-05-06). Castlevania: Aria of Sorrow (Game Male child Accelerate). Konami Tokyo.
Soma: ...I've got a favour to inquire of yous. / Julius: What is information technology? / Soma: From here. I will gear up off to fight against my own fate. If I lose the battle...and I become reincarnation of evil, I want yous to kill me. / Julius: ...I will...I promise.
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External links [edit]
- Official Aria of Sorrow site (in Japanese)
Source: https://en.wikipedia.org/wiki/Castlevania:_Aria_of_Sorrow
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