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The CastleVania series is one of the longest
running franchises in the videogames industry today. With more
than twenty releases spanning three decades, the series is yet
to find its balance in the 3D arena of modern consoles. However,
the 2D releases from the series continue to be some of the most
critically acclaimed Konami titles on any format. It’s with no
surprise then, that CastleVania: Dawn Of Sorrow is
Konami’s first venture into NintendoDS production, which since
has been followed by Konami’s other 2D success story – Yu-Gi-Oh!:
Nightmare Troubadour.
Fans of the series certainly won’t feel out-of-place
with the latest instalment; CastleVania: Dawn Of Sorrow
is the next chapter after the Game Boy Advance’s CastleVania:
Aria Of Sorrow and from this draws much of its gameplay
values. You begin with only a minor piece of the map, displayed
on your selected screen, filling-in the blanks as you progress.
Travelling along the open path will eventually grant you with
Boss Fights and story-enhancing sequences. Playing much like the
2D Metroid titles, the two series are certainly in a
league of their own.
As you progress you will attain Magic and Items that
allow you to advance to areas that were previously locked and
the title has a constant sense of development - demanding your
attention and installing a need to see that next area you’ve
just received access to before ending play. The title also
enhances the Souls System that was seen in CastleVania: Aria
Of Sorrow. Upon killing enough of an enemy type (the Soul is
randomly generated) you will be granted an ability reflecting
their arsenal. These range from throwing bones, to floating, to
creating a shield around your avatar, Soma.
Huge bosses intersperse the incredible variety of
enemies, although fans may be disappointed that many of CastleVania:
Aria Of Sorrow’s sprites make a return appearance. Each
Boss Fight marks a stage of progression within the title and
there’s never a poor placement or arrangement to these
battles. Trade-marking CastleVania’s 2D entries, many
of the Boss Fights will actually symbolise a junction at which
the player has the choice of their direction from that point,
creating a far less linear title than much of its limited
competition.
The use of the NintendoDS’s Touch Screen, however, is
pretty far from inventive. Managing your items on the Touch
Screen is a thoughtless designation of the technology and the
only aspect which helps to further the ingenuity is the
requirement to cast spells in order to defeat Bosses. Having to
link points on a circle in order to take down the beast at first
seems a reasonable placement for the technology, but soon
deteriorates into frustration as with each failed attempt to
cast one of the few spells on offer the enemy regains what is
seemingly a rather large chunk of health.
CastleVania: Dawn Of Sorrow pushes very few
graphical boundaries. With the sprites firmly rooted in their
Game Boy Advance heritage, the special effects are the only
feature that put any demand on the NintendoDS’s added
horsepower. The sound is pretty much spot-on but, once again,
doesn’t really make any progress on the title’s Game Boy
Advance predecessor.
CastleVania: Dawn Of Sorrow is a masterpiece of game
creation. Never letting-up with it’s astoundingly well
designed areas and amazing Boss Fights; it pushes gameplay
boundaries not in the definition of play, but in the
realisation. CastleVania: Dawn Of Sorrow positions itself
as one of the best titles on the NintendoDS without making any
exemplary use of the Touch Screen or Microphone features, and
yet the public will no doubt overlook it based purely on this
factor.
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