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CGA-2026-06 🦇🧛♀️🔥 REMOVE CARTRIDGE ⏏️ Castlevania: Aria of Sorrow
The eclipse is over! Dracula is sealed. Again. Kinda? Who knows, man, this was a weird bout for him. Nostradamus has gotta have some more stuff in the tank for another Belmont, but for now let's just enjoy all the Axe Armor souls we farmed.
I hope you enjoyed Aria of Sorrow! Playing it again, I've found this game is comfort food - simple and straightforward, but clicky and fun. How does it match up to the rest of the genre, or series, for you? Did you try any mods? HOW DO YOU GET PAST THE WATERFALL?!
Join us in July when u/zod000 presents Lufia II: Rise of the Sinistrals!
CGA Announcement: We have officially ejected the cartridge for Castlevania: Aria of Sorrow.
This topic is for people to share their parting thoughts and experiences. Spoilers are NOT required to be hidden for this topic, so if you're reading this before you've finished, be careful about reading any comments here.
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Aria impressed me.
I didn't replay it for CGA, but I played it for the first time last year, so my playthrough is still recent enough to talk about (though some of the finer details have been lost to time).
It's hard to think of it as a Game Boy Advance game, because it feels so substantial. It stands tall alongside Symphony of the Night, that defining PlayStation classic, despite being made for a portable pocket console with a native resolution of 240x160 and cartidges that held a whopping 32 megabytes.
It looks great. It's got a big world. It's got big ideas. There's so MUCH there, crammed into such a tiny little package.
During my playthrough, I tried to avoid looking up information as I played. It's easy these days to just pull up a wiki, min-max optimally, and find the best items and secrets, and call it a day. It's efficient, and I'm not above doing this for some games.
But for this one I wanted to put myself back in the old-school mindset where we didn't have on-demand access to that information unless we bought a strategy guide. Instead, we had to stumble on secrets ourselves, get (and sometimes stay) lost, play suboptimally, etc.
Of course, this meant that I did get frustrated during my playthrough. I did get lost. Navigating rooms over and over again got a tad annoying.
But it also helped me understand that this is genuinely intended as a part of the game's design. The experience and soul system are meant to be built-in rewards for having to traverse the same rooms and fight the same enemies repeatedly. The game knows you're going to have to backtrack and revisit and whatnot, so it tries to make that less frustrating.
If you were to play this game fully optimally, I assume you'd be significantly underleveled for most of the boss fights. Heck, for some of them I had to grind
a bita lot beforehand because I kept getting absolutely smoked, though this probably says more about my general lack of skill at videogames than it does the game itself.I loved all of the different abilities the game gives you via the souls, though admittedly swapping between them got clunky at times. If they ever remake the game, I'd love more QoL with regards to activating/using them. Going into the menu repeatedly to swap out what's equipped kills the game flow a bit.
But again, I can't really complain about that because this game was made over 20 years ago with all of those aformentioned limitations. I think it's aged very gracefully and is still worth playing today.
Gonna kick off discussion with a bit of a goofy story. For this month, I decided to give Aria Alter a try! It rearranges the castle, giving a fresh experience with some additions like a revamped arena, some new puzzles, and a very different Clock Tower experience. Doing this made for a nice refresh. Would recommend! I also used a recolor mod. It has some interesting color changes, but definitely gives the game some vibrancy on a modern display. Would maybe recommend!
Of course, I saw a comments saying not to mix these specific two mods together. Checking the recolor, I noticed they patched some updates to accommodate Alter. How bad could it be?
Well, about a third of the way through the game I got to a bottom of a room where a bunch of platforms exist to go back up. It turned out they were completely non-functional, so I couldn't get out. That prompted me to break out the ol' Codebreaker cheats to give myself infinite jumps, avoiding a softlock. On the plus side, there was a Peeping Eye and I farmed it in case I was missing something... Nope. Would've been a cool puzzle?
Unfortunately then I got to the revamped arena. I haven't the slightest idea of how that's supposed to actually be coded, but a giant greenscreen-green bar on the right followed by an infinitely vertical repeating room probably wasn't it! After messing around with this, I went too far right and Soma discovered the actual castle exit, which is OOB. The game crashed, somehow sending me multiple saves back.
That, uh, was the end of my stint with Aria. Hmm. I might fight my way back through with 100% souls enabled for funsies to see if I can beat this. I saw one comment mention that the layout becomes "incomprehensible" later with these kinds of issues, which like a fever dream challenge? For now I gotta finish Deltarune before internet osmosis spoils me.
Glitches aside, I think the biggest takeaway I had replaying Aria is that Soma's jump reset feels so fucking good. The rhythm and finesse to most of the weapons it adds make you feel way better at this than you are. And I remembered it felt good, but past giving the combat a bit of a higher skill ceiling it makes the castle feel engaging to move through; each torch, each enemy to swat down, asks if you want to optimize it and develop your rhythm.
A review somewhere put recontextualization as a good term that makes a Metroidvania interesting - not just backtracking, but the ability for the game to make you look at its areas in a new manner, however that may be. There is backtracking here, but giving this fluid combat style spices up every generic hallway. It forces you to turn all the higher level actions into muscle memory, and as you bat the enemies which previously caused trouble aside the castle becomes more and more yours... I love how this game feels, and it's hard to imagine something like Hollow Knight without this flexible attack pattern.
This was fun, and my first time playing this game, or for that matter, any of the Castlevania games that lend their name to the Castlevania half of the Metroidvania genre. (I have played and beat the original linear Castlevania and Super Castlevania IV games, back before Metroidvanias were a thing; so this wasn't my first Castlevania title; just my first of the later era.)
Time-wise, I very much appreciated that this was a shorter game. I'd just come off of a 160 hr play through of Dragon Quest XI S, so this was a nice palette cleanser.
I just finished it last night, rushing through the last few zones to Graham, Julius, and Chaos in one setting. Oddly of the three, I found Julius the hardest. He killed me a couple of times and I had to burn a ton of potions and consumables on him; mostly because he was fast and could be hard to hit. By comparison, Chaos was super easy - there were so many little things that I could attack for hits that I was getting a constant health infusion via the Succubus soul. I think I ended with something like a 99.8% map completion; I'm not sure what I missed.
The difficulty curve was interesting. There was a fun point mid-game where I accidentally found the Claimh Solais once I'd found my way past the waterfall. (Okay, yes, I had to look up the waterfall - it was obvious that there was supposed to be a way past it, given the armor sitting there under it.) That, plus that armor made the game feel brokenly easy for a little bit midway through, until late game the enemies started to catch up again - somewhere around the Arena. And speaking of the Arena - grrr... that one long room with the conveyor belts, spikes, and medusa heads... I can honestly say that room killed me more than any of the bosses! But yeah, that sword carried through the second half of the game. (The chain sword was my main weapon through most of the first half.)
The soul switching mechanic was interesting, but got a bit tedious. I think I like games slightly better where you outright get key powerups rather than having to farm them until they randomly drop. Sure, most of the key ones are given to you outright for defeating certain bosses. But things like the Gargoyle soul sure helped when I finally got it late game and made it easier to revisit areas with medusa heads and cockatrices. I also found myself really wishing the the Skula soul was just one of those automatic permanent upgrades (like the Hippogryph soul which was pretty awesome, but came so late in the game that I didn't real have any use for it, nor did it have any puzzles built around it, which was a shame).
I loved the sprite work/animation and some of the sound design. There was something about the fluidity and style of the sprite work that made me think that I could easily have been playing an arcade game. Especially little details like when you the knock-back as you destroy a torch or sarcophagus and it falls to pieces that bounce a little, with a nice bass thump. Likewise the colors and the shadows. It seemed like it could would have been suitable as a Neo Geo game a few years earlier.
Oh! One thing I did find odd and a bit of a miss was the cut scenes and dialogues with NPCs. I'm not sure what was up with the translation, but I felt like I was getting half the story, and that garbled through a game of telephone or something. So many stilted and random disconnected-feeling sentences. Usually I love a good story-heavy game and savor the dialogue. But on this one, I just kinda started skimming through it, which I pretty much never do. Oh well. It was mostly about the action anyway.
Anyway, those were my first-time impressions.
I had some challenges getting into this one, but those had nothing to do with the game as it was originally released. Rather they came from the Steam version, my bone-headedness, and what turned out to be a faulty controller.
Once I got things working, I fell in love with the music. Occasionally, it reminded me of Chrono Trigger's soundtrack. I could also appreciate the graphics, although they probably work much better on GBA than a TV.
As for the gameplay itself, I think it's a very well made metroidvania, but it doesn't seem to take many risks. I didn't come across anything out of the ordinary, particularly inventive, or downright crazy. The level design was polished, but a little forgettable. It also felt quite easy, especially the further I progressed. The story and characters were similarly passable, but not particularly memorable.
The enemy absorbing mechanic is interesting, but I'm also one of those players who dislikes micromanaging gear to a point where I often play games without really changing my starting setup. (Most crafting, base building and party management systems are similarly beyond my patience.) So, the main aspect that makes Aria of Sorrow unique happened to be something that I don't really care for that much. Again, definitely not the game's fault.
So, I would call this a very well made game, just not something that I will remember all that fondly. Except for that music! Oh boy was that good.
Since this is CGA's first metroidvania title, I'd love to hear what everyone's favourite games in the genre are. Do you gravitate more towards the minimalism of Metroid or the complexity of Castlevania? Do you prefer the challenge of something like Silksong or the relative chill of the Ori series?
My own favourites are probably Super Metroid, Castlevania: Symphony of the Night (a boring start, I know), Shadow Complex, Axiom Verge and Yoku's Island Express. I might also argue that Sekiro is something of a metroidvania and as such belongs to that list.
Great question!
My top 3 (technically 4), in no particular order:
The Ori and the series is such a wonderful treat. Both games are beautiful, and the "bash" movement which lets you get jumps off of enemies/lanterns is so satisfying to execute. Their worlds are interesting, and they don't overstay their welcome. I've played through each game multiple times.
Yoku's Island Express is an utter delight. It's novel (an open world pinball game!), and endearingly charming. Few games I've played have matched the joy that I felt while making my way through this world.
Supraland is atypical for the genre (melding it with first-person puzzler), but it is absolutely exceptional in terms of execution. @Lapbunny mentioned recontextualization, and Supraland is like, THE prime example of that. There is so much in the game that later gains new meaning as you continue to explore and unlock new abilities.
If I had to expand my top 3 (4) by another slot to 4 (5), I'd pick Dust: An Elysian Tail.
I have no idea how it holds up today, but back when this came out it was the first modern metroidvania I'd played and really clued me in to the genre as a whole. I had technically played some metroidvanias in the past but never really put a name to the genre as a whole, nor had I really unpacked its hallmarks. This was the game that helped me understand just what makes the genre as a whole tick and why I find it so satisfying.
Part of me wants to return to it and relive it, and another part of me wants to keep that perfect first playthrough intact as a memory.
I particularly like Super Metroid for the exploration, Metroid Fusion for the tone, SA-X, and bosses, and Aria and Dawn of Sorrow for the combat and secrets.
Hollow Knight, to me, takes lessons from all of those and weaves them into something wildly good. It might not be groundbreaking, but I think it's the game with the widest scope and matching execution that I've ever played. Feels like it goes on and on, but aside from Greenpath I don't think the game ever misses its pacing. (Also like. Greenpath is circuitous, but doing that in the second area kinda gives an oppressive and alienating feeling early, I guess? I did bounce off the game once because it's tiring, but I'm glad I kept going.)
I need to play Ori and the Will of the Wisps sometime.
Aria of Sorrow was my first encounter with Castlevania, which I had back in 2021 while visiting my sister-in-law's house on a road trip. I don't remember what sparked my interest, but I downloaded the ROM on my laptop I had with me and transferred it over to my Vita. Over the next week or so, I completed it and then went on to the other two GBA games, which I found very much inferior.
Since then, I've kind of felt that I've had my fill of Metroidvania style games. I went on to later beat Symphony of the Night over the course of about a year or more, but that really felt like a slog to me. Since then, I've repeatedly started Dawn of Sorrow on DS, gotten a ways through it and then put it down; incidentally, I was playing that just before starting Aria again for this particular CGA.
I definitely enjoyed going back to this one, much more so than playing DoS, which I just haven't found very inspiring. I did think that I would end-up completing this one all the way through again, but I actually only ended-up getting about 68% map completion before going back to a different game I had been playing.
I still very much enjoyed going back to it and I think it's the best of the (very few) Metroidvania's I've played, but it also leads me back to this idea I keep having everytime I try to play Dawn of Sorrow, that being, I think I'm done with the Metroidvania formula. It's not bad by any means and I do tend to be a natural explorer in games, but side scrolling platforming and exploration doesn't appeal to me in the same manner that third person or first person exploration does; maybe this means I need to finally try the Metroid Prime series (never played one outside of a demo kiosk, ages ago).
Prime is definitely worth a play! The remaster was very good, though twin stick controls make it way less difficult in the process of making it way easier to play.
I played it right after Super Metroid, and I get why people were so memorized by it at the time. It isn't as natural as Super; it's segmented and very backtracky through some very grand loops of the environment without adding a ton on the reroutes, so there are some rooms which get very annoying to repeat. But it does feel like they took the environmental and exploration cues from Super and put them in 3D, kinda like how OoT feels like LttP Zelda in a totally new context. Also eternally an aesthetically gorgeous game - mix of good art direction, solid visual tech, and wonderful music.
Little post to express my admiration on the spritework. It's gorgeous! I think that for a time the GBA (and later on the DS) was the last bastion of quality sprite, until indie game made pixel art cool again.