Trent Polack's site for cats, games, game development, and undeniably powerful sociological insight all with a healthy dose of narcissism.
It Sucks (Har har!)
Published on January 6, 2006 By mittens In Handhelds
So, I'll come clean with you -- I didn't actually have anything planned for this list when I started it. I figured, hey, I'll come up with the list as I go! Nothing could possibly go wrong with that! Yeah, turned out I was completely out of ideas for games to take the eighth, seventh, and sixth spots in this ever-so-valued list. And for your information I took an extra five minutes today to contemplate just what order my favoritist games of the year would take in this list (which actually took some thought, since the memory of games actually came out this year was a bit foggy), so rest assured that that has been settled. ON TO THE FRONT LINES!

Castlevania - Dawn of Sorrow -- Publisher and Developer: Konami
Let me just say this now: them Japs got game. By the end of this list they will developed four of the ten spots. This doesn't mean anything particularly, and I'm not one of them so-called racists, but there's something about Japanese-developed games that is always lacking in American-developed ones: that ever-so-valuable RPG component. Whether it be a traditional console RPG or an action/RPG, it's something that I feel is always lacking from American-developed games.

Maybe it's just the anime influence.

Anyhoo, game #8 on this list is a sequel in a long-running franchise that we all should be familiar with. The Castlevania franchise has had its place on every Nintendo platform since the Nintendo back in the days of 1986 with none other than Castlevania, the only game in the series to lack some sort of subtitle. And, while I believe I've played just about every Castlevania game and had a fair amount of fun, the first game in the series I loved was none other than one of the only non-Nintendo-based games: Castlevania: Symphony of the Night. This game is the first time I've ever seen action/RPG done right. So right, in fact, that I'd say this game would have a strong argument for being placed in a "Trent Polack's Top Ten Games of All Time" featurette that I don't believe will ever be written -- but I digress.



And don't even try to mention a 3D Castlevania game in my presence. It's a topic that can only end in pain.

It has been eight long years since Castlevania: Symphony of the Night, and I had all but exiled the franchise with my mind with every bland entry that the series has released since that. The generic action/adventure of a Castlevania game just seems lacking without that ever-so-crucial RPG influence that I loved so much about Symphony of the Night. I gave Castlevania: Circle of the Moon a try, after I had received it for a gift in a Christmas past -- which brings up interesting questions of why my parents got me a game with vampires and vampire-slayers for Christmas which I'll save for another time -- which was certainly good, but by no means is it great. A former friend from my dorm last year also provided me with a "hook-up" in that she put Castlevania: Lament of Innocence in my hands and said "Try it," which was a fun little excursion. The game was alright -- it certainly wasn't that poor excuse for a game that Castlevania 64 was -- but if I wanted a generic 3D action game, it can be found in far more enjoyable places.

And then a little birdie named ShackHype got under my skin and the parental units got me a DS for Christmas, so I finally decided to see what all this hype-esque text was really about. So, it's at this point in the story where Castlevania: Dawn of Sorrow enters the picture. I bought the game (with intentions to buy the sold-out-everywhere Animal Crossing, but that's another story), then I came home and plugged that itty-bitty DS cart into my beloved DS… And then I played. I played for hours. Then I played some more. Then I collapsed into slumber.



Then I played some more.

And it was good. It was real good. I've played the game for a total of eight game hours now (about twelve-fourteen hours total, since I love dying at an orgasmic level), and I think I've spent the last three-four hours just going from enemy-to-enemy trying to for that mildly slim chance of securing their souls for personal use. Dawn of Sorrow uses souls as a kind of "equipment" on a neural level along with the typical physical equipment -- armor, weapons, and jewelry. See, in Castlevania, a jewel necklace is like a big wall against evilbad monsters of all kinds. A big 'ol armor knight, standing at a couple stories in height, just does less damage to you because of that ruby necklace you're wearing -- a common problem in castles under dominance by a queen bee in the cult world.

Save for a downgrade in physical size from a TV as well as a downgrade in the visual appearance of changes to our hero's physical appearance with certain equipment, Dawn of Sorrow really is not all that much of a visual downgrade from the Symphony of the Night that we all know and love. And I'd like to take this moment to formally call out the IGN moron who said he was slightly disappointed to see a non-3D approach to the game; therefore, Craig Harris, I hope you get a stocking-full of coal. Every day. For the rest of your life.



Personal vendettas aside, the gameplay in Dawn of Sorrow is certainly a bit deeper than Symphony of the Night, for one, but that's just an evolution of a working formula. The best addition to the SotN gameplay that we're familiar with (too bad if you're not -- go read a review or something) is that our main character has the ability to capture souls from every foe he vanquishes. These souls can be grouped into one of three equipment categories; one instant-cast effect, one "aura" or familiar effect, and one passive (which does not consume mana) effect which serves as a constant boost to stats or abilities. These souls can also be leveled-up for increased effect, or "sold" as a means to upgrade weapons. In short, let me just say that this is the game's way of prolonging the addiction. Unlike Pokemon, you really do have to catch 'em all. Sure, you don't really need to by the game's standards but let's face the ultimate reality: you need to.

This is all I really have to say about this excellent game. There are a few minor complaints I have about the game, such as the gimmicky touch-screen features (but having a map/character stats on the second screen is ever-so-sweet), but these are eclipsed by the solid 2D action/RPG gameplay which hasn't been done enough in this franchise. Instead of an unsatisfying conclusion to this entry in the list, let me end an otherwise unintelligently performed article with a letter to Konami.

Dear Konami,
Less 3D, more Symphony of the Night clones.

Yours,
Trent Polack

Comments
on Jan 06, 2006
I snagged a DS and this game about a week ago now and I'm thoroughly enjoying it. I just have to disagree with your "gimmicky touch-screen elements" comment. I think it's a pretty neat addition to what is essentially the same gameplay mechanics (run, jump, hit with weapon, get upgraded stuff, kill things faster, die a LOT) that we saw in the original Castlevania years ago on the old NES. The seals are silly at first but start to get a LOT more complex... and I love breaking the ice blocks to get to new areas

Of course, I thought the 3d Castlevania on the PS2 was a fun little game (not a true castlevania, but a worthy 3d platformer nonetheless), so what do I know?
on Jan 06, 2006
The touchscreen elements aren't bad, but they just don't feel like the game was actually designed to utilize them -- rather, it feels like they were just tacked on so the PR people could say "Touchscreen gameplay! Yay!" And, yes, breaking the ice blocks is surely fun. Who doesn't like the ability to break shit with a stylus? No one, that's who.

Also, like I said, the 3D Castlevania wasn't bad -- it definitely wasn't a Castlevania 64 by ANY means -- but it just felt like a generic action game, rather than a Castlevania game. There's a big distinction between the two.