Castlevania: Aria of Sorrow is a 2003 side-scrolling platforming video game developed and published by Konami.
It is 2035, and you are a young 15-year-old boy named Soma Cruz in Japan. You are walking to the shrine you live at. And you and your childhood girlfriend are sucked into a Solar Eclipse, only to wake up in Dracula’s castle. You later find out that Dracula is dead for sure. So, the legends say that in 2035, a young man will inherit all of Dracula’s powers.
From its original roots on the NES, this series has picked up many tips from the “Metroid” game design. If you’ve played any of the games in that series since the Super Nintendo version, you’ve played a science-fiction parallel to this game. Aria does an excellent job presenting you with a large castle you want to explore and explore thoroughly. It’s immediately apparent that some areas will be inaccessible until you get a power-up, and upon reaching it, you are suddenly thinking back to all the places you’ve seen where it can be used.
Fighting is necessary but fun, and the soul capture system which replaces the card system of Circle of the Moon is more interesting, more useful, and easier to use. Couple this with difficulty about what you might expect but without the Moon’s stupid-hard final boss, and you get a better-balanced game that takes pre-existing design and refines it.
As expected from Konami, the controls are tight, responsive, and intuitive after a short time. You can’t expect to bash giant bone-heads if you can’t control yourself, right? If you have played a GBA CV before, chances are, you’ll know what to expect by now. Also, there is a button configuration option so that you can have even more customization. So, you only have yourself to blame if you don’t do well.