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How Castlevania: Aria Of Sorrow's Tactical Soul System Inspired A New Generation Of Metroidvanias

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Though we're drowning in a sea of metroidvanias today, a 20-year-old Castlevania still stands out, thanks to one key mechanic.

Castlevania: Aria of Sorrow is celebrating its 20-year anniversary today, May 6, 2023. Below, we look back at how the successor to Symphony of the Night is still influencing the genre.

From the Souls-ian hack-and-slash of Blasphemous to the pastel beauty of the Ori series, the sheer volume of metroidvanias in today's gaming market can overwhelm even the most die-hard enthusiast. But while most fans will always correctly consider Castlevania: Symphony of the Night as the most influential entry in Konami's lauded series, there were other games that had a big effect on today's metroidvanias--and I would argue 2003's Aria of Sorrow is the best of them.

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Aria of Sorrow is the third Castlevania game for Game Boy Advance, though it's much more memorable than its two predecessors. It's the fourth "Igavania"-style entry in the series, meaning that it has the same exploration and RPG mechanics first inaugurated by Symphony of the Night and designer Koji Igarashi. Its grand new innovation, the Tactical Soul system, would be the next step forward for the franchise, and it's a mechanic that's inspired many of the metroidvanias that have emerged over the years.

The Tactical Soul system is essentially the basic logic of Mega Man bosses applied to every enemy in the game. Each time protagonist Soma Cruz slays an enemy, there's a chance that he will absorb the enemy's "soul," which gives him an ability themed around the enemy's powers. A skeleton gives you the power to throw a bone, an axe-throwing armor set lets you throw axes, and so on. These souls are further grouped into different categories: Bullet Souls are single-use spells, Guardian Souls let you drain magic for a certain ability, and Enchanted Souls give you passive buffs or other abilities similar to equipment.

The nature of the Tactical Soul system is random, meaning that some players will luck into a great roster of souls without much effort, while others may struggle to obtain useful abilities. Some people use online guides to determine which enemies are worth grinding for the ideal soul set early in the game, but I personally think it's more fun to see what you get from natural play and try to make it work. The real advantage of the mechanic is that it gives you an intermittent reward besides experience points for killing the same enemies over and over as you backtrack and explore to find the way forward.

There aren't that many souls in Aria of Sorrow that are outright useless, and I often found new ways to use the abilities that I dismissed early on. For example, early on, I obtained one called Stinger that allows Soma to grow a tail in exchange for MP, which didn't seem great at first. By the end of the game, however, I had so much MP that the tail's extra attack was essentially just bonus damage with the correct sort of weapon, making it useful for a number of endgame bosses.

The Tactical Soul system and its variants became a signature aspect of 2D Castlevania games following in the wake of Aria of Sorrow, especially its sequel, Dawn of Sorrow. It should also be no surprise that the system returned for producer Koji Igarashi's Bloodstained: Ritual of the Night, a spiritual successor that managed to add a few more wrinkles to the formula. You can also see echoes of the mechanic in Castlevania-inspired games like Ender Lilies: Quietus of the Knights and Record of Lodoss War: Deedlit in Wonder Labyrinth. Both of those games allow you to collect new abilities from defeated enemies in a similar manner, but they each have their own take on that concept.

As a whole, I think Aria of Sorrow's positive qualities extend far beyond this one mechanic--it's my favorite metroidvania, and I've played a lot of them. Unlike many games in the genre, it's a very well-paced game, with few boring patches or downturns throughout. Its map is small but well-designed, and it's one of the few games in the genre where I actually wanted to find and explore every room. Don't go in expecting the 30 to 40-hour sprawl of a modern metroidvania epic--you can easily do everything there is to do in Aria of Sorrow in 7-10 hours. I prefer the handful of hours of pure, concentrated brilliance in Aria of Sorrow to the hours of filler that can make up even great games in the genre, but that's a matter of personal taste.

A big part of what makes Aria stand out is how it turns the usual Castlevania formula on its head. Series stars like the Belmonts and Dracula are nowhere to be found in the opening hours, and they take a long time to emerge from their slumber. Instead of playing as a seasoned vampire-hunter trying to tackle the ultimate prize, you're a scared kid who gets sucked into an evil castle for unclear reasons. The narrative is simple, but it's effective in an action game like this, and it elevates it above other games in the series. It also has a lot of amazing boss fights, including some of the best in the Castlevania series as a whole.

Though Symphony of the Night is ultimately the more famous name, I think Castlevania: Aria of Sorrow is considered almost as notable these days. If you're a person who came to the genre from the likes of Hollow Knight or Blasphemous and you haven't given the classics of the form a real chance, this GBA titan is just as worthy of a playthrough as Super Metroid. The good news is that the Castlevania Advance Collection includes Aria of Sorrow, so it's just a matter of picking it up when you're ready.

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steventwright

Steven T. Wright

Freelance writer and and reporter based in the Twin Cities. I tried to name my novel after a city in Final Fantasy, but my friends talked me out of it.

Twitter: https://twitter.com/MadCathedral

Castlevania: Aria of Sorrow

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YukoAsho

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I think it's hard to argue that SotN was the more influential of the two, simply because of how many imitators it spawned (which is odd as SotN was pretty much a Super Metroid tribute act). However, you're right that Aria is certainly a refined experience, especially after the debacle that was Harmony of Dissonance. So much depth, and yet, the game manages to remain steadfastly accessible, finding the sweet spot between the over-complicated Circle of the Moon and the simplistic baby game that was Harmony of Dissonance. It's a shame that the games started falling off again with Dawn of Sorrow (though Order of Ecclesia was good, at least).

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illegal_peanut

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Edited By illegal_peanut

[This article] ====================>>>

[My head]

(Played more Metroid than Castlevania. Also, the first Castlevania games I played and beat were "Lords of Shadow" and "Mirror of fate". So, I'm not too partial.)

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deactivated-64efdf49333c4

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@illegal_peanut: Then I suggest you go back and play the Igavanias like Symphony of the Night and, hey, give the originals a try, too. Lords was kind of its own thing, going more the stylish action route and really just being a conglomeration of ideas from other games, and Mirror of Fate...just wasn't very good.

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illegal_peanut

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@Barighm: Mirror of Fate was okay, it felt way more focused then Lords of Shadow did (Which made it better IMO).

Lords of Shadow added so much Bull **** that never worked. Climbing the bosses was easily the worst part of the bosses. Especially that dragon boss which was so brown and dark I couldn't tell what I could and could not climb onto. And IMHO making a boss that's half a terrible platforming level is the worst kind of boss. Like, EVER!

Then you could unlock a whole bunch of items and combos which in the late game is as useful as the Broken Straight Sword from DS1. And to then the "true last boss" (the "Forgotten One") was pure cancer, and just objectively unfun. You couldn't use your combos, nor your items (Due to immunity, and or taking no extra damage from them). And the only way to fight him is to two-tap him and dodge... For the whole fight... Did I mention you fight him THREE, MOTHER, ****ING, TIMES!?! With the last one taking so long, and being so utterly painful. You think you were getting a BJ from a shark.

I don't know how the game got a 7/10. When only 1/3 was fun. And the rest was not needed extra wrapped in a story so generic. That you would think an 11-year-old wrote it in one night for a class assignment.

I will admit when they're directly taking notes from GoW like with the Camilla, Cornell, Ogre, and Satan boss fights. That's when it felt like a 7 to 8/10.

And, yeah, I'll give one of the classic CastleVania games a shot.

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Zombie8814

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Castlevania - Lords of Shadow 1 & 2 were also both really good games. And I normally don't like hack and slash games. You can get both games on Steam for real cheap during one of their sales.

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Tiwill44

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I loved this game, but this is a rare case where I kinda wish they would remake it. It's becoming hard to go back to GBA era titles because of how crusty the music was on the system and because of the way they increased the brightness of games to compensate for the lack of a backlit screen on the base GBA, resulting in washed out colors. Big love for Igarashi's metroidvanias though, they are some of my favorites.

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shadowwarrior4

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@Tiwill44: have you played Bloodstained Ritual of the Night yet

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Tiwill44

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@shadowwarrior4: I did! I enjoyed it quite a lot. Though I'm not the biggest fan of its 2.5D style graphics and I remember some of the UI/UX felt a bit cheap. I prefer the pixel art of Symphony of the Night or Dawn of Sorrow, or the look of Hollow Knight and Ori. I think during the Kickstarter for Bloodstained, I recall them saying pixel art is too expensive to do nowadays, unfortunately.

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NilsDoen

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@Tiwill44: SOTN on ios... amazing. the new ios vania thing that came out was a free to play :( huge huge bummer imo

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deactivated-64efdf49333c4

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@Tiwill44: It is. Doing sprites in Hi-def requires an incredible amount of manual work. You could just choose not to do them in hi-def, but apparently that's a deal broker for most people .

That said, AIs should be capable of doing that work, now.

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RestatBonfire

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@Tiwill44: The castlevania advance collection is my favorite purchase in a while. I don't feel like emulating on my phone anymore. Having so many devices to play certain things. I love the switch for the attempt lol. Castlevana advance and FF pixel remastered

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