WarioWare, Inc. Mega Microgames Review

The Game Boy Advance should rightfully rank as one of Nintendo’s greatest systems. While the original Game Boy’s influence can’t be understated, and the Nintendo DS helped push Nintendo’s innovation forward, it’s the Game Boy Advance which boasts a timeless appeal that makes it akin to the handheld equivalent of the SNES. The GBA’s library of games brought a newfound quality to handheld gaming, and many of its titles have stood the test of time swimmingly. Among the Game Boy Advance’s many accomplishments was that it introduced the world to the WarioWare series.

Released in 2003, Mega Microgames kicked of the WarioWare series. By throwing players into one series of seconds-long “microgames” after another, each of which only required a press of the A button or two, or a few touches of the D-pad to complete. As a series of microgames continues, they pick up in speed, testing the player’s reflexes.

In essence, WarioWare has always been a deconstruction of video games themselves, skipping away all of their complexities until only the bare minimum of what a video game is remains. It’s simplistic to the point of hilarity (an element that’s magnified by the often silly concepts and goofy graphics of the microgames themselves). WarioWare is a genius subversion of video games, presented in the most manic package possible.

The only real downside to Mega Microgames is – as the first game in the series – shows its limitations when compared to its sequels (most specifically it’s GBA follow-up, WarioWare Twisted and WarioWare Gold on the 3DS). Mega Microgames – somewhat ironically – falls short of its successors by being the bare basics of the series, even if that “bare basics” element is the appeal of the overall series.

Simply put, Mega Microgames is WarioWare in its purest form, for better and (relatively) worse. You play through “chapters” of the game, each distinguished by a different character (with Wario serving as the opening and closing chapters, with the rest represented by the WarioWare cast first introduced here, like Mona, 9-Volt and Jimmy T.). Later entries in the series would better define each character’s chapters with specific themes (whether through twists to the gameplay or unique aesthetics), but here, the gimmicks of each character are a bit less defined.

9-Volt, for example, may have always been a Nintendo fanboy, but here, not all of his microgames use retro Nintendo games as their template. Meanwhile, the games that do use Nintendo’s past as a backdrop quickly begin appearing as other characters’ games as well. In fact, you’ll notice the same microgames getting recycled a lot sooner here than you would in later WarioWare entries, leaving you to wonder why there needed to be as many different character chapters as there are.

Playing through the story mode (if it can even be called that), probably won’t last over an hour. Thankfully, after you conquer a chapter, you can play through its games at your own leisure to go for a high score. Additionally, besting certain chapters will even unlock brand new games outside of those in the main game. So even if you can run through Mega Microgames, it still provides a decent amount of addicting gameplay nonetheless.

WarioWare Inc. Mega Microgames remains a lot of fun even today. The only thing preventing it from being more strongly recommended is that it (understandably) feels like an unpolished diamond in hindsight. Later entries would bring out so much out of WarioWare’s brilliant concept of rapid-fire gauntlets of mindlessly simple games – both in terms of the number of microgames and variety in their gameplay – that Mega Microgames feels prototypical by comparison.

Mega Microgames kickstarted one of Nintendo’s most quietly beloved franchises, and gave the Wario character newfound life and purpose. Its successors may have added to the formula, but the original WarioWare still provides a good amount of fun.

 

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Wario Land 4 Review

*Review based on Wario Land 4’s Wii U Virtual Console release*

Here’s an unpopular opinion: The original Game Boy hasn’t aged well. Sure, there are a few games from the original Game Boy that hold up decently (namely Game Boy Color exclusives), but for the most part, its games represent a time when the convenience of gaming on the go came at the expense of quality. The Game Boy Advance, however, marked a time when handheld games began to capture a more timeless quality. The GBA was the SNES to the Game Boy’s NES, with its predecessor feeling archaic (save for a  handful of titles) while it itself holds up so well, it doesn’t feel like a retro console at all.

Case in point: Wario Land. Wario Lands 2 and 3 on the original Game Boy were once hailed as some of the best handheld games of all time, and while they’re still decent to play, they’re getting on a bit. Wario Land 4, on Game Boy Advance, however, is still a worthwhile platformer today. Perhaps not an all-time great, but it’s certainly not disappointing to revisit.

Like its predecessors, Wario Land 4 is all about the greedy anti-Mario’s quest for treasure. This time, Wario is pillaging an ancient pyramid in the middle of a jungle, but gets trapped inside and has to find a way to escape, all while collecting as much treasure as possible, of course.

Wario retains his brutish strength from the past games, with his charging attack, ground pound and ability to pick up and throw enemies intact. Additionally, by holding the R button, Wario can run at such a great speed, that with enough momentum, his hard noggin can break through blocks that even his charge attack can’t budge. Similarly, if he ground pounds from a great enough height, he can also destroy these stronger blocks (there’s even one puzzle in the game that cleverly combines this with a teleporter, meaning that Wario was thinking with portals even before Portal).

The structure of the game takes a different approach from its predecessors, however. There’s a quick tutorial that shows you the ropes of the game (it’s actually one of the better tutorial levels I’ve seen, effectively condensing all the game’s elements to their bare basics, thus giving you insight to the entire adventure ahead). After that, the game features four worlds, which you can play in any order you see fit (and if you get stuck in one world, you can leave it and do another for the time being). The worlds themselves follow a more linear structure, however, with each featuring four stages and a boss fight at the end.

Stages work a bit differently here than they did in past Wario games (and most platformers in general, for that matter): Wario searches through the levels collecting treasures, but instead of a traditional goal found at the end of a stage, each level features a statue of a blue frog (why not?) that, when jumped on, activates a timer. With the time ticking down, Wario has to make his way back to the beginning of the stage, where a portal now waits to take Wario back to the hub. Naturally, Wario gets to keep every treasure he collects if he makes it back before time runs out.

While most of the jewels and coins scattered about add to Wario’s score, each level also contains three unique treasures: One is a bird with a key for a beak (again, why not?) which is needed to unlock the next level in that given world. Another treasure is a tablet separated in four pieces found in golden treasure chests, with all four pieces in all four stages needing to be found in order to open the boss door. Finally, a well-hidden music CD can be found and subsequently played in the sound room of the pyramid’s overworld.

While these items add some extra depth to the stages, it’s kind of a shame that – aside from the CDs – they’re required to complete the game. Had there been more non-story items, Wario Land 4 would have a fun staying power for completionists, instead of most return visits to levels being out of necessity for having missed a key or one of the four tablet pieces the first time around.

The levels themselves are well designed and creative. It’s fun to search through them for treasures, and they never feel so labyrinthian as to be confusing. The stages are also less bland than in the past few Wario Lands, with fun gimmicks added into the mix. One of my favorite stages is built around knocking over stacks of dominoes, then racing to the end of a room before the final domino falls and hits a switch that closes off a treasure.

Level design is always a make or break factor for platformers, and the clever structure and gimmicks of the stages of Wario Land 4 ascend it above its predecessors. There are, however, two notable elements that prevent Wario Land 4 from reaching its full potential.

The first such issue is that, while Wario retains his ability to gain special powers after being struck by certain enemy attacks (swelling up and floating like a balloon when stung by a bee, sliding across surfaces when frozen by an enemy, etc.), Wario is no longer invincible as he was in Wario Lands 2 and 3. In the past games Wario would gain such abilities from almost every foe (with the exceptions merely robbing Wario of coins), here you rarely know when an enemy attack will give Wario a power, and when it will just take health away. It unfortunately gives the game a gambling element that wasn’t present in the past.

The other issue is the process of fighting the bosses of each world. Not only do you have to find all of the aforementioned tablet pieces in each level just to face them, but every boss also features a time limit. If you take too long to defeat a boss, you’ll miss out on the opportunities to claim all of their treasure chests. That’s not so bad on its own, as before every boss fight, Wario has the opportunity to purchase special items (from what looks like Mr. Game & Watch), which are then used to damage the upcoming boss before the fight begins. Some items will do marginal damage, while others will nearly take out the boss on their own. That may sound like a cheat, but considering this is a Wario game, it’s actually a fitting element that compliments Wario’s character and humor.

None of that is a problem on its own. The whole boss process becomes an issue, however, by the simple fact that you can’t just purchase the boss items with the treasure Wario collects along his adventure. Instead, you purchase the items with special tokens. You get these tokens by spending your points/treasure to play one of three mini-games located before the boss fight of each world. You are then awarded tokens based on your performance in these mini-games. The problem is that acquiring these tokens can take a fair amount of time, and with how slowly Wario chips away at the bosses’ health on his own, you’re going to want to spend the extra tokens for the more powerful items to beat the bosses as quickly as possible. So if you want to claim every boss treasure and complete the game at one-hundred percent, you have to repeat the process all over again if you can’t beat the boss fast enough the first time around. Some might say that’s a fair price to pay since the game essentially gives you the ability to cheat, but buying these items is optional anyway. So why not just use your points to buy the tokens and skip the mini-games? It’s just a tedious process that seems counterproductive.

Aside from those elements though, Wario Land 4 remains a winner in most respects. Wario himself controls better than ever, with his every action feeling far smoother than in past games. The level design finds some fun and creative ways to mix up the formula. The game still looks great with its colorful graphics and vibrant animations, and the soundtrack stands tall above its predecessors, meaning that collecting those CDs is worth the effort.

It may not be among the best games on the Game Boy Advance, but Wario Land 4 is another testament that the GBA is when handheld gaming truly made it.

 

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Kirby and the Amazing Mirror Review

Kirby and the Amazing Mirror

There are two kinds of Kirby games: Those that follow the traditional platforming of the series, with Kirby able to copy the abilities of his enemies, and those that rip Kirby out of the platforming genre and do something more out of the box. 2004’s Kirby and the Amazing Mirror lies somewhere in between the two halves of the series.

Amazing Mirror has the same basic gameplay of the traditional Kirby games, with the spherical pink hero being able to steal the powers of the bad guys he eats. He can jump, slide and fly, as is the norm for Kirby. But unusual for the series is that Amazing Mirror falls into the Metroidvania genre, with the level-based progression of most Kirby titles being tossed aside in favor of one big, explorative world.

The game world is divided into nine themed “areas,” each one containing a major boss as well as mid-bosses, in addition to the usual sub-bosses from the Kirby series. Though you don’t have to complete one-hundred percent of the map to complete the game, you will have to defeat every area’s main boss in order to finish the game, as each of them holds a fragment of the titular Amazing Mirror, which works as a portal to another world where a kidnapped Meta-Knight has been taken.

The Metroidvania setup is a unique take for the series, and was previously only touched on in the “Great Cave Offensive” sub-game of Kirby Superstar. It’s a refreshing change, but on the downside, the layout of the game could have used a little more polish, since the world of Amazing Mirror can be a bit on the confusing side.

You’ll find yourself backtracking very frequently, as certain powers are needed to reach some areas. Unfortunately, this can prove to be more tedious than you might think, because the game world is so large and it’s often confusing where certain areas connect with others.

Each area contains a map that can be found in a large treasure chest, but the maps aren’t nearly as helpful as they are in other games of the genre. Whereas Metroid and Castlevania’s maps give a clear indication of where one area connects with another, Amazing Mirror instead displays different sections as squares with lines in between them. Though it shows how many sections connect with each other, it’s a little too vague to provide any more help than a basic idea of where to go next.

The game does provide a hub room which you can go back to at any time, but it doesn’t connect with each of the nine areas. Instead, you have to search through the areas themselves to find doors to some of the other areas, so if you need to backtrack for any reason it can become an arduous process.

A key feature to the game’s original Game Boy Advance version that’s no longer present in the Wii U Virtual Console version is the multiplayer. In Amazing Mirror, Kirby has been split into four different colored versions of himself (the original pink, as well as red, yellow and green). The game was originally built with multiplayer in mind, with all four players being able to venture together or go their separate ways throughout the game’s world. Some of the game’s hidden treasures (which include Music CDs and other collectibles) even require the aide of multiple Kirbys to reach them. Kirby still has his cell phone that allows him to call the other Kirbys for help, but their AI is so unreliable it turns claiming even the simplest treasure chest into a chore.

Amazing Mirror also houses a trio of mini-games to play, but again this is a feature intended for multiplayer. You may have some quick bursts of fun with them, but unless you’re playing the GBA original with friends, the mini-games don’t have much staying power.

Kirby and the Amazing MirrorThe core gameplay remains fun, as is always the case with Kirby. Some new powers introduced here include Cupid, which allows Kirby to fly more freely and shoot arrows, Missile, which naturally transforms Kirby into a wildly-controlled missile, and Smash, a cool power that gives Kirby his moveset from the Super Smash Bros. series. These powers are nice, but don’t add a whole lot to the experience. It’s a shame that they’ve rarely shown up in the series since, however, as they could have been expanded on. One missed opportunity of a power comes in the form of Magic which, despite the promising name, ends up being little more than a random roulette wheel with varying effects (like giving Kirby a different power, of all things).

Another normality for the series are the quality visuals and sound. The game still looks impressive today, the character designs are simple and cute, and the game loses none of its visual charm when brought up to scale on a TV screen. The soundtrack is similarly lively, with a number of catchy tracks and memorable tunes.

Kirby and the Amazing Mirror remains a fun game in essence, and I long for the day that Nintendo decides to revisit the concept of a Metroidvania Kirby. But the map and layout of the game hinder the otherwise interesting change of pace for the series. And the game’s emphasis on multiplayer features means the original GBA release is still the preferred version. Not to mention this is the only Kirby game in history to not feature King Dedede in any capacity. Now that’s just shameful.

 

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Castlevania: Circle of the Moon Review

Castlevania: Circle of the Moon

Symphony of the Night marked a major turning point for the Castlevania series. By combining the traditional Castlevania action-platforming with the exploration of Metroid and added RPG elements, it effectively launched the Metroidvania sub-genre as we know it today. Though recent years have seen a reboot on the franchise that abandons the Metroidvania structure in favor of 3D action, the style laid down by Symphony of the Night continued for a decade through six titles released on the Game Boy Advance and Nintendo DS. The first entry in the GBA trilogy, Circle of the Moon, had a lot to prove, being the closest thing to a successor to Symphony of the Night at the time. Though Circle of the Moon remains a fun game in its own right, today it feels somewhat lightweight compared to some of its other Metroidvania siblings.

Circle of the Moon abandons the usual Belmont clan and Alucard in favor of a new hero named Nathan Graves. Nathan is the student of former Dracula-slayer Morris Baldwin, along with Morris’ son Hugh. When Dracula is once again resurrected by one of his minions, Nathan, Morris and Hugh venture to Dracula’s castle to banish the vampire lord. But upon their arrival, Dracula sends Nathan and Hugh plummeting into a pit, while Morris is kidnapped in order to be sacrificed to revive Dracula’s full power. Nathan and Hugh awake in the bowels of Dracula’s castle, with both going their separate ways to rescue their master before the sacrifice can take place at the full moon.

It’s a simple plot even by Castlevania standards, and one that has been retconned as non-canon in the series’ timeline (to the chagrin of many fans). But any excuse to traverse the labyrinth of Dracula’s castle is a good one, I suppose.

Castlevania: Circle of the MoonThe first thing you’ll notice about Nathan Graves is that he controls very similarly to the Belmonts. He is even equipped with a magic, vampire-hunting whip. Like the Belmonts, he can also pick up secondary weapons such as throwing axes and boomerang-like crucifixes, which require collectible hearts to be used.

On the downside, the whip is the only main weapon Nathan has. While the combination of Symphony’s structure and traditional Castlevania action is interesting, the lack of alternate weapons also means that Nathan’s gameplay lacks the variety of Alucard or Soma Cruz.

On the plus side, the game has an unique hook in the form of the Duel Set-up System (DSS). The Duel Set-up System takes the form of magic cards that are found by defeating enemy monsters.

There are two types of DSS cards: Action and Attribute. The action cards determine the type of magic that Nathan can use, while the attribute cards add different effects to them. For example, you can use an action card to add lightning damage to Nathan’s moves, and an attribute card that will multiply your strength by the percentage of the castle you’ve explored. You can combine one action and one attribute card at a time, for a total of 100 different combinations.

The DSS cards are definitely an interesting twist, though they ultimately aren’t as captivating as the Tactical Soul System from the later Aria of Sorrow. And they are used somewhat awkwardly, since you use them by highlighting the cards in the pause menu, and then un-pausing, as opposed to simply selecting them in the menu itself. You then activate their powers by holding the L button, which eats up magic points.

The castle itself is a decently large place, though it feels smaller than in the later handheld entries. Though it may feel bigger than it is due to Nathan’s slow movement, which makes traversing the place feel like a long process. You gain the ability to run early on, but you still have to activate it by pressing forward twice. A held button press may have felt more natural. Better still would be if Nathan Graves simply moved faster by default.

Besides running, Nathan Graves learns other moves like double jumps and wall kicks after defeating bosses, which help him access new areas of the castle. You can still gain experience points and level up, but in order to boost your Hit Points, Magic Points, and Hearts, you have to find special items hidden throughout the castle.

Castlevania: Circle of the MoonYou can pick up armor for your body and both arms throughout the adventure, as well as healing items. But they end up feeling like tacked on elements. You rarely seem to have to change your armor, and most of the items seem to help with minimal effect, with initial potions only healing twenty hit points, which quickly becomes a very small fraction of your health.

The graphics of the game have held up somewhat decently. The enemy designs still stand out, though Nathan Graves’ sprite looks simple even by GBA standards. It doesn’t hold up as well as (the still beautiful) Aria of Sorrow when played on your TV through the Wii U Virtual Console, but it still looks nice on the Gamepad. The music is catchy, though it falls considerably short of the series’ standard.

The other big drawback to Circle of the Moon is the castle itself. It just feels more straightforward and less creative than the castle found in the other Metroidvania entries of the series. And Nathan’s aforementioned slow pace only makes matters worse. It’s not terribly designed by any means, but where Symphony of the Night and Aria of Sorrow’s level structure are pure genius, Circle of the Moon’s castle just feels simple by comparison.

Circle of the Moon remains a fun game, and the adventure will last a decently long time for a handheld title. The DSS cards also add a nice twist to the equation, but as a whole it feels like a more watered-down version of the Metroidvania concept. It does deserve credit for continuing this beloved style of Castlevania and bringing it to handhelds. But it lacks the variety and depth of some of the more notable Castlevania titles of the style.

 

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Mario Kart: Super Circuit Review

Mario Kart: Super Circuit

Though every Nintendo console and handheld since the SNES has had its own iteration of Mario Kart, the Game Boy Advance’s Mario Kart: Super Circuit is the only entry that plays like a direct sequel to the SNES’ Super Mario Kart. If you’re a fan of the original, then Super Circuit may be worth a revisit. Just know that it hasn’t aged quite as well as Super Mario Kart, and its transition to the Wii U Virtual Console has removed some key features.

Super Circuit retains the play style of Super Mario Kart, where courses are mostly flat and straightforward when compared to the other sequels in the series (though they retain the fun Mario themes). Much like the original game, it feels more like the tracks are moving instead of the character, which can take some getting used to, especially when one realizes the turns are much sharper and the vehicles more slippery than in Super Mario Kart. It doesn’t feel as immediately fun as the SNES game, but for those with the patience for it, Super Circuit ends up being a similarly entertaining experience.

There’s also a good sense of balance with computer AI and the items. Playing on 150cc will still prove incredibly difficult, but playing on lesser difficulties make things feel more fair and less random than in some entries of the series. The items consist of all the basics like bananas and shells, and lack the more overpowered weapons of later Mario Karts.

Mario Kart: Super CircuitThe character selection is identical to that of Mario Kart 64: Mario, Luigi, Peach, Yoshi, Bowser, Toad, Donkey Kong and Wario are all playable, with no secret or surprise characters making the roster. Even back in 2001 when the game was first released on GBA there was no shortage of Mario characters to work with, so the recycled selection is a minor bummer.

The visuals are the aspect of the game that have been most affected by age. Though the game is colorful and the game’s merging of Super Mario Kart and Mario Kart 64’s art styles is interesting, it looks neither as lively as the former or even as visually pleasing as the latter (normally you’d expect an early 3D game like MK64 to have aged worse visually than a 2D game like Super Circuit, but somehow the exact opposite is true). The game’s Virtual Console release is also better suited for off-TV play on the Gamepad, since playing on the TV stretches the visuals and exposes its datedness all the more. Some of Super Circuit’s rotation effects might even prove bothersome to those with sensitive eyes.

The single biggest drawback to the Virtual Console release, however, is that it no longer has a multiplayer option. That’s right, it’s Mario Kart without multiplayer now. If you can track down an original GBA copy of the game and a couple of link cables, you can still have some multiplayer fun. But without a means to replicate the link cables, or a split-screen option to make up for it, the Virtual Console version of the game lacks the series’ defining feature.

Still, there’s fun to be had with the core gameplay. And additional single player modes like Time Trial and Quick Run (a more customizable VS. mode) ensure that there’s more to do than the Grand Prix mode. You can even unlock all twenty tracks from Super Mario Kart on top of the twenty tracks introduced here, giving Super Circuit more courses than any entry in the series up until Mario Kart 8 introduced DLC into the mix. So despite the limitations, there’s still plenty to do for solo players.

If you cherish the gameplay of the original Super Mario Kart, then Super Circuit is still worth a spin, though preferably in its original GBA incarnation. For those who feel the series has improved for deviating from the SNES game’s blueprints, you may want to hit the brakes before downloading Super Circuit.

 

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Castlevania: Aria of Sorrow Review

Castlevania: Aria of Sorrow

The ‘Metroidvania’ subgenre of platformer was birthed by Super Metroid and turned into a full-fledged genre with Castlevania: Symphony of the Night. Strangely, most of the subsequent entries in the Castlevania series that follow in Symphony’s footsteps have more or less been exclusive to handhelds. But that only really means that handhelds have been seeing quality Castlevania releases. This was especially the case with the Gameboy Advance, which saw the release of three such Castlevania titles. The third of those GBA games, Aria of Sorrow, is widely acknowledged as one of the best game’s in the system’s library, and one of the best entries in the entire series. It’s well-deserved praise. In the twelve years since its 2003 release, Aria of Sorrow hasn’t lost a step.

 

In a change of pace, Aria of Sorrow’s story doesn’t take place in the past, but in the future of 2035. Dracula, as it turns out, had been soundly defeated by the Belmonts and Alucard in the year 1999, with his soul and castle being banished in an alternate realm within an eclipse.

Castlevania: Aria of SorrowSoma Cruz is an exchange student in Japan, and as he and his friend Mina are about to visit a shrine, it suddenly becomes a gateway into the eclipse, and the two find themselves in Dracula’s castle. A prophecy that tells of Dracula’s reincarnation inheriting the vampire lord’s powers has a number of characters – both good and evil – searching the castle’s chambers to either prevent or fulfill the prophecy.

Players take control of Soma, who has gained newfound power in this other world. Much like in Symphony of the Night, the player starts off with very little to their arsenal, but they progressively gain new powers and abilities that both make Soma stronger in battle and open up new areas of the castle.

The gameplay is incredibly smooth, with combat and platforming feeling simple and fluid. New weapons, armor and accessories can be found in secret rooms, by defeating enemies, or bought by a man named Hammer, who sets up shop in the castle early in the adventure.

Additionally, Soma gains experience points every time he defeats enemies, and can level up after gaining a set amount of experience points. This gives the game an RPG sense of depth, similar to Symphony of the Night.

Aria of Sorrow admittedly plays really close to Symphony’s playbook (though that’s certainly no sin), with many of the castle’s locations almost feeling carried over from the Playstation classic, albeit with a different layout. What sets Aria of Sorrow apart and gives it its own identity, however, is its introduction of the Tactical Soul system.

The Tactical Soul system allows Soma to steal the souls of defeated monsters, which grant Soma new abilities. Enemies often have to be farmed before you can claim a soul, but the fact that every enemy gives you a new power gives the game an insane amount of depth and variety.

Souls come in four forms: Bullet, Guardian, Enchant and Ability. Bullet souls work as a replacement for the series’ secondary weapons, and are mostly ranged attacks like throwing knives or shooting lightning from your hands. Each use of a Bullet Soul uses magic points, which are replenished with collectible hearts (or potions). Guardian Souls are continuous moves that eat up magic points until deactivated, like transforming into different forms or summoning minions. Enchant souls are always in effect when equipped, and thus don’t require magic points. Abilities granted from Enchant souls can range from mere stat boosting to walking on water. Finally, Ability souls are usually found after boss fights, and give Soma abilities that are necessary to delve deeper into the castle. Unlike the other types, they are always active and never need to be equipped (though the player can turn their effects off if they choose).

Castlevania: Aria of SorrowIt really is a simple addition to the series, but one that has a powerful effect on the game’s content and longevity. It’s as addictive as collecting Pokemon. And much like Pokemon, the game’s original GBA release gave players the ability to link up to trade souls, because chances are you won’t be able to grab them all in a single playthrough. Unfortunately, like so many linking features before it, the trading aspect of the game is absent in the Wii U Virtual Console release.

The game also looks great, and somehow seems to have made the transition from GBA to Wii U better than most, visually speaking. Sure, Soma’s character model lacks defining features, but that’s forgivable when taking into account the screen the game was originally made for. The game’s art direction and animations also hold up really well. As is a recurring element of the series, Aria of Sorrow features a stellar soundtrack, though it might not quite stack up to the series’ finest scores.

Castlevania: Aria of SorrowIf you enjoy Metroidvania titles even the slightest bit, you owe it to yourself to play Castlevania: Aria of Sorrow. It may have been compacted for a handheld, but it exudes as much depth and content as its console counterparts. The gameplay is great, and the Tactical Soul system pretty much means you can change things up in nearly countless ways. The graphics and sound have aged nicely, and several unlockable modes, multiple endings and even the ability to play as a secret character means that the game will outlast the ten or so hours you’ll put into the standard quest.

Does Aria of Sorrow match the brilliance of Symphony of the Night? Not quite. But it comes a lot closer than it has any right to. That it should be compared so frequently with such an esteemed predecessor is quite a statement in itself.

 

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