Genya Arikado, indeed.
Aria of Sorrow is good, yes?
It gets much better, once one gets past the first, false ending — although that final arrangement of souls isn’t exactly intuitive (at least, not until they’re all slotted into place). This is the third game in a row where Igarashi’s pulled an obscure trick like that. I wish he’d quit it.
I had noticed that the Flame Demon’s power looked sort of familiar — as did Soma’s item-use pose…
I’ve still a final boss to beat (and I’m out of potions!), and there’s still another whole hunk of the main map which remains mysteriously inaccessible. And yet… yes.
The “bad” ending is… interesting, as is the manner in which it is accomplished.
I think this counts as the first major Castlevania game since SotN. HoD, it seems to me, was intended as a smaller, bridge game — both in terms of plot and development. It exists in order to fill in some gaps in the larger series. AoS is something rather new and creative, in a manner not unlike SotN.
I do wish that its music were more interesting, though. While it really shouldn’t, it does baffle me that all of the reviews I’ve seen for the game have complimented it on the drastic improvement in both its sound quality and the compositoin, over HoD. Uih? Sound quality, perhaps — although I think the low-res samples in HoD are actually quite a bit clearer and more resonant than what one tends to find here.
Amd yet: composition? The hell?
HoD has perhaps the most intelligent, well-written score in the series. The AoS soundtrack is… good, but largely unremarkable. It’s one of the most conservative scores in the series; it doesn’t attempt anything new. Its main melodies are tired, simplistic, unimaginative. The structure is as straightforward as it can get. There are a few good pieces later in the game, but in comparison to either HoD or Circle of the Moon (each of which had its own strengths) it’s… really kind of mediocre.
Less evolved, less energetic, less adventurous. It’s just… there. It sounds pleasant and Castlevania-ish.
I’ve gone into this before, rather vocally. It’s perhaps my fault for reading the mainstream reviews. It’s perhaps even more my fault for reading the somewhat more hardcore fan reviews.
Since I’m on the subject, I’ll paste here a bit of something that I recently blathered (and then subsequently forwarded, in part, to Tim).
I just noticed something with the Japanese naming schemes. None of the games in the series — not one so far (aside from Circle of the Moon — which makes… one, I suppose) — have had the same title in the US and in Japan. Even recently, they’ve changed seemingly for no reason. Aria of Sorrow was made for the US, for instance — and yet it’s getting a different name in Japan.
But if you look at the names — the US titles have rather arbitrary musical names. Most of them are just [musical form] of [something bleak] or something otherwise rather negative-sounding.
- Symphony of the Night
- Harmony of Dissonance
- Aria of Sorrow
- Lament of Innocence
In Japan, though — well, look at the pattern.
- Nocturne in the Moonlight
- Concerto of the Midnight Sun
- Minuet of Dawn
Keep in mind that Castlevania Legends is originally called “Dark Night Prelude“.
With the exception of Rondo of Blood, these all have to do with time of day or other related astronomical phenomena. Further, they tend to make a bit of sense in terms of the plots of the games in question.
Minuet of Dawn (AoS) takes place about thirty years in the future, at the dawn of a new era. Dark Night Prelude — it was, indeed, a prelude to the rest of the series (even if Igarashi ignores the game now).A “Midnight Sun” or a “White Night” is a kind of a surreal experience. It’s not really night, although it should be. Things aren’t really what they seem. And indeed, in that game things are not what they seem at all. It’s night, as such, but the darkness is gone; Simon defeated it fifty years earlier.
So. The names are much more meaningful and consistent in the Japanese releases, even now. This is kind of bizarre.
To go back to Circle of the Moon, I only notice that it has perhaps the most pithy title of all, even if it doesn’t necessarily have much to do with the game’s plot. Yet another example, it seems, of something that sounds good, which Kobe just thew in for the heck of it.
It’s really a shame that they had to mess up on so many tiny details within and about this game. A game this enjoyable should certainly be part of the main continuity, rather than a weird non-canon side story. It wouldn’t have been difficult to have changed a handful of superficial details. Maybe have reworked a few of the more arbitrary abilities, in the process. Put in some more thought.
Ah well. It is what it is. At least it doesn’t take itself any more seriously than it takes the series as a whole.
…
So. Yeah. I’m curious to see where Lament of Innocence goes. I also wonder whatever happened to that intended port of Rondo of Blood to the PSX. A while back, Igarashi said that some Konami higher-ups were nixing the project on him. He asked fans to send in mail and show their support if they wanted the game to be released. Looks like they must not have gotten enough.
A shame; I’ve never even gotten a chance to play the thing. It’s become one of those things like Panzer Dragoon Saga and Radiant Silvergun.
It seems I am more or less rested now. I shall set out to writing, momentarily.