I intend to ultimately discuss all of the Metroidvanias. More realistically, I intend to look at the three DS titles. If I fizzle I'm sorry. I'll try not to fail, though. but ANYWAY - this is a detailed examination of Castlevania: Dawn of Sorrow, and specific ways in which it succeeds or fails. Understand that, overall, I like the game. In fact, I really liked all three DS Castlevanias. I will be harsh about certain details in all three of them, loikely moreso because I enjoy the three games, and their failures stand out a lot in contrast with their successes. I also might compliment a few things that people would not expect, but that;s the nature of an opinion. And now, onward!
Castlevania: Dawn of Sorrow is a direct sequel to Castlevania: Aria of Sorrow. Slightly moreso than other direct sequels in this series (Simon's Quest, Belmont's Revenge, Symphony of the Night), Dawn really needs the context of its previous game, Aria of Sorrow. Much of Aria's plot revolved around a specific twist (Spoilers: Soma is Dracula), and Dawn builds on some of the ramifications of that. The game more-or-less stands on its own right, but a lot of the dramatic impact of Soma's character is lost without the context of the first game in this sub-series. I will describe this game under the assumption that the reader/player is familiar with Aria of Sorrow. This gives Dawn a little more slack, and besides, keeping Soma's identity a secret would have hurt the narrative a bit.
PLOT AND THEMESAs previously mentioned, the basic storyline of Dawn of Sorrow builds directly off Aria of Sorrow - Soma has learned that he's Dracula's reincarnation, defeated the forces of Chaos, and sealed the old castle away for (probably) eternity. he then lost his power of dominance, and is living a completely normal life as a high school student. You know, with no parents and a group of friends that kill zombies for a living. And then one day he runs afoul of a strange Dracula-worshipping cult. The basic ethos of said cult is "For God to be good, there needs to be evil," with "evil" defined as Dracula. And thus, they want to either awaken Soma's latent evil power, or find another Dark Lord candidate to become the new Dracula. Just as Graham Jones had the potential of becoming the new Dark Lord, therefore so do these other candidates. To mkae a long story short, the cult has a gigantic Castlevania-esque fortress, there are a lot of fights, Soma trounces the two candidates, and one of them overreaches, accidentally creating a gigantic amalgamated demon to fight. Character relationships are, for the most part, the same as at the end of Aria - Yoko and Julius are pretty close but not a couple, Hammer crushes on Yoko, Mina exists only as a plot point, and Soma is a pretty nice kid who can turn evil and violent in a flash. Genya "Alucard" Arikado's identity is made a lot more explicit, in case players didn't pick up on it the first time. That was the overview, now let's look at its themes.
The first theme I would like to point out is the whole "For God to be good, there needs to be a devil" business. This is so overused that it's really become a joke. It's actually kind of a corruption of a more-or-less Christian philosophy of, "Creation exists to glorify God. God is glorified when His attributes are demonstrated. In order for His attributes of forgiveness, wrath, justice, and mercy to be demonstrated, there must be evil." But that's a mouthful and forces people to confront ethically complex ideas. It's a lot easier to condense it to a single sentence, although that raises another question:
Which is the original "default" state of the universe? Good or evil? If "Good" is the default, thene vil is not needed to produce good, as evil is now defined as a corruption of good, and thus evil cannot exist without good. But if "Evil" is the natural state, then good is the perversion, and thus defines itself according to evil. Therefore, one way to interpret "For God to be good, there must be evil" is, "The universe is by default evil, and good defines itself as something different from that." That's surprisingly pessimistic, even for Castlevania.
Of course, it could mean a third option - "The universe in its default state is not moral, possessing neither good nor evil. Good and evil thus define themselves purely by their opposites." This is likely what the game is getting at, but even THEN, it runs into plenty of problems. If good defines evil and evil defines good, which definition came first? What concrete set of ethics defines good or evil so that it can define the other? If "neutral" is the natural state, then how do we make the jump to good or evil?
But you know, they really didn't intend for people to look at it that deeply. It's meant to be a throwaway justification, not a deep philosophical treatise. In fact, the cult's motivation could have been anything - "They worship Dracula" or, if you want to keep their "trying to be good/knight templar" idea, then make it "In order for good to stop being lazy, they need Dracula to stir shit up." There you go. You're not basing your game on a heavily-cliche overdone piece of pop philosophy! Yes, they tried to portray Celia as an essentially moral person who thought what she was doing was necessary for the greater good, but the game really doesn't explore this at all outside of maybe two sentences. Celia Fortner as a character is flat enough that really, her plans could have been anything. [
Shaft feels better-developed than Celia, and his motivations are entirely "I like being bad, tee hee!" But we'll return to individual characters soon. Right now we're still pretending to be intellectual.
Castlevania is not a heavily-philosophical series (usually), and that's kind of okay. When it does touch on things, it's usually more of a basic "how should you respond to grief?" or "Would you be willing to sacrifice your life for the greater good," "Should you continue to be a good person even when there are zombies?" Although this does bring up another odd issue about Dawn of Sorrow's themes - the near-complete absence of Christianity.
Castlevania has alwyas latched onto (vaguely) Christian themes. Now, I need to make this clear. I do not mean that it's thoroughly Christian, or specifically Roman Catholic(although "the church" gets plenty of nods), or Southern Baptist, or Eastern Orthodox, or whatever. It keeps things very vague and general and non-offensive, but has always maintained that basic religious tie. Crosses hurt vampires because they are holy. Crosses are holy because of Jesus. Cursing God will turn you into a vampire. The "Church" is a force of good (although we nevger see specifically-Catholic theology apart from "oh look, a statue of Mary!"). Kali and Agni, ancient Hindu gods, are actually monstrous demons. You know, things like that. Now of course, we get plenty of reference to "good" non-Christian gods, which is kinda silly, but
Castlevania is not trying to be deep as a general rule. When it comes to loosely identifying itself with Christianity, take a look at Lament of Innocence. The hero is a crusader (conveniently of the "defend God's people from evil" type, not the "kill Saracens for their land" type) who throws giant exploding crosses to defeat the villain, who cursed God and became a monster. Leon and Mathias's final conversation is full of "I hate God!" "No, I trust God!" "Rarrrrgh!" "I have a holy whip!" Sure, we won't see any debates over the nature of baptism, predestination vs. free will (all those prophecies imply predestination, anyway), or even specific Bible references (Dracula's Matthew quote notwithstanding). But basically, when you think of Castlevania, you need to think of it this way:
Castlevania is "Christian" in the same way that most martial arts movies are "Buddhist." The religion is generically and inoffensively promoted, although with zero grasp of its actual tenets. Just as how most kung-fu movies present Buddhism as "Stay calm when cracking skulls," Castlevania presents Christianity as "God is good. Now go set a zombie on fire." It's not the religious right at all, but the series is tied to a western religion. Loosely, sure, but it's there.
Dawn (and Aria) of Sorrow pretty much forgets this. I understand that Soma probably won't be tossing crosses around if they hurt him, but what about everything else? The setting seems to have been tossed thoroughly into Generic Animeland, and this is kind of odd. Plenty of Castlevania games have had anime stylings before (Rondo of Blood even had some loli bits!), but the Sorrow games are the first ones to really transplant the whole thing over. Mina Hakuba (are you SURE that's not Harker?) is a teenage Shinto priestess. Because, y'know, the Catholic Church turned to Shinto priests to help defeat Satan's big general. The Belnades is named Yoko. Because her parents were Beatles fans, I guess. Soma Cruz is a generic Japanese high school student despite not really being Japanese at all. Alucard apparently passes for far east Asian despite being Romanian. Or maybe it doesn't matter, because this is animeland, and all Japanese people are really white.
Actually, it says a lot that Celia Fortner, a German lady, dresses like a Miko. or there's Dario Bosso, who's Italian and looks like a Japanese punk. Stylistically, this is a very odd choice. It clashes a little with other Castlevanias (yes, even Rondo of Blood and Portrait of Ruin), and even manages to raise some weird thematic questions. I'll talk about the art later.
Now, the story isn't
bad, per se, it just has those flaws in it. There are a few other problems, such as Mina's non-role. Would it have hurt them to stick her in a random room like in Aria? she does so little in this plot that her doppelganger's appearance at the end rings pretty hollow. Actually, that whole plot point is kind of amusing. If the Bad Ending really does happen, then what about five minutes later when Mina walks in going, "Oh hey, Soma. The guys told me there was something weird going on with Celia and a - WHAT THE HELL IS THAT THING HANGING ON THE WALL?"
But anyway. Yoko has a pretty good presence, Julius seems all right, Genya is just there, and Hammer is his usual AWOL self. Soma is Soma, and his characterization is also all right even if his sudden shift into evil is really abrupt. The big deal in this game is what the villains are like. In fact, they technically drive the plot more than in many Castlevanias - instead of "There's an evil bad guy. Let's go get 'em!" as the plot, or even "Elizabeth Batho-I mean, Bartley is on the loose!" it's "A bunch of silly-philosophical bad guys are trying to make a new Dracula. Aw crap, Dmitri stopped breathing." The bad guys play a fairly large role in this, and their personalities are actually fleshed out. It feels a little more like Rondo of Blood's "Shaft's got all the women! Somebody stop him!"
Celia is kind of flat. This is too bad, as they keep tossing in ideas for depth, but nothing is explored. Instead, she just says a few smug things, does that "OH-ho-ho-ho!" laugh, and wanders around. Her eventual death isextraordinarily anticlimactic, but it shows the problems with her character. She's just not that important or necessary, and the game could have been about Dario and Dmitrii without her presence at all.
This brings up another issue: The cult. Where is the cult? Why do we see no cultists at all? Would it have hurt Konami to stick a few generic cultist enemies in the Village, just for flavor? Maybe they're all hiding in their houses, under the bed. Maybe they all got turned into zombies. Or maybe Celia is REALLY delusional, and there is no cult. We never learn.
Now, let's look at the candidates. I'm going to take a step back to Aria and include Graham Jones in this just for the sake of contrast.
Graham Jones is a religious leader (Billy Graham? Jim Jones?) of one of those "It's probably a cult, but maybe it's a denomination" groups. There are lots of them, of which the Church of Christ is probably the best example. CoC really looks like bog-standard Protestant Christianity, but they disagree on just enough that there are still public debates over "denomination or cult?" Graham's specialty was end-times preaching on the apocalypse. Now, as it turns out, he inherited part of Dracula's power. More specifically, Graham could teleport, throw balls of fire, control demons, and change into a gigantic evil (extremely freudian) form. Pretty much, he was Dracula-Lite, only to be beaten when it turned out that Soma inherited a lot more of Drac's power. Graham Jones even had a complex personality - charismatic and nice as a general rule, but with an extremely brutal, cruel side that surfaced if somebody was in his way. Without supernatural power, he would have just been a tyrant minister. He's actually an interesting character, and maintains this even as he steadily goes crazier and crazier over the course of Aria.
Dario Bossi is an idiot.
No, really, that's a sufficient description. Dario's qualities are: He's an idiot. He's hot-headed. He's hot-blooded. That's it, relaly. He's an infamous criminal who inherited part of Dracula's power, that of hellfire. OR IS HE? Apparently he only had power given to him by Agni, a demon-god of fire. So wait, is it Dracula's power, or the demon? Or maybe he tied himself too much to the demon? or maybe the demon was the source of Dracula's power? You know what? it doesn't matter. He had supernatural power, and destroying Agni cut him off from it. Now, Dario does get a little bit of almost-depth as you steadily learn a few thigns about him, such as how much of an idiot he is. He's not a cartoonish Elmer Fudd, he's just kind oif slow and completely incapable of grasping subtlety. Although he wants to fry Dmitrii and Soma both, he's capable of holding a civil conversation with them. And what's more, he IS smart enough to know when he's beaten. Dario is pretty much the only Castlevania villain not to die - when the gig was up, he ran for the hills.
Dmitrii Blinov was the "smart" member of the pair, but he really wasn't that bright. He had intelligence and a basic form of logic, but Dmitrii never really thought things through. Sure, he talked the way I write (stuffy and intellectual), but his behavior never really suggests that much intelligence. He takes a gigantic gamble early in the game that turns out to work, but had a very big chance of failing. Immediately after that he takes another, similar gamble, only this time amidst a chorus of "Don't! You're being stupid!" It fails, and Dmitrii dies. He's also kind of bland and confusing. If he's interested in exploring the full extent of his power, why try to become Dracula II? Why not just buddy-buddy with Soma and study things for a while, then reevaluate if becoming the Dark Lord would further your studies?
The problem with these two candidates is that they are supposed to be intimidating threats, but really are just goofy henchmen. Graham Jones had a lot of intimidation factor, but Dario and Dmitrii do not. They're pathetic. They a ren't bad as characters, but they don't work as major antagonists. This puts undue responsibility on Celia to be the main villain, but she just sort of fizzles. The biggest problem with Dawn of Sorrow's plot is how weak its villains are. They might as well be the Three stooges for all it matters.
Anyway. This does give the story an opportunity to focus on Soma, but... the game doesn't. not relaly. We learn nothing new about him. he doesn't develop. He just reacts to everything with "Golly gee whiz, bad guys!" "Ow, that burns!" "I'm not a bad guy, Celia!" and "DON'T DIE ON ME, DMITRII! I NEED YOU!"
Well, maybe those are exagerrations.
The plot as a whole feels like an episode. It's not big or climactic. Stuff happens and it's cool and Dario is funny, but... what? If they made more Sorrow games, I'd like it more, as it would just be an episode in the middle of the narrative of Soma's life. But right now, it stands as THE GRAND CONCLUSION of Castlevania, and that just rings a little hollow.
But other than all that stuff I complained about? The story's fun. I like seeing julius as julius, since you get a good window to his personality.; Dmitrii and Dario are morons, but they're kind of interesting. Even though Dmitrii's plot wasn't really that bright, it was interesting seeing it work out. I do not hate this game at all - the story's kind of fun - I just found it pretty disappointing when compared to what it should have been (or even what the previous one was). It's got irksome pop philosophy that fails with five minutes of thought, weak villains, and such a complete and clean break from Castlevania's basic themes that it's kind of confusing.