Back in 2005, when the DS era had only just begun, I sat on my couch with a fresh copy of Dawn of Sorrow in one hand, and a DS in the other. Even then, I had my misgivings: the new, cartoonish art style hadn't won me over, and from what I'd heard of the game's 'sequelitic' story, I wasn't expecting any narrative masterpiece. But as I hastily inserted the cartridge inside my handheld, I told myself that if Dawn of Sorrow played anything like the series' last three portable iterations, I was going to be in for a hell of a ride. Nine years later, that feeling hasn't changed. And for me, that stands as proof of just how classic each of these titles has become; how nearly a decade later, a cynical gamer like me can open these games with the same sense of anticipation, and play them with the same feeling of pure excitement.
Of course, that's all coming from me: someone who's always stood behind the Metroidvania genre; someone who never even came close to experiencing Metroidvania fatigue; someone whose childhood love was Circle of the Moon (some of you might know the story) and not Castlevania III. But hear me out: I still have some interesting things to say.
So what of the "generic art style"? Where did that leave us? Did it bring Castlevania to a younger audience? To that last question I don't really have an answer. Nintendo is usually seen as a family-friendly company, and the portable Castlevanias performed well on Nintendo's platforms, so... maybe. Now, did that come at the cost of hurting the franchise's image? I don't really think so. For one, DoS and PoR didn't exactly ooze cartoonishness; the new art style was only really visible in the game's cover imagery, in some dialogue sequences, and in the laughable intro the games provided. For the rest, we were still exposed to the same detailed spritework and 2D art, in keeping with the rest of the franchise and arguably even a step up from previous handheld titles. Also, while the DS iterations featured the new art design, Castlevania's console counterparts were still saturated with Kojima's darkly gothic art style (and note that Curse of Darkness was released a few months
after DoS).
Did the derivative stories hurt the franchise? Hardly. In the words of some classic purists out here, Castlevania has never really been about its story. Give us a whip and a vampire to kill. 'Nuff said. Besides, the franchise has seen worse.
That's not to say that IGA hadn't tied the classic continuity into a Gordian knot by the end of his tenure. Sometimes I wonder whether he had some framework in mind at all.
Did IGA's late Metroidvania live up to Konami's expectations? Evidently, no. But why did it fail to do so? That's much harder to tell.
Reviews? Probably not. Handheld Castlevania was acclaimed from start to finish. There were some fledgling signs of Metroidvania fatigue among reviewers, but apparently the era hadn't lasted long enough for it to take its toll.
Sales? We'll never really know. Apparently the DS games sold pretty well - not on the level of blockbusters like Mario Bros, but they certainly pulled their weight. Maybe Konami's decision was based the performance of IGA's less successful console iterations. Maybe one of us can ask a Konami rep. But until then, there's a reason why the "sales argument" is off-limits in this forum.
take into account every factor the games had; music, art, gameplay, lack of platforming, focus on rpg elements, etc & compare it to the rest of the series.
Smart platforming was what made the DS titles good in the first place. I didn't experience any comparative lack of it. In the PS2 titles, perhaps. Not in the DS Metroidvanias.