Why Castlevania Aria of Sorrow is Still the Best Metroidvania Ever Made

Konami was on a roll in 2003. They’d already conquered the PlayStation with Symphony of the Night, but the Game Boy Advance was where the real experimentation happened. Then came Soma Cruz. He wasn't a Belmont. He didn't have a whip. He was just a high school exchange student in Japan who somehow ended up inside a solar eclipse. That sounds ridiculous. Honestly, it kind of is. But Castlevania Aria of Sorrow took that weird premise and turned it into a masterpiece that many fans—myself included—think actually tops Alucard’s legendary adventure.

It’s about the souls. The Tactical Soul system changed everything. Before this, you basically just found sub-weapons or equipped different swords. Now? Every single enemy in the game, from the pathetic Skeleton to the massive Balore, has a chance to drop their soul. You absorb it. You gain their power. It’s addictive in a way that’s hard to describe until you’re three hours deep into farming a specific hallway because you need that Flame Demon soul to complete your build.

The Genius of the Tactical Soul System

Most games give you a linear power curve. You get stronger as you go. Period. Castlevania Aria of Sorrow decided to give the player an absurd amount of agency instead. You have four types of souls: Bullet, Guardian, Enchant, and Ability.

Bullet souls are your standard attacks—think throwing a spear or firing a beam of light. Guardian souls are toggles, like turning into a bat or having a little familiar follow you around. Enchant souls provide passive buffs, like boosting your strength or letting you walk on water. Ability souls are the progression gates, giving you the double jump or the slide.

The variety is staggering. You can play as a glass cannon, stacking strength-boosting souls and using slow, heavy axes. Or you can be a magic-focused caster, regenerating MP and spamming lightning. This isn't just "good for a handheld game." It’s a deep, complex RPG system that rewards curiosity.

I remember the first time I realized I could use the Manticore soul to grow a literal scorpion tail to strike enemies behind me. It felt like cheating. It felt like I’d broken the game’s logic, but the developers, led by the legendary Koji Igarashi, actually intended for that level of experimentation. They wanted you to feel powerful. They wanted you to feel like the potential successor to Dracula.

Breaking Down the 2035 Setting

Usually, Castlevania is all about Gothic castles in the 1700s. It’s very "Bram Stoker." But Aria of Sorrow takes place in 2035. You’d think that would mean guns and lasers everywhere, but the game is smarter than that. It keeps the aesthetic of the cursed castle but grounds it in a modern context. You’re navigating a fortress that has been sealed inside a solar eclipse since 1999—the year the legendary "Demon Castle War" supposedly happened.

Soma Cruz is a great protagonist because he’s a blank slate who slowly realizes he has a terrifying connection to the dark lord. Along for the ride is Mina Hakuba, the childhood friend/shrine maiden, and the mysterious Genya Arikado. If you know the series, you know exactly who Arikado is. If you don't, the reveal is handled with a subtle touch that respects the player's intelligence.

The setting allows for some unique environmental storytelling. You'll find a research lab with glass tubes and bubbling chemicals right next to a traditional chapel. It feels cohesive because the "Castle" itself is a chaotic entity that draws on the chaos of the human soul.

Why the Gameplay Loop Never Gets Old

Navigation is king in Metroidvanias. If the movement feels sluggish, the game fails. Soma moves with a crispness that was rare on the GBA. The map design is tight, too. There’s very little "dead air." Every room usually contains a secret breakable wall, a new enemy to farm, or a shortcut back to a save point.

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Let's talk about the luck stat. In many RPGs, "Luck" is a dump stat that doesn't do much. In Castlevania Aria of Sorrow, it’s the most controversial number on the screen. See, the drop rates for souls are notorious. Some souls have a 10% drop rate. Others feel like they’re 0.01%.

  • You kill a monster.
  • No soul.
  • You leave the room, come back, kill it again.
  • Repeat 50 times.

For some, this is a grind. For others, it’s the ultimate dopamine hit when that little red orb finally floats toward Soma. It encourages you to learn enemy patterns. You can’t just run past everything if you want the best gear. You have to engage. You have to master the combat.

The Music and Visuals of the GBA Era

Michiru Yamane is a genius. I’ll say it flat out. Taking the limited sound chip of the Game Boy Advance and squeezing out the haunting, melodic tracks found here was a feat of engineering. "Castle Corridor" is an absolute banger that sets the tone for the entire adventure. It’s upbeat but slightly melancholy. It makes you want to explore.

Visually, the sprites are huge and detailed. The bosses take up half the screen. When you fight Legion—a massive ball of falling human bodies—it’s genuinely creepy. The hardware shouldn't have been able to handle some of these effects, yet there they are. The art style moved away from the heavy, oil-painting look of Ayami Kojima’s previous work (though she still did the character portraits) and opted for something a bit more "anime," which fit the futuristic setting perfectly.

Misconceptions and Forgotten Secrets

People often think you need to farm every soul to get the "Good" ending. You don't. But you do need three very specific souls to see the final act of the game. If you don't pay attention to the hints scattered in the ancient books found throughout the castle, you’ll hit a "Game Over" screen that feels like a slap in the face.

The souls you need are the Flame Demon, the Giant Bat, and the Succubus. Equipping these during the fight with Graham Jones unlocks the path to the Chaotic Realm. It’s one of those "hidden in plain sight" mechanics that defined early 2000s gaming.

Another thing people miss? The soul of the Peeping Eye. It shows you breakable walls. If you’re trying to hit 100% map completion, this soul is your best friend. Most players ditch it because it doesn't do damage, but it's arguably the most useful utility in the entire game.

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The Legacy of Soma Cruz

Aria of Sorrow was so successful it spawned a direct sequel, Dawn of Sorrow, on the Nintendo DS. While the sequel added more souls and better graphics, many purists still prefer the original. There’s a balance in Aria that feels perfect. It doesn't overstay its welcome. A first playthrough might take you six to eight hours, but those are six to eight hours of pure, unadulterated quality.

It also introduced "Julius Mode." Playing as a Belmont with a traditional whip and sub-weapons after finishing the game as Soma is like playing a completely different title. It’s a love letter to the NES era.

How to Play It Today

If you’re looking to dive into Castlevania Aria of Sorrow now, you have a few options. Finding an original cartridge can be expensive. They’re "collector's items" now, which is just code for "overpriced on eBay."

The best way to experience it is the Castlevania Advance Collection. It’s available on almost every modern platform—PC, Switch, PlayStation, and Xbox. It includes a rewind feature, which is a godsend for some of the more frustrating platforming sections, and an encyclopedia that tracks soul drop rates. It’s the definitive way to play.

Actionable Steps for New Players

If this is your first time stepping into the eclipse, keep these tips in mind. They’ll save you a lot of frustration.

Focus on the Headhunter Soul
Early in the game, you’ll fight a boss called Headhunter. Her soul is an Enchant type. It increases your stats based on how many souls you’ve collected. It’s one of the best passive buffs in the game. Keep it equipped for the majority of your run.

Don't Ignore the Shop
Hammer is the guy who sets up shop near the entrance. He sells the Soul Eater Ring. It’s incredibly expensive—300,000 gold—but it doubles the drop rate of souls. If you’re a completionist, this is the first thing you should save up for. Use the "Taeling" soul to find more money or sell unwanted weapons to get there faster.

Master the Backdash
Soma has a dedicated backdash button. It’s not just for looks. Many boss attacks can be completely avoided by timing a backdash rather than trying to jump over them. It has a tiny window of invincibility that is crucial for late-game survival.

Experiment with "Soul Combos"
Some souls work better together. For instance, using a soul that freezes enemies followed by a high-damage physical attack usually results in a shattered enemy and an instant kill. Pay attention to elemental weaknesses; the game doesn't always spell them out, but they are there.

Aria of Sorrow isn't just a game; it's a high-water mark for the genre. It took a franchise that was arguably becoming stale and injected it with a fresh, addictive mechanic that still feels modern twenty years later. Whether you’re a veteran of the series or someone who just finished Hollow Knight and wants to see where the inspiration came from, Soma Cruz’s journey is essential gaming.

Grab the Advance Collection. Turn the volume up. Don't stop until you've claimed the soul of the Red Minotaur. You won't regret it.