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Accused Child Predator Used Nintendo's SwapNote Service
On October 31, Nintendo suddenly announced it was ending its SwapNote service for the 3DS. Nintendo said SwapNote had been "actively misused" to transmit "offensive material" among system users, including minors. Now we know how offens...
kotaku.com posted by Kotaku Nov 06 2013 09:30 GMT in Swapnote
1 Like?
ELLLOO!! *waves eagerly*
posted by Batman Nov 13 2013 21:49 GMT
Fallen Shade
msn is better than that Ph1r3
Nintendo 3DS Gets A Big Update Next Month
Next month's big 3DS system update comes with a few cool new features, including YouTube, the Wii U's Miiverse, and a balance combining service that will (finally) let you combine your 3DS funds with your Wii U funds on one unified Nintendo account.Read...
kotaku.com posted by Kotaku Nov 13 2013 16:20 GMT in Nintendo 3DS
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OK
posted by Popple Nov 12 2013 16:23 GMT
1 Like?
Fortran
One witch would watch the other witches watch whilest the other witch watched the other witches watch.
Super Mario 3D World - secret 8-bit Luigis
gonintendo.com posted by GoNintendo Nov 12 2013 23:23 GMT in Nintendo Stuff
1 Like?
Francis
just nice to know they are doing something special for Luigi
Watch The Entire Minecraft Documentary For Free, Right Here
Minecraft: The Story of Mojang—the 2012 documentary about the game, its creator and its impact on video gaming culture—is now free to watch in its entirety thanks to YouTube. You can watch it all here—but you'll need an hour and 45 minutes to do so...
kotaku.com posted by Kotaku Nov 11 2013 21:30 GMT in Minecraft
1 1 Like?
Ignorant

I don't play it today, but I won't deny that when it was in alpha/beta it was magical and did make a huge impact on the gaming community.... for better and worse.

nowadays it's just faggy kids making blocky pieces of shit

Need 5th man for Molten-WoW
Waiting in queues isn't fun for anyone, so join our *crag*ing dungeon group. We have a Warrior tank, Shaman healer, and Warlock and Hunter DPS so pretty much any class is fair game. Be advised we do already have two leather wearers so if you want the ...
posted by Popple Nov 12 2013 20:28 GMT
you're not the father, you're slowly freezing to death so just go home and never come back
posted by MM Nov 12 2013 03:38 GMT in WHO THE HELL DO YOU THINK I AM?!
MM

only another bad dream full of bad people doing bad things in a bad place

wouldn't it be cool to see ourselves in paper form the mirror Paper Mario sure got changed a lot
posted by Super Mario man Nov 10 2013 14:26 GMT
3 Like?
Super Mario man
it meant that you know how Mario got changed in Paper Mario well that's what I'm talking about what would we look like in Paper Mario form
MARTH CONFIRMED FOR SSB4
NOW 23% MORE MASCULINE
posted by Doopliss Nov 07 2013 12:47 GMT in Super Smash Bros. Wii U/3DS
MM
handheld only characters lol
There are reports of ghost sightings in the dark
posted by Francis Nov 01 2013 02:02 GMT in betalands
Fortran
Castlevania: Dawn of Sorrow
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Castlevania: Dawn of Sorrow
Castlevania - Dawn of Sorrow Coverart.png
European box art
Developer(s) Konami
Publisher(s) Konami
Director(s) Satoshi Kushibuchi
Producer(s) Koji Igarashi
Writer(s) Koji Igarashi
Composer(s) Masahiko Kimura
Michiru Yamane
Series Castlevania
Platform(s) Nintendo DS, mobile phones
Release date(s)
JP August 25, 2005[1]
EU September 30, 2005[1]
NA October 4, 2005[1]
Genre(s) Action-adventure
Mode(s) Single-player, multiplayer
Castlevania: Dawn of Sorrow, known in Japan as Akumajō Dracula: Sōgetsu no Jūjika (悪魔城ドラキュラ 蒼月の十字架?, lit. Devil's Castle Dracula: Cross of the Blue Moon),[2] is an action-adventure game developed and published by Konami. It is part of Konami's Castlevania video game series and the first Castlevania game to be released on the Nintendo DS. The game is the sequel to Castlevania: Aria of Sorrow and incorporates many elements from its predecessor. Dawn of Sorrow was commercially successful, selling more than 15,000 units in its first week in Japan and 164,000 units in the United States three months after its initial release.[3][4]
Dawn of Sorrow continues the story of Aria of Sorrow, in which Dracula has been completely defeated, and his powers assumed by his reincarnation, Soma Cruz. With the help of his allies, Soma avoids becoming the new dark lord. A cult forms to bring forth a new dark lord by killing Soma. Soma and his allies move to ensure that a new dark lord is not created.
Dawn of Sorrow incorporates many features from previous Castlevania games: the combination of elements from platform games and role-playing video games, the "Tactical Soul" system featured in Aria of Sorrow, and a dark, gothic atmosphere.[5][6] Dawn of Sorrow also introduces new gameplay elements, such as the "Magic Seal" system, which requires the use of the DS stylus to draw a pattern in order to defeat powerful enemies,[5] a distinctive anime character design,[7] and a multiplayer mode, where two players compete for fastest times on a prerendered level.[6] The game received high scores from many video game publications, and was considered one of the best games on the Nintendo DS for 2005. The game was re-released in Japan on June 29, 2006 and later in North America during 2007 as part of the "Konami the Best" line.[1]
Contents
1 Gameplay
1.1 Tactical Soul
1.2 Magic Seal
1.3 Julius Mode
2 Plot
2.1 Setting
2.2 Characters
2.3 Story
3 Development
3.1 Audio
4 Reception
5 References
6 External links
Gameplay
An image of gameplay, with the primary character, Soma Cruz, using the Flame Demon soul. The upper screen shows the character's statistics and information on the enemy.
During the game, the player controls the onscreen character from a third-person perspective to interact with people, objects, and enemies. Like previous games in the series and most role-playing games, characters level up each time they earn a set number of experience points from defeating enemies; each level gained increases the character's statistics, thus improving their performance in battle. Statistic examples include hit points, the amount of damage a character can receive; magic points, which determine the amount of times a character can use magical attacks; strength, the power of a character's physical attacks; and intelligence, the power of a character's magical spells.[8] Upon encountering an enemy, the player can use a variety of weapons to attack and defeat the enemy. Despite the game being set in 2036, the weapon choices are largely medieval, including swords, axes, and spears, although handguns and a rocket-propelled grenade are available.[5] These weapons differ in their damage output, the range of the weapon, and the speed of the attack.[9]
Dawn of Sorrow, similar to most games in the Castlevania series, is set in a castle, which is further subdivided into various areas.[5] Areas of the castle differ in their composition, including monsters and terrain features. In addition, each area has its own unique piece of theme music that plays while the player remains in that area.[5] The character moves around the environment based on the player's choices; however, the areas the character can move into are restricted based upon the items the player has, similar to most platform games.[5] Progression, however, is not linear, as players are free to explore the parts of the castle they have access to, and can backtrack or move forward as they see fit.[5]
Tactical Soul
The primary method for the player to gain additional abilities in the game is the absorption of souls via the Tactical Soul system, which was originally featured in Aria of Sorrow.[6] Except for human enemies and the game's final opponent, all enemies' souls can be absorbed by the player. The chances for absorbing a soul varies on the enemy, as certain enemies will release souls more regularly than others.[10] The player can absorb multiple copies of the same soul; many of these souls will increase in effectiveness depending on the number of the same soul a player possesses.[9] Souls provide a variety of effects, and are separated into four categories: Bullet, Guardian, Enchant, and Ability souls. The player can only have one type of Bullet, Guardian, and Enchant soul equipped at any given time. However, when the player acquires the "Dopplegänger" soul, the player can have two different weapon and soul setups, and switch between them at will.[6] Players can trade souls wirelessly using two Dawn of Sorrow game cards.[6]
Bullet souls are often projectiles, and consume a set amount of magic points upon use.[11] Guardian souls provide continuous effects, including transforming into mythical creatures, defensive abilities, and the summoning of familiars.[11] The movement and attacking of familiars can be directly controlled with the stylus.[5] Guardian souls continually drain magic points so long as they are activated.[11] Several Guardian souls can be used in conjunction with Bullet souls to execute special attacks called Tactical Soul combos.[12] Enchant souls offer statistical bonuses and resistance against several forms of attack. They are passive, and require no magic points to remain active.[13] Ability souls give the player new abilities and are required to move into certain areas of the castle. They are always active, and therefore not equipped, nor do they consume magic points.[13] Some examples include the ability to break ice blocks with the stylus, and the ability to double-jump.[13]
Souls can alternatively be spent to permanently transform a character's weapon.[14] At Yoko Belnades' shop, the player can remove certain souls from their inventory in order to change their weapon into a stronger form.[5] Certain weapons can only be acquired through using souls to strengthen a lesser form of the weapon.[5] Souls are also used in the "Enemy Set" mode, where a player builds a custom scenario.[15] The player can place monsters inside rooms if the player has acquired the monster's soul in the main game, but boss enemies cannot be added to any scenario, even if the player has the boss' soul.[15] Two players, using two Nintendo DS consoles, can compete in these scenarios, with the winner being the one with the fastest time in completing the course.[14]
Magic Seal
A Magic Seal presented after reducing a boss's health to zero. In this case, the player would use the DS stylus to draw a "V" connecting the dots in order to defeat the boss.
The Magic Seal system is a new feature introduced in Dawn of Sorrow, and makes use of the DS touchscreen.[14] Once the player reduces the hit points of a "boss" enemy to zero, a circle will appear, and the game will automatically draw a pattern connecting any number of smaller circles on the circumference of the larger circle.[16] After this, the player is prompted to draw the same pattern on the touchscreen in a set amount of time.[5] If the player fails to draw the pattern accurately within the time limit, the boss will regain health and the battle will resume.[17] If successful, the boss will be defeated.[17] More powerful boss enemies require higher level Magic Seals, which have more intricate and complex patterns as the level increases and are found over the course of the game.
Julius Mode
After the player completes the game with either the worst ending or the best ending, Julius Mode is unlocked, similar to the Julius Mode in Aria of Sorrow.[6] Julius Mode, in storyline terms, follows the assumption that Soma succumbed to his dark power, and became the new dark lord.[18] A new game can then be started from the main menu in Julius Mode.[19] In Julius Mode, the playable characters include Julius Belmont, Yoko Belnades, and Alucard.[20] Each character has a weapon and an assortment of abilities unique to them, and although these abilities remain static throughout the entire game, the characters' statistics can improve by acquiring enough experience points to level up.[20] The castle layout and enemies are the same, with the exception of the final battle, which is against Soma.[21]
Plot
Setting
Dawn of Sorrow is set in the fictional universe of the Castlevania series. The primary premise of the series is the struggle of the vampire hunters of the Belmont clan against the vampire Dracula and his legacy. Before the events of Castlevania: Aria of Sorrow, Dracula was permanently defeated and his castle sealed within a solar eclipse.[22] A prophecy relating to who would inherit Dracula's powers drove the events of Aria of Sorrow, with the protagonist, Soma Cruz, realizing that he was Dracula's reincarnation.[23][24] Soma manages to escape his fate of becoming the new dark lord with the help of his allies.[24] Dawn of Sorrow takes place one year after the events of Aria of Sorrow, where Soma believes that his inherited powers have been lost.[25] The majority of the game is played inside a copy of Dracula's castle, which is further subdivided into several areas that the player must venture through over the course of the game.[5] The future setting of both Aria of Sorrow and Dawn of Sorrow, as well as starting a storyline after Dracula's defeat, was a result of Koji Igarashi wanting to take a "different route" with Aria of Sorrow.[9][22]
Characters
Main article: List of Castlevania: Aria of Sorrow and Dawn of Sorrow characters
The primary playable character in Dawn of Sorrow is Soma Cruz, the reincarnation of Dracula, the longtime antagonist of the Castlevania series.[26] He is supported in his quest by Mina Hakuba, the daughter of the priest of the Hakuba shrine; Genya Arikado, a mysterious government agent dealing primarily with the supernatural; Julius Belmont, the latest member of the Belmont clan of vampire hunters featured in the series; Yoko Belnades, a witch in the service of the Roman Catholic Church; and Hammer, a vendor of military material who retains a large information network.[26]
A cult, dedicated to the resurrection of the dark lord, serves as the game's antagonists. Celia Fortner is a shadow priestess at the head of the cult, and seeks to revive the dark lord in order to prevent the loss of her magical powers.[26] Dmitrii Blinov and Dario Bossi are Celia's primary lieutenants, the former a ruthless manipulator and the latter a vicious firebrand.[26] They are the "dark lord's candidates," born on the day Dracula was slain, and thus can assume the mantle of dark lord by destroying Dracula's soul, which is present in Soma Cruz.[27]
Story
One year after the events in Aria of Sorrow, Soma is living peacefully, and believes that his powers have been lost.[25] A woman who identifies herself as Celia Fortner, appears and summons several monsters. Arikado arrives to help Soma defeat the monsters, after which Soma absorbs their souls. Celia retreats, proclaiming that she will destroy Soma. Soma expresses disbelief at the return of his powers, but Arikado reveals that his powers were never lost, only submerged.[28] He informs Soma that Celia is the head of a cult that seeks the resurrection of the dark lord.[29] He leaves, instructing Soma not to pursue Celia.
Soma, however, uses information acquired from Hammer to locate the cult's base, a facsimile of Dracula's castle.[30] Hammer arrives, and as he has left the military, agrees to help Soma by opening up a shop in the castle.[31] After entering the castle, Soma encounters Yoko and Julius Belmont. As Julius leaves, Soma escorts Yoko to a safe location. During this time, she instructs him in the use of a Magic Seal, which is necessary to defeat certain monsters in the castle.[32] As Soma travels farther into the castle, he meets Celia, who is flanked by two men, Dmitrii Blinov and Dario Bossi. Celia explains their nature as the "dark lord's candidates," who can become the dark lord by destroying Soma.[27] He later encounters Dmitrii and is able to defeat him. Soma gains dominance over his soul, although he acquires no abilities.[33] As Soma travels further, he comes upon Dario. Soma bests him, and Celia teleports Dario away from harm.
Soma meets Arikado, who is initially angered by Soma's presence, but accepts the situation. He gives Soma a letter and a talisman from Mina. Soma briefs Arikado on the current situation, and Arikado leaves to locate Dario. Soma comes upon Dario and Julius, with the latter defeated due to his inability to use the Magic Seals.[34] Dario retreats, instructing Soma to fight him in the castle's throne room. Soma does so, lambasting Dario for only desiring power, and promising to defeat him.[35] Before the battle begins, Soma uses one of his souls to transport himself into the mirror in the room, revealing Aguni, the flame demon sealed within Dario's soul. Soma defeats Aguni, leaving Dario powerless. As Dario flees, Celia arrives, and instructs Soma to come to the castle's center.
Upon arriving, Soma is forced to watch Celia kill Mina. Furious, he begins to succumb to his dark power.[36] The talisman that Mina gave Soma is able to slow the transformation, enabling Arikado to arrive in time to inform Soma that the "Mina" that Celia killed was a doppelgänger.[37] This aborts the transformation, but a soul exits Soma and enters the doppelgänger, which takes on the appearance of Dmitrii. Dmitrii states that when Soma defeated him he allowed himself to be absorbed, wishing to use his powers to copy Soma's ability of dominance over the souls of Dracula's minions. He then leaves with Celia to absorb the souls of many powerful demons and monsters in an attempt to increase his power.[38] Soma and Arikado chase after the two, and find them in the castle's basement. Dmitrii, using Celia as a sacrifice, seals Arikado's powers, and engages Soma. However, his soul is unable to bear the strain of controlling the demons he has absorbed, and they erupt out of him, combining into one gargantuan creature called Menace. Soma manages to defeat it, but the souls that composed the demon begin to fall under Soma's dominance. He becomes overwhelmed and rejects them, fleeing from the castle with Arikado. Soma is conflicted over the present situation, as he believes that it was his responsibility to become the dark lord and that the events of the game were a result of him not accepting this responsibility, but Arikado convinces him that his fate is not fixed.[39] Soma then shares a tender moment with Mina, much to the amusement of his onlooking friends.
Development
Longtime Castlevania producer Koji Igarashi led the production team.
The production of Dawn of Sorrow was announced on January 6, 2005 as the first Castlevania game to be released on the Nintendo DS.[40] Longtime Castlevania producer Koji Igarashi was in charge of the production.[40] The choice to use the Nintendo DS in favor of the Sony PlayStation Portable was due to Aria of Sorrow's success on Nintendo's Game Boy Advance, and Igarashi's observations during the 2005 E3 Media and Business Summit of both consoles.[41] Igarashi felt that the storyline with Soma Cruz and the Tactical Soul system were a waste to only use in one game, contributing to his desire to make a sequel.[42] The original design team from Aria of Sorrow, as well as numerous new additions from Konami Tokyo, was involved in the production of Dawn of Sorrow.[7] Igarashi intended to include a white collar Japanese worker in the game.[42] This worker would be a manager in a Japanese firm and have a family as well.[42] However, the development team's opposition to this idea forced him to drop this prospect.[42]
The use of the technical features of the Nintendo DS was one of the production team's principal concerns during development.[42] The DS touch screen was a primary point of interest, and several functions, such as picking up items on the screen and moving them, were originally intended to be incorporated.[42] However, scheduling problems forced the development team to abandon many of these ideas.[42] Igarashi's primary concern with using the touch screen was that it would detract from "the Castlevania pure action gameplay," in which the player would have to slow down play in order to use the stylus.[43] The DS microphone was looked at during development, but Igarashi noted that although he found humorous uses for it, it was never seriously considered for inclusion into the game.[42]
For the graphical representations of the numerous enemies in the game, Igarashi had sprites from previous Castlevania games such as Castlevania: Symphony of the Night reused, and the development team redesigned them for use on the Nintendo DS.[7] Unlike most recent Castlevania games, Ayami Kojima did not participate in the character designs for Dawn of Sorrow.[7][44] Instead, the characters were drawn in a distinctive anime style. This was done due to influence from producer Koji Igarashi, who wanted to market the game to a younger audience.[7] Aria of Sorrow's sales figures did not meet expectations, and as a result, Igarashi consulted Konami's sales department. The staff concluded that the demographics of the Game Boy Advance did not line up with the series' target age group.[44] Igarashi believed that the Nintendo DS inherently attracted a younger audience, and he was working to court them with the anime style.[44][45] Furthermore, Igarashi considered the anime style a litmus test for whether future Castlevania games would incorporate it.[46] Kojima's hiatus was also to allow her to concentrate upon her character designs for Castlevania: Curse of Darkness.[7][44]
Audio
The game's music was composed by Michiru Yamane and Masahiko Kimura.[47] Yamane, a longtime composer of music for the Castlevania series, had previously worked on the music of Castlevania games such as Symphony of the Night and Aria of Sorrow,[48] while Kimura had developed the music for Castlevania on the Nintendo 64.[49] In an interview, Yamane noted that she made the music "simple" and "easy to recognize," similar to her work on previous Castlevania games, and she specifically drew a parallel between her work on Castlevania games for the Game Boy Advance and her music in Dawn of Sorrow.[50] Igarashi, present in the interview, asserted that making music for handheld game consoles, regardless of the type, is largely the same, although he accepted that the DS's sound capabilities were much better than those of the Game Boy Advance's.[50]
Reception
[hide]Reception
Aggregate scores
Aggregator Score
GameRankings 90%[57]
Metacritic 89 of 100[56]
Review scores
Publication Score
1UP.com A[9]
Allgame 4.5/5 stars[51]
Eurogamer 9 of 10[52]
Famitsu 33 of 40[53][54]
GameSpot 8.9 of 10[5]
GameSpy 4.5 of 5[14]
IGN 9.3 of 10[6]
X-Play 5 of 5[55]
Dawn of Sorrow has received critical acclaim from many video game publications, with several hailing it as the best Nintendo DS game of 2005.[53] In Japan, the game sold over 15,000 units in its first week, acquiring the number ten slot in software sales.[3] The game sold over 164,000 copies three months after its release in the United States.[4] The game was later re-released in both Japan and North America as part of Konami's "Konami the Best" line.[1]
Many reviewers noted that despite being highly similar to Aria of Sorrow, it managed to define itself as a standalone title. GameSpot commented that Dawn of Sorrow succeeded in continuing 2D games as a definite genre, and that it "keeps that flame burning as bright as ever".[5] In addition, GameSpot considered it for the accolade of best Nintendo DS game of 2005, with the prize ultimately going to Mario Kart DS.[58] Editors at IGN awarded Dawn of Sorrow the prize of best adventure game on the DS for 2005.[59]
The gameplay, the Tactical Soul system in particular, received praise from reviewers. The sheer depth of abilities from the numerous souls found in the game was lauded, and IGN believed that the ability to have two customizable "profiles" of different abilities was "an extremely handy idea".[5][6] The relative difficulty of the game and its length was also brought into question, with GameSpot noting that the game could be finished in five hours and "is fairly easy as far as Castlevania games go".[5]
GameSpot extolled the game's animation and graphics, describing the backgrounds as "intricate and gorgeous" and the individual animation, especially of enemies, as one of the game's "highlights".[5] IGN echoed this assessment, calling the animation "stunning and fluid," and noted the differences in graphics between Aria of Sorrow and Dawn of Sorrow, stating that the latter was on a "broader and more impressive scale".[6] The utilization of an anime style of drawing the characters, as versus the traditional gothic presentation of illustrator Ayami Kojima in previous Castlevania games, was lambasted by reviewers. GameSpy deplored the "shallow, lifeless anime images" used for the characters and Kojima's absence from the production.[14] IGN believed the new images were "down to the level of 'generic Saturday morning Anime' quality".[6] The audio by Michiru Yamane and Masahiko Kimura was highly regarded, with GameSpot stating that it was "heads and shoulders above [Aria of Sorrow]".[5] IGN noted that the DS dual speaker system presented the audio "extraordinarily well".[6] In the review from 1UP.com, the game's score was compared to the soundtrack of Symphony of the Night, and the sound quality and compositions considered "excellent" and "exceptional" respectively.[9]
The functionality associated with the Nintendo DS, namely the use of the touch screen and the Magic Seal system, was subject to criticism from reviewers. GameSpot noted that it was difficult to use the stylus immediately after the game prompted the player to draw the Magic Seal, thus forcing the player to use their fingernail on the touch screen.[5] Other functions using the touch screen, including clearing ice blocks, were viewed as trivial, with GameSpy labeling it as a "gimmick".[14] However, IGN dismissed the lack of DS functionality as a major issue, claiming that it "doesn't hurt the product in the slightest".[6]
In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[60]
References
^ Jump up to: a b c d e "Castlevania: Dawn of Sorrow - Release Summary". GameSpot. Retrieved 2007-10-18.[dead link]
Jump up ^ Konami. Castlevania: The Dracula X Chronicles. (Konami). (2007-10-23) Japanese: 悪魔城の城主、邪心の神、ドラキュラ伯爵の復活であった。 Konami translation by Ken Ogasawara: Dracula, lord of darkness, master of the devil's castle, walks among us.
^ Jump up to: a b Freund, Josh (2005-08-31). "GAF - News - Japan: Weekly software sales for 8/22 - 8/28". gamesarefun.com. Retrieved 2007-11-03.
^ Jump up to: a b Boulette, Bryan. "RPGamer - Editorials - Crunching Numbers: DS vs. GBA". RPGamer. Retrieved 2007-10-27.
^ Jump up to: a b c d e f g h i j k l m n o p q r s Mueller, Greg (2005-10-05). "Castlevania: Dawn of Sorrow Review". GameSpot. Retrieved 2007-06-05.
^ Jump up to: a b c d e f g h i j k l Harris, Craig (2005-10-04). "Castlevania: Dawn of Sorrow Review". IGN. Retrieved 2007-06-05.
^ Jump up to: a b c d e f Barres, Nick Des. "TGS2005 - Koji Igarashi". playonline.com. Retrieved 2007-06-04.
Jump up ^ Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 10.
^ Jump up to: a b c d e Parish, Jeremy (2005-10-03). "Castlevania: Dawn of Sorrow DS Review". 1UP.com. Retrieved 2007-01-24.
Jump up ^ Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 14.
^ Jump up to: a b c Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 12.
Jump up ^ Ashby, Alicia; Wilde, Thomas (2005). "Hidden Stuff". Castlevania: Dawn of Sorrow Official Strategy Guide. DoubleJump Publishing. pp. 246–247. ISBN 0-9741700-7-0.
^ Jump up to: a b c Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 13.
^ Jump up to: a b c d e f Leeper, Justin (2005-10-04). "Castlevania: Dawn of Sorrow Review". GameSpy. Retrieved 2007-01-24.
^ Jump up to: a b Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 20.
Jump up ^ Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 6.
^ Jump up to: a b Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 7.
Jump up ^ Julius Belmont: "So...Soma has become the dark lord. I have no other choice...The battles of the past are to be waged once again..." / Genya Arikado: "I had assumed that he would have equipped the talisman from Mina... It would have protected him. But alas, I will have to unleash my power..." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Konami, ed. (2005). Castlevania: Dawn of Sorrow North American instruction manual. Konami. p. 4.
^ Jump up to: a b Pavlacka, Adam (2005-10-04). "Castlevania: Dawn of Sorrow Review | Nintendo DS Game Reviews". Yahoo! Games. Retrieved 2007-10-26.[dead link]
Jump up ^ Julius Belmont: "Soma... It's time I fulfilled my promise to you." / Yoko Belnades: "I'm sorry, Soma. I will free you from your torment." / Alucard: "Soma...I never wanted it to end this way...But I can't allow you to wreak havoc anymore..." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
^ Jump up to: a b Nutt, Christian (2003-01-18). "GameSpy: Castlevania: Aria of Sorrow Preview". GameSpy. Retrieved 2007-11-03.
Jump up ^ Soma: "So...you are trying to tell me now that Dracula has been resurrected?" / Graham: "No. Dracula perished in 1999. You do know of the prophecy of 1999, don't you?" / Soma: "Nostradamus' great prophecy?" / Graham: "That's right. Dracula resurrected exactly as he predicted. But vampire hunters destroyed him completely. They ended his regeneration cycle by sealing his castle...the symbol of his demonic power, inside the darkness of an eclipse." / Soma: "And that eclipse is where we are now?" / Graham: "Yes, but there's still more to the story." / Soma: "There's more?" / Graham: "In the year 2035, a new master will come to the castle, and he will inherit ALL of Dracula's powers." Konami. Castlevania: Aria of Sorrow. (Konami Tokyo). Game Boy Advance. (2003-05-06)
^ Jump up to: a b Shoemaker, Brad (2005-05-16). "Castlevania for DS (working title) Exclusive E3 2005 Hands-On". GameSpot. Retrieved 2007-11-03.
^ Jump up to: a b Mina Hakuba: "And what was it called? You know, the ability to use the power of monsters?" / Soma Cruz: "You mean the power of dominance? I lost it when we escaped Dracula's Castle, remember?" Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
^ Jump up to: a b c d "Official Castlevania website". Konami. Archived from the original on 2007-09-29. Retrieved 2007-06-09.
^ Jump up to: a b Soma Cruz: "So those two are the dark lord's candidates..." / Celia Fortner: "Correct. They were born at the same time as Dracula's demise. They are inheritors of Dracula's dark powers." / Soma Cruz: "But that's no guarantee that they can become the dark lord." / Celia Fortner: "They can. By shattering Dracula's soul." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "Yeah, I'm fine. But that power...It returned! Arikado, what's going on?" / Genya Arikado: "The power didn't "return." It was always with you. You just never had a need for it since you fled the castle. And that set free all the souls that you had gained dominance over." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Genya Arikado: "They want to resurrect the lord of darkness. Like some sought to do with Dracula." / Soma Cruz: "I guess they don't like the fact that I didn't become the 'lord of darkness'." / Genya Arikado: "Not only that, they intend to create a new lord by eliminating you." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "So, the cult's base is here. Hammer's info wasn't so iffy after all." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Hammer: "Aw, man... Well, since I'm here, I'd better make the best of it. I guess I'm back in business, and you're my customer!" Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Yoko Belnades: "The cult leader appears to create gates that draw the power of darkness. Monsters exposed to that power are said to be invincible." Soma Cruz: "So how am I supposed to destroy them?" / Yoko Belnades: "That's where this Magic Seal comes in." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "Unh! What was that? Did I gain dominance over a human soul? No, I gained no power... But...what was that light?" Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Julius Belmont: "Watch it. He's tough. Especially for me, since I can't use Magic Seals." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "Was there ever any doubt? Power is nothing if you don't know how to use it. I'll never lose to a fool dominated by his own power like you." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "If it means getting Mina's revenge, I'll do it. Make me the dark lord." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Genya Arikado: "That Mina is a fake!" / Celia Fortner: "Arikado! Why must you always get in the way?" / Genya Arikado: "How clever of you to use a Doppelganger. Ah, but you haven't won just yet..." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Genya Arikado: "You copied the power of dominance from Soma?" / Dmitrii Blinov: "Ah, so you understand. I touched the boy's soul and copied his ability." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
Jump up ^ Soma Cruz: "Then that means there will always be a need for a dark lord. All because I ducked out from becoming the next in line!" / Genya Arikado: "Don't misconstrue me! Perhaps there is a need for the dark lord...But there is no reason at all for you to become the dark lord." / Soma Cruz: "But if it weren't for me, none of this would have happened!" / Genya Arikado: "You're neither a god nor a demon. You're only human. You have no chance at ever achieving perfection. Or are you saying you want to be the dark lord?" / Soma Cruz: "No...Of course not." Konami. Castlevania: Dawn of Sorrow. (Konami Tokyo). Nintendo DS. (2005-10-04)
^ Jump up to: a b "Konami's Renowned Castlevania Series to Make its Debut on Nintendo DS System". GameSpot. 2005-01-06. Retrieved 2007-10-18.
Jump up ^ Berghammer, Billy (2005-01-31). "Castlevania: The Koji Igarashi Interview". Game Informer. Archived from the original on February 28, 2007. Retrieved 2007-10-27.
^ Jump up to: a b c d e f g h Berghammer, Billy (2005-07-28). "Castlevania Mania: The Koji Igarashi Interview". Game Informer. Archived from the original on March 1, 2007. Retrieved 2007-10-18.
Jump up ^ Vore, Bryan (2006-06-22). "Castlevania’s Koji Igarashi: Chat of Ruin". Game Informer. Archived from the original on October 13, 2007. Retrieved 2007-10-18.
^ Jump up to: a b c d Ashby, Alicia; Wilde, Thomas (2005). "Fan Interview". Castlevania: Dawn of Sorrow Official Strategy Guide. DoubleJump Publishing. p. 249. ISBN 0-9741700-7-0.
Jump up ^ Sheffield, Brandon (2005-08-15). "Gamasutra - Interview - "Whip Smart: Konami's Koji Igarashi On Mastering Castlevania"". Gamasutra. Retrieved 2007-10-19.
Jump up ^ Payton, Ryan (2005-11-03). "A new art style for Castlevania". 1UP.com. Retrieved 2007-06-04.
Jump up ^ "Castlevania: Dawn of Sorrow Info". GameSpot. Retrieved 2008-04-10.
Jump up ^ Bozon, Mark (2007-01-18). "IGN: Castlevania: The Retrospective". IGN. Retrieved 2007-10-26.
Jump up ^ "Castlevania Info". GameFAQs. Retrieved 2007-10-26.
^ Jump up to: a b Berghammer, Billy (2005-09-16). "TGS 2005: The Koji Igarashi & Michiru Yamane Interview". Game Informer. Archived from the original on November 4, 2005. Retrieved 2007-10-26.
Jump up ^ "allgame ((( Castlevania: Dawn of Sorrow > Overview )))". Allgame. Retrieved 2008-06-16.
Jump up ^ Purchese, Rob (2005-10-13). "Castlevania: Dawn of Sorrow Review // DS /// Eurogamer". Eurogamer. Retrieved 2008-02-17.
^ Jump up to: a b "GameStats: Castlevania: Dawn of Sorrow Articles". GameStats. Retrieved 2007-11-03.
Jump up ^ "Castlevania - Famitsu Scores Archive". Famitsu. Archived from the original on 2009-02-20. Retrieved 2012-04-11.
Jump up ^ "G4 - Reviews - Castlevania Dawn of Sorrow". X-Play. Retrieved 2007-10-20.
Jump up ^ "Castlevania: Dawn of Sorrow (ds: 2005): Reviews". Metacritic. Retrieved 2007-10-20.
Jump up ^ "Castlevania: Dawn of Sorrow Reviews". Game Rankings. Retrieved 2008-02-17.
Jump up ^ "GameSpot's Best of 2005 - Platform Awards". GameSpot. Retrieved 2007-10-20.
Jump up ^ "IGN.com presents The Best of 2005". IGN. Retrieved 2007-10-20.
Jump up ^ Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 600. ISBN 978-1-74173-076-0.
External links
Official website (Japanese)
Official Castlevania website
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wouldn't it be cool to see ourselves in paper form the mirror Paper Mario sure got changed a lot
posted by Super Mario man Nov 10 2013 14:25 GMT
2 Like?
Fortran
Castlevania: Bloodlines
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Castlevania: Bloodlines (NA)
Vampire Killer (JP)
Castlevania: The New Generation (PAL)
Castlevania: Bloodlines
North American box art
Developer(s) Konami
Publisher(s) Konami
Producer(s) Tomikazu Kirita
Composer(s) Michiru Yamane
Series Castlevania
Platform(s) Mega Drive
Release date(s)
NA March 17, 1994
JP March 18, 1994
PAL March 20, 1994
Genre(s) Platforming
Mode(s) Single-player
Distribution 8-megabit cartridge
Castlevania: Bloodlines is the only Castlevania video game released on the Mega Drive/Genesis. It was developed and published by Konami, and was first released in North America, on March 17, 1994. Its Japanese title is Vampire Killer (バンパイアキラー Banpaia Kirā?). This version featured a considerable amount of violence, with the American port containing a surprising amount of blood and gore for a game of its "GA" rating. The European and Australian titles were censored and both titled Castlevania: The New Generation.
Contents
1 Gameplay
2 Plot
2.1 Setting
2.2 Characters
2.3 Story
3 Development
4 Audio
5 Reception
6 References
Gameplay
Eric LeCarde fighting the first miniboss, a Hellhound.
As with most early Castlevania games, players proceed through each level, defeating enemies and collecting gems (hearts in previous games) to power special weapons (in this game, the axe, boomerang, and holy water). Each stage is sectioned, and has a sub-boss battle in the middle, with a main boss battle at the end. Some items will increase the power of the characters' weapons. Some portions of the game split into different paths, depending on which character is chosen. John is able to swing past huge gaps with his whip, whereas Eric must use a different route by performing high jumps by using his spear.
Bloodlines is also noteworthy for its abundance of special effects, such as the Atlantis Shrine's water reflections, the swaying tower of Pisa, and large multi-jointed bosses. The final stage even uses effects to add challenge, such as playing upside-down or playing while the screen divides up into sections. The "Item Crash" feature (from Castlevania: Rondo of Blood) makes its return in Bloodlines.
Plot
Setting
Unlike most Castlevania games, Bloodlines is one of the first games in the series that does not take place exclusively in Dracula's castle or even Romania. In addition to the first level (Dracula's castle in Romania), there are another five levels set in other European countries — Athens, Greece; Pisa, Italy; a weapon factory in Germany; the Palace of Versailles, in France; and the fictional Castle Proserpina in England. Despite the change in setting, however, the game still features the now-archetypal designs of Castlevania games. The player starts in the ruins of Castlevania (the first half of which is taken from the first NES game), which is a recurring theme in later titles.
This game attempts to bridge the Castlevania games with the Dracula novel written by Bram Stoker, which the series had only been loosely connected to previously; John Morris, the main player character, is said to be the son of Quincey Morris, one of the novel's heroic characters.
Additionally, the Countess Bartley is loosely based on the actual historical figure Elizabeth Báthory. The witch who resurrects her in the game's backstory is Dorottya Szentes, who in reality had connections to Báthory. (Just as the name "Bartley" in the English versions of the game is a mistransliteration of Báthory, the name "Drolta Tzuentes" is a corruption of Dorottya's name.)
The game's backstory also references the real-life death of Archduke Franz Ferdinand of Austria, suggesting that the assassination had been ordered by the Countess.
Bloodlines' story weighs heavily on Portrait of Ruin, which stars John Morris' son Jonathan as the main character. John Morris dies sometime between 1917 and 1944 as a result of his reliance on the Vampire Killer whip and the fact that it saps the energy of its non-full-blood Belmont users (John had been injured in the fight with Dracula in 1917 and his reliance on the whip never allowed him to fully recover from his wounds).
Characters
Artwork used for Japanese, European and Australian game cover versions of Castlevania: Bloodlines
John Morris (ジョニー・モリス Jonī Morisu?) Born on December 12, 1895, in Texas, USA, is the current wielder of the Vampire Killer whip. "John Morris has been summoned by fate to slay the Countess Bartley before her diabolic plan can be fulfilled. Like all of his forefathers, he is wise in the ways of vampire slaying and is skilled with the legendary whip."[1]
Eric Lecarde (エリック・リカード Erikku Rikādo?): Born on May 3, 1892 in Segovia, Spain, he uses the Alcarde Spear (アルカード・スピア Arukādo Supia?). "Eric Lecarde, master lanceman, has volunteered to take his friend's place in the hunt. However, he hasn't told John the real reason behind his appetite for vengeance: the Countess turned the love of his life, Gwendolyn, into a vampire." [2]
Story
In 1897, the long war between humanity and Dracula came to an end, as Dracula was laid to eternal rest by Quincey Morris, a descendant of the Belmont family. Peace was restored to Europe, until the outbreak of the First World War, which transformed the continent into a dark world filled with massacre and violence. At the beginning of the war, on June 1914 at Sarajevo, the Crown Prince of Austria was assassinated. It was said that a strange beautiful woman was involved, within the shadows. It was Elizabeth Bartley (エリザベート・バートリー Erizabēto Bātorī?). In order to revive her uncle, Count Dracula, she conducted an unholy ceremony which caused the war, giving her possession of human souls from Europe.
The game itself takes place in 1917. The characters are John Morris, a descendant of the famed Belmont and Morris families who obeyed his fate to fight vampires day and night, and Eric Lecarde, whose girlfriend was transformed into a vampire when Elizabeth was revived. After Drolta Tzuentes (ドロテア・ツェンテス Dorotea Tsentesu?) resurrected Elizabeth Bartley, they traveled across Europe to conduct the resurrection of Count Dracula. John Morris and Eric Lecarde followed them. Even though the resurrection of Dracula was a success, the vampire hunters defeated him, and his allies.
Development
Castlevania: Bloodlines underwent censorship during localization to PAL regions in Europe and Australia. The word blood was kept out of the title at the time. Therefore, the title was altered to Castlevania: The New Generation. When the game starts, the blood from the bottom of the title screen was changed to water. Another thing that was changed for the title screen is that the North American and Japanese versions had blood dripping effects from the title to the blood pool, but in the European version, the title screen just faded in through pixelated text and had no blue water dripping effect. The zombies were changed from pink to green to make them less gruesome. In the European version, Eric's spear does not impale him after he dies. There was a rearrangement of enemy placement as well, making the difficulty either easier or harder depending on where in the game the player is. Also, only some sub-bosses use the life bar meter to show damage, whereas others don't.
Eric's facial features were more feminine (i.e., bishōnen) in the Japanese version. When brought to North America, his facial design was changed in the intro to seem more masculine. Oddly, although also changed for the European and Australian versions intro, his feminine face was kept for the cover of those releases.
The game was originally released as a side story of Castlevania series.[1]
Audio
The music of Bloodlines was composed by Michiru Yamane, who later garnered acclaim for her score for Castlevania: Symphony of the Night and subsequent handheld Castlevania adventures. Though she once admitted to have worked under extreme pressure and deadlines,[2] this soundtrack met the standards of the previous entries and is highly regarded on its own for its gloomy atmosphere.[citation needed] The music for the second level, titled "The Sinking Old Sanctuary," was reused in later Castlevania games, Circle of the Moon, for the Game Boy Advance, and Legacy of Darkness, for the Nintendo 64.
The main themes for each of the first levels of the three NES Castlevania games (Vampire Killer, Bloody Tears, Beginning) are accessible in-game with a code and can be played in the sound test as well. Also, Nothing to Lose (the Castle Keep theme for the NES Castlevania) was played in the final part of the first stage. Theme of Simon (from Super Castlevania IV) plays after defeating Elizabeth and before the battle with Dracula.
Reception
[hide]Reception
Aggregate scores
Aggregator Score
GameRankings 81.88%[3]
GamesRadar named Castlevania: Bloodlines the 8th best Genesis game of all time out of a list of 25.[4]
References
Jump up ^ Page 33, Rondo of Blood Strategy guide book
Jump up ^ "It was my first title for the series ever, and I was under a lot a pressure." – Michiru Yamane, from the Castlevania: 20th Anniversary Deluxe Art Collection
Jump up ^ http://www.gamerankings.com/genesis/563315...
Jump up ^ GamesRadar staff (April 17, 2012). "Best Sega Genesis games of all time". GamesRadar. Retrieved February 2, 2013.
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posted by Super-Claus Nov 08 2013 02:30 GMT in *CRAG* THE PH1R3-LICE
weedlord bonerhitler

:<

BLIBBON 2013, THE WARLORDING
posted by Popple Nov 08 2013 16:03 GMT
Ignorant
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So when you download Wii Sports Club you get a free 24 hours of play. Now is your chance to defeat me in Tennis. IF YOU DARE
posted by Francis Nov 08 2013 05:32 GMT in Wii Sports Club
Super-Claus

but you cant post pictures of a penis to the miiverse with PJ64

Three Out of Four Online Marriages End in Divorce, Says Korean MMO
#mmo MapleStory, the South Korean sidescrolling MMO (above), allows players to get hitched if they so choose. Sadly, many of the unions are not parted by death but divorce—20,344 out of 26,982, to be...
news.cnet.com posted by Kotaku Sep 15 2011 08:30 GMT in MapleStory
1 Like?
Fallen Shade

We have to go further, theres no stopping now

MAREy Christmas
posted by Fortran Nov 06 2013 07:07 GMT in We Wish You A Merry Christmas
Fortran
that's weird it was working before
i was obviously promoted to moderator, no tampering was used. bow before me
sers
posted by Ignorant Nov 04 2013 21:17 GMT in
Ignorant

LARGE FONT

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posted by MM Nov 06 2013 06:23 GMT in We Wish You A Merry Christmas
Anus Magillicutty 2
posted by MM Nov 07 2012 02:13 GMT in 420 SMOKE WEED ERRYDAY
MM
GOD DAMMIT ANUS
ZombiU teh movie
posted by Francis Nov 05 2013 16:17 GMT in ZombiU
Miyamoto Won't Work on the Next Mario
Nintendo's legendary creator has said he'd rather make smaller games in the future. leaving Mario in the hands of his successors.
ign.com posted by IGN Nov 04 2013 11:02 GMT in Gaming News
1 Like?
Fortran
maybe it'll be another failure like that submarine one
have the greatest mega man fan game that will ever exist
Fortran
can't wait to download it and run it because I don't use a shitty OS that gets an exploit fixed 5 years after it's discovered
Mega Man 2.5D fan-made demo out now
Indie developer Peter Sjöstrand has released a beta PC version of Mega Man 2.5D, a fan-made Mega Man series tribute that incorporates elements from the 8-bit games Mega Man 2 and Mega Man 3. The demo version presents a remade version of Shadow Man's st...
petersjostrand.com posted by Joystiq Nov 04 2013 23:30 GMT in PC Gaming News
1 Like?
ask me to do shit thread
everyone asking me to do shit i can't keep track, so post it here and i'll add it to my instant que. this is how things must happen and if you dont post here i will not listen to you
posted by weedlord bonerhitler Nov 04 2013 04:46 GMT
Fallen Shade
1, Turn Jeff Goldblum into a fly
Nintendo Pulls 3DS Feature, Says Kids Were Sharing 'Offensive Material'
Nintendo just turned off one of the online features of the 3DS, seemingly forever, deactivating the online support for its note-sharing SwapNote service on systems worldwide. The company did this, effective 10pm ET today, after saying SwapNote was "a...
kotaku.com posted by Kotaku Nov 01 2013 02:51 GMT in Nintendo 3DS
2 Like?
Super-Claus
*believe in life after love
Dammit auto-tune
it's over, go home
[img]
posted by Fortran Oct 31 2013 20:01 GMT in Halloween
Fortran
I SAID IT'S OVER GO HOME
tumblr_mvl448FTHF1qg5e45o1_500.gif

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