Castlevania: Dawn of Sorrow is an action role-playing game released in 2005. It was developed and published by Konami. The game is part of the Castlevania video game series and was the first Castlevania game made for the Nintendo DS. It follows Castlevania: Aria of Sorrow and includes many ideas from that game.
Dawn of Sorrow continues the story from Aria of Sorrow. In this story, Dracula has been defeated, but his powers are now held by his reincarnation, Soma Cruz. With the help of his friends, Soma tries to avoid becoming the new dark lord. A group of people forms a cult to kill Soma and bring a new dark lord into the world. Soma and his allies work to stop this from happening.
Dawn of Sorrow uses features from earlier Castlevania games. These include a mix of platform game and role-playing game elements, the "Tactical Soul" system from Aria of Sorrow, and a dark, gothic atmosphere. The game introduces new features, such as the "Magic Seal" system, which requires using the DS stylus to draw patterns to defeat strong enemies. It also includes anime-style character designs and a multiplayer mode where two players race to complete a level.
The game was commercially successful. It sold more than 15,000 copies in its first week in Japan and 164,000 copies in the United States over three months after its release. Many video game publications gave the game high scores, and it was considered one of the best games for the Nintendo DS in 2005. It was re-released in Japan in June 2006 and later in North America in 2007 as part of the "Konami the Best" collection.
In 2024, the game was re-released as part of the Castlevania Dominus Collection. It was available for the Nintendo Switch, PlayStation 5, Windows, and Xbox Series X/S. The collection also included Castlevania: Portrait of Ruin, Castlevania: Order of Ecclesia, and Haunted Castle Revisited.
Gameplay
The player controls the onscreen character from a third-person view to interact with people, objects, and enemies. Like previous games in the series and most role-playing video games, characters gain levels after earning a set number of experience points by defeating enemies. Each level increases the character's statistics, which improve their performance in battle. Statistics include hit points, which show how much damage a character can take; magic points, which determine how many times a character can use magical attacks; strength, which affects the power of physical attacks; and intelligence, which affects the power of magical spells. When facing an enemy, the player can use various weapons, such as swords, axes, and spears, as well as handguns and rocket-propelled grenades. These weapons differ in damage, range, and attack speed.
Dawn of Sorrow, like most Castlevania games, takes place in a castle divided into different areas. Each area has unique monsters, terrain, and theme music that plays while the player is there. The character moves based on the player's choices, but the items the player has determine which areas they can access, similar to platform games. Progression is not linear, meaning players can explore freely, backtrack, or move forward as they choose.
The main way to gain new abilities is through the Tactical Soul system, first introduced in Aria of Sorrow. Players can absorb souls from enemies, except humans and the final boss. The chance to absorb a soul depends on the enemy, with some releasing souls more often. Players can collect multiple copies of the same soul, which may increase in power based on how many are collected. Souls are grouped into four categories: Bullet, Guardian, Enchant, and Ability. Players can equip one Bullet, Guardian, or Enchant soul at a time. However, the "Doppelgänger" soul allows players to switch between two different weapon and soul setups. Souls can be traded wirelessly using two Dawn of Sorrow game cards.
Bullet souls are often projectiles that use a set amount of magic points. Guardian souls provide ongoing effects, such as transforming into mythical creatures, defensive abilities, or summoning familiars that can be controlled directly. Guardian souls drain magic points continuously while active. Some Guardian souls can be used with Bullet souls to perform special attacks called Tactical Soul combos. Enchant souls give stat boosts and resistance to attacks. They are passive and do not require magic points. Ability souls grant new abilities needed to access certain castle areas. They are always active and do not consume magic points. Examples include the ability to break ice blocks with the stylus or perform a double jump.
Souls can be used to permanently upgrade a character's weapon. At Yoko Belnades' shop, players can remove souls from their inventory to strengthen their weapon. Some weapons can only be obtained by upgrading weaker versions using souls. Souls are also used in "Enemy Set" mode, where players create custom scenarios. If a player has collected a monster's soul in the main game, they can place that monster in a room, but boss enemies cannot be added even if their souls are obtained. Two players can compete in these scenarios using two Nintendo DS consoles, with the winner being the one who completes the course fastest.
The Magic Seal system is a new feature that uses the DS touchscreen. After reducing a boss's hit points to zero, a circle appears, and the game draws a pattern connecting smaller circles around it. The player must copy the pattern on the touchscreen within a time limit. If successful, the boss is defeated. If not, the boss regains health, and the battle continues. Stronger bosses require more complex Magic Seals with intricate patterns, which players find throughout the game.
After completing the game with either the bad or best ending, Julius Mode is unlocked, similar to Aria of Sorrow. In Julius Mode, the story assumes Soma succumbed to his dark power and became the new dark lord. Players can start a new game in Julius Mode from the main menu.Playable characters include Julius Belmont, Yoko Belnades, and Alucard. Each has a unique weapon and abilities. While abilities remain the same throughout the game, characters can level up by earning experience points, improving their stats. The castle layout and enemies are the same, except the final battle is against Soma.
Plot
Dawn of Sorrow is a video game set in the fictional world of the Castlevania series. The main story follows the Belmont clan, a group of vampire hunters who fight against Dracula, a powerful vampire. Before the events of Castlevania: Aria of Sorrow, Dracula was defeated, and his castle was hidden during a solar eclipse. After Dracula's death, a prophecy about who would inherit his powers shaped the events of Aria of Sorrow. The main character, Soma Cruz, learns he is Dracula's reincarnation. With the help of his friends, Soma avoids becoming the new dark lord. Dawn of Sorrow takes place one year after Aria of Sorrow, when Soma believes he has lost his powers. Most of the game takes place inside a copy of Dracula's castle, divided into different areas the player must explore. The story of Aria of Sorrow and Dawn of Sorrow, which happens after Dracula's defeat, shows the creator, Koji Igarashi, wanted to tell a different kind of story.
The main character in Dawn of Sorrow is Soma Cruz, who is Dracula's reincarnation. He is helped by Mina Hakuba, the daughter of a priest at the Hakuba shrine; Genya Arikado, a government agent who deals with supernatural events; Julius Belmont, a vampire hunter from the Belmont clan; Yoko Belnades, a witch who works for the Roman Catholic Church; and Hammer, a military supplier with a large network of information.
The main enemies in the game are members of a cult who want to bring Dracula back to life. Celia Fortner, a shadow priestess, leads the cult and wants to revive Dracula to keep her magical powers. Dmitrii Blinov and Dario Bossi are Celia's top helpers. They are called "dark lord's candidates" because they were born on the day Dracula died and can become the new dark lord by destroying Soma's soul.
One year after Aria of Sorrow, Soma lives peacefully and thinks he has lost his powers. A woman who calls herself Celia Fortner appears and summons monsters. Arikado arrives to help Soma defeat the monsters, and Soma absorbs their souls. Celia leaves, saying she will destroy Soma. Soma is surprised when his powers return, but Arikado explains that his powers were never lost—they were just dormant. Arikado tells Soma that Celia leads a cult trying to bring Dracula back. He tells Soma not to chase Celia.
Soma uses information from Hammer to find the cult's base, which is a copy of Dracula's castle. Hammer agrees to help Soma by opening a shop in the village near the castle. Inside the castle, Soma meets Yoko and Julius Belmont. Julius leaves, and Soma helps Yoko reach safety. Yoko teaches Soma how to use a Magic Seal, a tool needed to defeat some monsters. As Soma goes deeper into the castle, he meets Celia and her helpers, Dmitrii and Dario. Celia explains that Dmitrii and Dario can become the dark lord by destroying Soma. Soma defeats Dmitrii and gains control over his soul but does not gain new powers. Later, Soma defeats Dario, and Celia saves him from harm.
Soma meets Arikado, who is angry at first but agrees to help. Arikado gives Soma a letter and a talisman from Mina. Soma tells Arikado about the situation, and Arikado leaves to find Dario. Soma later meets Dario and Julius, who is defeated because he cannot use Magic Seals. Dario tells Soma to fight him in the castle's throne room. Before the battle, Soma uses a soul to enter a mirror and reveals Aguni, a flame demon trapped inside Dario. Soma defeats Aguni, leaving Dario powerless. Dario runs away, and Celia tells Soma to go to the castle's center.
At the center, Soma watches Celia kill a look-alike of Mina. He becomes angry and starts to lose control of his dark powers. The talisman Mina gave him slows the transformation, allowing Arikado to arrive. Arikado explains that the "Mina" Celia killed was a fake. This stops the transformation, but a soul leaves Soma and enters the fake Mina, which looks like Dmitrii. Dmitrii says he let himself be absorbed when Soma defeated him so he could copy Soma's ability to control Dracula's minions. He leaves with Celia to absorb souls of demons to gain power. Soma and Arikado chase them and find them in the castle's basement. Dmitrii uses Celia as a sacrifice to trap Arikado's powers and fights Soma. However, the demons Dmitrii absorbed escape, forming a giant creature called Menace. Soma defeats Menace, but the demons fall under his control. Overwhelmed, Soma rejects them and runs away with Arikado. Soma feels guilty, believing he should have become the dark lord. Arikado tells him his fate is not set. Soma then has a kind moment with Mina, making his friends laugh.
If Soma does not have Mina's talisman when he sees the fake Mina killed, he will believe the deception and fully accept his dark powers, ending the game and unlocking a new mode. In this mode, Julius, Yoko, and Arikado (as Alucard) must enter the castle to defeat Soma. The game can also end early if Dario is fought too soon. If this happens, Dario loses control of Aguni, dies, and Celia escapes. Dmitrii secretly takes over Soma through the soul he absorbed.
Development
The game Dawn of Sorrow was announced on January 6, 2005, as the first Castlevania game released for the Nintendo DS. Koji Igarashi, a long-time Castlevania producer, led the development. The decision to create the game for the Nintendo DS instead of the Sony PlayStation Portable was influenced by the success of Aria of Sorrow on the Game Boy Advance and Igarashi’s observations of both consoles at the 2005 E3 Media and Business Summit. He wanted to continue the story of Soma Cruz and the Tactical Soul system in a sequel. The original team from Aria of Sorrow and staff from Konami Tokyo worked on Dawn of Sorrow. Igarashi initially planned to include a character representing a white-collar Japanese worker, but the development team opposed the idea, and it was removed.
The Nintendo DS’s technical features were a major focus during development. The DS touchscreen was a key feature, and Igarashi felt pressure to use it because the game was released around the console’s launch. Some ideas, such as using the touchscreen to pick up and move items, were planned but later abandoned due to scheduling challenges. Igarashi worried that touch controls might slow down gameplay, which could harm the fast-paced action style of Castlevania. The DS microphone was considered but not used in the game.
For enemy designs, the team reused and redesigned sprites from earlier Castlevania games, such as Symphony of the Night, for the Nintendo DS. Unlike recent Castlevania games, Ayami Kojima did not design the characters for Dawn of Sorrow. Instead, the characters were drawn in an anime style, a choice influenced by Igarashi’s goal to attract younger players. Lower-than-expected sales of Aria of Sorrow led Igarashi to consult Konami’s sales team, who noted that the Game Boy Advance’s audience did not match the series’ target age group. Igarashi believed the Nintendo DS would appeal to younger players and used the anime style as a way to test future Castlevania designs. Kojima’s absence allowed her to focus on character designs for Castlevania: Curse of Darkness.
Michiru Yamane and Masahiko Kimura composed the game’s music. Yamane, a longtime Castlevania composer, had previously worked on Symphony of the Night and Aria of Sorrow. Kimura had composed music for Castlevania on the Nintendo 64. Yamane described her music as simple and easy to recognize, similar to her earlier work. Igarashi noted that composing for handheld consoles, including the DS, is similar in process, though he acknowledged the DS had better sound capabilities than the Game Boy Advance.
Release
In Japan, the game sold more than 15,000 copies in its first week, reaching the tenth position in software sales. In the United States, the game sold over 164,000 copies in the first three months after its release. The game was re-released in Japan in June 2006 and later in North America in 2007 as part of the "Konami the Best" line. In 2024, Dawn of Sorrow was re-released as part of the Castlevania Dominus Collection for the Nintendo Switch, PlayStation 5, Windows, and Xbox Series X/S platforms. This collection included Castlevania: Portrait of Ruin, Castlevania: Order of Ecclesia, and Haunted Castle Revisited. Famitsu writer Nishikawa said the compilation was a good value and praised the features added by the development company, M2. Nishikawa noted that Dawn of Sorrow was included for its popular extra modes and described it as a notable title in the series. Ollie Reynolds of Nintendo Life also praised the compilation, calling Dawn of Sorrow and the other two Castlevania DS games the "peak" of the franchise.
Reception
Dawn of Sorrow has received praise from many video game reviewers, with several calling it the best Nintendo DS game of 2005. Japanese publication Famitsu gave it a score of 33 out of 40. Many reviewers noted that even though the game is very similar to Aria of Sorrow, it became its own game. GameSpot said Dawn of Sorrow helped keep 2D games as a strong genre, and it "keeps that flame burning as bright as ever." GameSpot also considered it for the award of best Nintendo DS game of 2005, though the prize went to Mario Kart DS. Editors at IGN gave Dawn of Sorrow the title of best adventure game on the DS for 2005.
Reviewers praised the gameplay, especially the Tactical Soul system. The variety of abilities from the many souls in the game was highly appreciated. IGN said the ability to create two customizable "profiles" with different abilities was "an extremely handy idea." The game's difficulty and length were also discussed. GameSpot noted the game could be completed in five hours and was "fairly easy" compared to other Castlevania games.
GameSpot praised the game's animation and graphics, calling the backgrounds "intricate and gorgeous" and the enemy animations one of the game's "highlights." IGN agreed, calling the animation "stunning and fluid" and noting that the graphics in Dawn of Sorrow were more detailed than those in Aria of Sorrow. Reviewers criticized the use of an anime style for character designs, which was different from the traditional gothic style used by illustrator Ayami Kojima in earlier Castlevania games. GameSpy called the character images "shallow and lifeless" and mentioned Kojima's absence from the game. IGN said the new images were "as generic as a Saturday morning cartoon."
The audio, created by Michiru Yamane and Masahiko Kimura, was highly praised. GameSpot said it was "much better than Aria of Sorrow." IGN noted that the DS's two speakers played the audio "extraordinarily well." A review from 1UP.com compared the game's score to the soundtrack of Symphony of the Night, calling the sound quality "excellent" and the music "exceptional."
Reviewers had mixed opinions about the Nintendo DS features, such as the touchscreen and Magic Seal system. GameSpot said it was hard to use the stylus right after being asked to draw the Magic Seal, so players had to use their fingernails on the screen. Other touchscreen features, like clearing ice blocks, were seen as unimportant, with GameSpy calling them a "gimmick." IGN said the lack of DS features did not harm the game. In 2010, the game was included in the book 1001 Video Games You Must Play Before You Die.