PLATFORM ADVENTURE
Castlevania: Aria of Sorrow (GBA, 2003)
Subgenre: ARPG/Igavania (exp point leveling, luck-based drops, shop)
Movement Mechanics: Limited flight in bat form, Glide jump, Swimming (need an ability to dive though), High jump
Other: Modern day setting
Level design is much more linear overall unless you're doing sequence breaks (more corridors and less detours for optional upgrades, can reach a sub area and quest item near underground reservoir earlier by pushing a boat there down a slope and using it as a temporary platform, can stand on one enemy type to reach certain items - CotM, one optional area called Underground Cemetery with an extra boss - beating it unlocks a small area in Inner Quarters with a hint for how to get the true ending)
Soul system (steal enemy abilities by defeating them then use these as sub weapons/shields/specials – three different types can be equipped (one of each at the same time, but not combined for new effects) - similar to Mega Man and the previous card system)
Improved teleport system (choose where to go in the map view, no teleporter in the floating garden area though)
Improved shop (stays in one place close to a portal, sell or buy anything)
Three endings (which one you get depends on your equipment during the finale rather than choices made throughout the game - need three specific souls equipped which are hinted at)
Quick save/sleep feature lets you quickly backtrack to the beginning of the current area/room (might've been better to let you start at the most recently visited save point instead)
Save points (one slot per game, three in total)
Some sequence breaking opportunities (castle corridor>floating gardens by perfectly timing a double jump, castle corridor>inner quarters by floating and double jumping in the wide room near the middle of the area, flying armor/glide jump skip by backdashing then jumping and turning around at area before chapel, more)
Breakable walls are back (though much fewer than in CotM and you need an ability to spot them meaning it takes up a slot you could've used for something else)
Slowly regenerating MP, Hearts now refill the magic meter (good since they were getting redundant, magic meter now fuel for sub weapons)
Unlockables (hard mode, boss rush, Julius Belmont mode)
Item placement is somewhat better than in HoD (potions are still sort of placed at random)
In-game bestiary
Battle arena is back (sort of - it's a required area containing three optional challenge rooms that aren't particularly hard here)
Can't hold more than 9 of each item at once
No MP or HP upgrades (perhaps more frequent level ups instead?)
New enemies do not appear in already explored areas (see CotM or Metroid Prime)
Dropped items disappear after a few seconds
New game plus (start with the map revealed, all souls and all equipment but not your permanent abilities so the game world doesn't open up much more)
You can no longer stand on petrified enemies (could've been used to reach some areas earlier)
Dash/slide/dive kick moves have to be found here (normal running doesn’t exist; dash move no longer makes you move faster (regular movement is a bit faster than in HoD but still), no forward dash until right before the final area and it's a blue soul ability so not permanent/toggle-able)
Playthrough - Video Review - Mini Review
Influenced by: Probably Metroid and Zelda series, possibly Mega Man Zero series
Influenced: Shaman King 1-2 (GBA)