PLATFORM ADVENTURE
Castlevania: Dawn of Sorrow (NDS, 2005)
Subgenre: ARPG (see the prequel), Basic crafting (upgrade weapons using souls in a "fusing shop")
Movement Mechanics: Limited flight in bat form, Glide jump, High jump, Underwater swimming, Touch element (magic seals to seal beaten bosses (otherwise they return to life with a little bit of health restored), to remove ice blocks) - Can be removed w/ a hack
Other: The setting isn't limited to Dracula's castle (you still spend most of the game in it though), Optional collectathon element (the coin gates)
Same teleport system (choose where to go in the map view, teleport between visited warp rooms, frequent teleporter rooms)
Level design is more linear than in AoS (can sometimes choose to fight two bosses in either order, opens up a bit more after reaching the water area)
Same improved shop (stays in one place close to a portal, sell or buy anything except for souls and weapons not crafted yet, can't buy back rare items you've found and sold though)
Good map system (view the map or status screen (press select) on the top screen, can't place markers or notes on the map - would've actually been a good use of the touch screen, some walls within rooms aren't shown on the map)
Frequent save points which also restore HP and MP, Quick save/sleep feature lets you quickly backtrack but only to the beginning of the current room so it's not that helpful
More distinction between weapon types (big weapons are much slower and hit much harder)
No sequence breaking opportunities until you unlock Julius mode (teleport attack + Succubus soul lets you go through walls, Cutall/Cinquedia super attack glitches/oversights let you reach switches on the other side of some doors (allows skipping Rahab+Gergoth+Puppet Master), some more severe ones in new game plus but they also involve glitches)
Three endings (depends on your equipment during the late game and one choice that you're told about after the fact)
Switch between two sets of gear and abilities on the fly (X button - need to find the ability for it)
Some breakable walls (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)
In-game bestiary
Can't hold more than 9 of each item at once - still a bit OP though
Skippable dialogue scenes and staff roll
Somewhat interactive backgrounds (sit on chairs, can stand on certain enemies (skull dragon turret, plated part of bull))
Some puzzles (sliding block puzzle that changes the layout of a smaller area, enter mirrors to explore the other side in some rooms - a bit underdeveloped though, no box pushing here)
Unlockables (hard mode, boss rush and an alternate character (Julius Belmont again and here he can gain two allies - Alucard and Yoko, triple fireball - hard mode?, new game plus)
Pretty nice transition between the town fountain and the southwestern area (similar to the "rain" in the city of tears in Hollow Knight)
There's a bunch of lore put in a "library" menu now
Respawning treasure chests (contain multiple coins - makes it a bit easier to farm for money in some areas; can also farm for souls then buy cheap weapons to sell back as upgraded weapons early on), Can also farm for health at times
Partial control config (red soul ability is still mapped to up + main attack and that can't be changed)
Slowly regenerating MP, One HP draining (not that effective) and one HP regenerating soul (works anywhere but is kinda slow and the enemy's drop rate for it is very low)
Dropped items disappear after a few seconds
Enemies respawn when exiting the room they spawned in (generally a good thing)
No battle arena (AoS, CotM), No new enemies added to previous areas (CotM)
Playthrough - Video Review - Mini Review
Influenced by: Possibly Mega Man Zero series
Influenced: Bloodstained: Ritual of the Night, Probably Ore ga Omae o Mamoru, possibly Mega Man ZX, Chasm, Valdis Story, Timespinner, Penguin no Mondai: Saikyou Penguin Densetsu!?, Record of Lodoss War: Deedlit in Wonder Labyrinth