Games I Played in 2026 - Castlevania: Circle of the Moon
Console: GBA
Developer: Konami Computer Entertainment Kobe
Release Date: June 11th, 2001
Castlevania: Circle of the Moon is a metroidvania with an equal focus on both combat and platforming, with a fairly hefty amount of exploration. This is the first Castlevania game following the legendary Symphony of the Night to adopt a similar structure to it. Most notably, Circle of the Moon is not only included in the Castlevania Advance Collection (which is what I played it on), but it's the only game in the collection represented on the cover art. Outside of playing the very first Castlevania on an NES emulator and using save states as a teenager and watching a playthrough of Symphony of the Night, this is my first actual Castlevania game, so I was quite excited to finally play one.
Hugh dismisses Nathan at the start of the game, declaring that he'd only get in the way.
Circle of the Moon's story is threadbare to say the least, with a handful of very basic dialogue scenes and that's it. A vampire, Camilla, is aiming to resurrect Dracula, and a group of three vampire hunters show up to stop her: Morris Baldwin, and trainees Hugh Baldwin and Nathan Graves. The aging Morris is taken captive by Camilla and Dracula, leaving Hugh and player character Nathan to go rescue him, but Hugh is uncooperative and envious of the fact that Morris declared Nathan his successor, not him. From there, there's only one little story beat and the rest is just pure gameplay.
Therefore, by nature, Circle of the Moon's level design has to be very solid to accommodate the lack of narrative direction, and I think it very much is. The game naturally funnels the player towards bosses that guard upgrades by blocking other routes with various obstacles that require said upgrades. I never found myself lost at any point, which is an achievement in itself considering my terrible sense of direction in games. However, Camilla's Castle (the game's setting) is a bit too basic for my tastes; the castle itself has little personality or memorable aspects to it, which isn't helped by the fact that there's no clear indication of what area you're in outside of the first time you visit it. The map screen is basically featureless, making this even more blatant. Each area has different music and visuals, obviously, but it still never felt like there was enough unique about each one for me to really remember.
| The game's map, about a third of it is discovered. Save points are in red and teleporters in yellow. Nathan's position is shown by a sparkle. |
As you'd expect from a Castlevania game, there's also Sub-Weapons that consume Hearts with each use. Circle of the Moon has 5: the Knife, the Axe, the Holy Water, the Holy Cross, and the Stopwatch. Each one uses a different amount of Hearts, and they are found either randomly from torches, or from predetermined torches (or maybe they're all predetermined?). The input to use them felt a little awkward, being Up+Attack, but it was fine. To be honest, I saw no real use case for the Knife or the Axe, with them having very low damage, and the Stopwatch seemed cool but too Heart-hungry. I used the Holy Water in the early game to great effect and switched to the Holy Cross when I first found one about midway through the game.
| Leveling up happens instantly upon killing an enemy, pausing the screen with a satisfying jingle. Like Symphony of the Night! |
It's kind of annoying to have it all tied to RNG drops, though. This is also a problem for Circle of the Moon's most defining and interesting mechanic: the Dual Set-Up System (or DSS). The DSS is the game's magic system, and I love it, at least on paper: there are 10 Action Cards and 10 Attribute Cards that can be found in the game. You equip one of each, and get a different magical effect depending on the combination. The Action Card determines the kind of effect you'll get, while the Attribute Card will determine the effect itself. For example, the Mercury Action Card is all about imbuing Nathan's whip with an element, and the Salamander Attribute Card represents Fire, so using the DSS with them equipped will result in Nathan getting a fire whip that has deals higher damage up close. As a result, there's a whopping 100 different effects attainable with the DSS, with each Action Card allowing vastly different kinds of effects and playstyles. It's easily the highlight of the game for me.
| A standard gameplay section taking place in a clock tower, a Castlevania staple. Nathan is glowing red since the DSS is active. |
I think both the equipment and especially the DSS issues would've been fixed, or at least less noticeable, if Circle of the Moon had a shop and currency like Symphony of the Night in some way. As is, the game lacks both, so duplicates of equipment serve no purpose, which struck me as weird. Why can I get 9 copies of a chest armor when I can't discard or sell the extras? That's the biggest weakness of the game, in my opinion, but it's a game without many glaring flaws besides feeling a bit derivative and lacking in identity. Another option for the DSS cards would've been to make them rewards hidden in the Castle, similar to the HP, MP and Heart upgrades you can find.
| Nathan fighting some lesser enemies with the Mercury+Salamander DSS combo that gives him a firey whip. |
The biggest problem with the enemies is tied to the game's level design. While it's made in a way that makes progression natural, the flipside is that a lot of the larger rooms end up being long hallways with the same enemies repeated three or four times with no variation to either the enemies or the environment, like it's the same parts copy-pasted a few times horizontally or vertically. It's fine at first, but gets pretty dull as the game goes on, especially as the enemies get more dangerous. Thankfully, another good point for the level design is that the save rooms are spaced just well enough that getting to them for the first time will almost always elicit a feeling of relief.
| A boss fight somewhat early on against Adramelech, a giant green demon. With multiple projectiles, it's quite tough (but feasible) to dodge everything. |
However, there's a boss late in the game where the difficulty spikes due to RNG, to the point that I tested with the Castlevania Advance Collection's rewind feature and found that his attacks were too random to properly react to, but I thankfully figured out a sort of cheese method for him. And then, unfortunately, the game's final boss is easily the worst fight in the game, with phase 1 being very easy but with an attack that feels borderline unavoidable, and a phase 2 with horribly overinflated damage and, again, an attack that is borderline unavoidable due to being RNG-reliant. It ended a game I was greatly enjoying for what it was with a bit of a flop.
| A save room, a welcome respite from trawling through the castle. |
PROS AND CONS
PROS
• Generally feels great to control.
• Looks pretty nice for a GBA game, even when upscaled through Castlevania Advance Collection.
• Solid soundtrack despite a lot of reused tracks from previous entries.
• The DSS is a fascinating mechanic.
• Good enemy variety with some changes as the game progresses to keep things fresh.
• Good boss fights overall.
• Good-to-great level design in general.
• Castlevania Advance Collection's additional features are welcome options.
CONS
• Bad difficulty spike for the final boss.
• RNG-dependence for rare drops severely reduces the impact of the DSS.
• Overabundance of large rooms that are just a section copy-pasted a few times.
• Lack of overall identity makes the game feel forgettable despite being solid.
• Threadbare story means the characters don't stand out besides looking cool.
WORTH PLAYING?
As my first "real" Castlevania, I had a good time with Circle of the Moon outside of the unfortunate and unfun difficulty spike at the end of the game. I'm really bummed out by the amount of farming that'd be necessary to take full advantage of the DSS since that's easily the highlight of the game for me, but I still got to play with it a bit. The game also has separate "modes" that are unlocked by entering specific names for your file, so there's some variety there. I can imagine speedrunning this game can be quite fun due to some glitches from what I've seen as well.
It took me around 8-9 hours to beat in two sittings, so it's a pretty short experience overall, fitting for a GBA game. While I did enjoy it, the end soured me on it and it's ultimately a forgettable game. It's a neutrally solid game, and I wouldn't go out of my way to play it, nor would I get Castlevania Advance Collection for it, but as part of a package it's perfectly acceptable. Still, glad I played it, it's a fun time overall!

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