It's been a long time since we've stepped into the ring, but it's time to dust off the gloves grab our fight shorts and get ready for a heavyweight battle.
Well, since we are comparing two handheld games, maybe they are fighting for the bantamweight title? Maybe flyweight? Regardless, it's time to look critically at two Game Boy Advance titles that absolutely brought the heat, both of which I played during my mini series on GBA Metroidvania games. And in this battle, we will pit team Metroid vs. team 'vania.
Both Castlevania: Aria of Sorrow and Metroid: Zero Mission were revelations when I played through them earlier this year. I was genuinely shocked to find two games of this breadth and scope that were original GBA titles, but I'm sure glad I did. Because both of these titles were absolutely incredible. I actually gave them the same scores and they are both going to be in contention for game of the year. So I figured, why not get them in the ring now? Why wait until later in the year? Especially since they are a part of the same genre. Of course, it's a genre that I've never done a 10 round fight for before, so we need to come up with new round categories. I've done RPGs and 2D action games and in a way, Metroidvanias are kind of a combination of/middle ground between the two. So, we can pretty easily re-use most of the categories. However, they absolutely have their own quirks, so that needs to be reflected. As such, I am going to go with the following rounds:
1. Graphics
2. Sound
3. Atmosphere
4. Presentation
5. Control
6. Combat
7. Map Design/Layout
8. Powerups and Abilities
9. Enemies and Bosses
10. Navigation and Exploration
With all of that set, let's take a look at the principals. First, in the red corner:
Title: Metroid: Zero Mission
Released: Feb. 9, 2004
Developed: Nintendo R & D 1
Published: Nintendo
From: Kyoto, Japan
and in the Blue Corner:
Title: Castlevania: Aria of Sorrow
Released: May 6, 2003
Developed: Konami
Published: Konami
From: Ginza, Chuo, Tokyo, Japan
With our fighters introduced and ready for battle, let's get things started.
Round 1 - Graphics
Castlevania: Aria of Sorrow is a good looking game. A really good looking game. After playing through it's sort-of-ugly predecessor, AOS was a return to form with cleaner character sprites, more unique castle areas and big, beautiful bosses and enemies. There are some legitimately impressive graphical assets here and it's absolutely one of the best looking games on the GBA.
Unfortunately for AOS though, Zero Mission is on another level. It's competition may be one of the best looking games on the GBA, but Zero Mission might be THE best looking game on the GBA. The 2D cutscenes here are absolutely exceptional and I'm frankly surprised that the GBA was even able to produce them. These look like they could have come from a plug in console from the 5th generation. And once you actually start playing the game, the graphics are just as stellar. Maybe they aren't as far above the competition, but this looks as good, dare I say better than, Super Metroid on the SNES. The glow up they gave the first game was truly special and they managed to preserve the intent and atmosphere, more on that later, while taking the overall quality to the next level. AOS is good, but ZM is great and it wins here.
Score: ZM - 10 AOS - 9
Round 2 - Sound
If there is one round that's going to be like comparing apples to oranges, it's this one. Because both of these games use sound to serve entirely different purposes. Zero Mission, like most Metroid games, relies on its brooding, ambient score to create tension and feelings of lonliness and isolation. It isn't loud or in your face, but the music here is erie and atmospheric. It's probably better sound design than it is actual sound. There are a few more upbeat tracks, the Crateria theme that has become a series standard is soaring and hopefull, but for the most part it's fairly reserved.
AOS, on the other hand, uses an aggressive, almost upbeat soundtrack to build urgency. A lot of the Castlevania games had soundtracks like this, but the Metroidvania style games really took this to the next level. AOS has a soundtrack that fits perfectly within the series and while it may not have as much impact on the atmosphere as the music in Zero Mission, it better matches the gameplay. I'm not going to say that a more forward soundtrack is going to beat a more ambient one every time, but I don't think that ZM's ambiance quite outpaces AOS's objective quality. Castlevania wins here.
Score: ZM - 19 AOS - 19
Round 3 - Atmosphere
With this round, it's not a matter of which game is going to win, but a matter of whether this is going to be a 10-8. We are just getting to the atmosphere round now, but we've already talked about Metroid: Zero Mission's at length. Simply put, this game does a masterful job of making you feel isolated and alone on a hostile alien planet with relatively minimal technology. Heck, the original did an incredible job with it and Zero Mission takes it to the next level.
Aria of Sorrow has a lot of strengths, but it's atmosphere is not among them. I'm not going to say it's bad, it certainly has some level of the classical horror vibes that Castlevania is known for. But the sort of offputting and bizzare story that really doesn't make sense for the series kills a lot of the atmosphere. I won't go into the details (you can check out my full review for those), but it basically has to do with Dracula's Castle being trapped in a solar eclipse in Japan. This doesn't completely destroy the atmosphere, but it really hurts it and that especially stands out when compared to its competition. I try to avoid these, but I think I need to do the 10-8 here.
Score: ZM - 29 AOS - 27
Round 4 - Presentation
The overall presentation in both of these things are pretty strong, so this is going to be a much closer category, But I do think there is still a clear winner here. AOS has a lot of small touches that add to the game's presentation. But they aren't really all that different than what you had with the previous GBA games. The menus look nice, but at the end of the day they are just menus. The expressive graphics definitely help here, but the story relevant scenes just happen in the games graphics engine.
I think Zero Mission takes just a little bit more care in terms of presentation. We already talked at length about the quality of the cutscenes and they go a long way in leveling up the presentation. But I think it's the little things that put it over the top. Little things like the menus, which are highly stylized and look like they had a lot of effort put into them. Even the in-game events, like when the worm boss shows up, just seem like they were a little more well thought out. Those are small touches, but they give Zero Mission the edge.
Score: ZM - 39 AOS - 36
Round 5 - Controls
I've always found the controls in Metroid games a little loose and floaty, at least the controls in the 2D Metroid titles. I actually think Zero Mission does a better job with control than the rest of the series, and that includes it's bigger brother Super Metroid. The control isn't bad at all, but I think it's biggest issues come in the jumping. In a game with as much verticality as Zero Mission, that's a bit of a problem.
Unfortunately, I don't really have very much to say about the controls in AOS. Fortunately, that's because they are largely perfect and don't give me very much to complain about. The game is snappy, responsive and precise. With controls, less is more. The less you have to say about them, the better things are. I can't even complain about things like the hit detection or anything like that, AOS is as good as it gets in terms of control.
Score: ZM - 48 AOS - 46
This one's tight at the halfway point, AOS really needed that last round after the 10-8, but there's a lot of fight left. Moving on to:
Round 6 - Combat
You might argue it's a little unfair to compare these two games in this category. I've always felt like Castlevania is just inherently more combat focused than Metroid by design. That said, these are both MetroidVanias and combat is a major part of the genre's gameplay. Don't get me wrong, Zero Mission has pretty solid combat. There are a lot of unique enemies that will all challenge Samus in a variety of ways. There aren't as many powerups as you might find in your typical Metroid game, but many of them are highly useful in combat as well as exploration. Even when you are dealing with the same enemy over and over again, the varied terain makes every encounter feel fresh and different.
Still though, I think AOS is just a little bit stronger in regards to combat. For one, the tighter controls make fighting feel a little less stressful than it does in ZM. Additionally, the variety of available souls, we will get to those when we talk about uprades, allows you to attack each battle in a lot of different ways. The enemies are far more varied here and the attack far more differently than what is on offer in ZM. There are also a lot more unique combat scenarios here and that adds to the variety. AOS wins this round.
Score: ZM - 57 AOS - 56
Round 7 - Map Design and Layout
Zero Mission has largely the same layout as the original Metroid. For a game that was almost 20 years old at the time, and almost 40 now, it's remarkable how well it holds up. I think it was also cool how seamlessly they incorporated the new areas, like Chozodia and the alien ship. I've never liked how the final areas in Metroid games are so sectioned off from the rest of the map and that was definitely an issue here. It was also a little more vertical than I typically like, but those are minor nit picks. It really is impressive how right the got this the first time.
That said, I think AOS has the better overall map here. It's bigger and more expansive without feeling excessively so. It has the perfect amount of save and warp points, something that I think most other games in the genre struggle with (even good ones). A lot of that is owed to the original Metroid and the other games before it, but that doesn't change the fact that AOS just does it better. The upgrades, the access to other areas, the ledges and doors that you juuuuust can't reach, all seem to be perfectly placed here. Dare I say, this might be a spot where AOS could go toe to toe with bigger titles like Super Metroid and Symphony of the Night? I don't know about that, but it's going to win here.
Score: ZM - 66 AOS - 66
Round 8 - Powerups and Abilities
Most of the powerups in Metroid Zero Mission are still used in the series to this day, so that should give you an idea of how good, or at least iconic, they are. The screw attack, the morph ball, the varia suit, all of these got their starts in the original game and were given new life in Zero mission. There are even a few new things added in here. It's a limited pool here, but its a good one and these powerups are still used in the Metroid series today for a reason.
However, AOS has what may be one of my favorite systems in any Metroidvania title. The souls system is incredible and I love the fact that just about every enemy is capable of dropping one that gives you a new ability. It gives you so many options and it also offers you something else to go and look for. That would be okay in most genres, but in a Metroidvania it fits right in with what the game is already asking you to do. It kind of adds that Pokemon gameplay loop that is just so fun and addictive. The more storyline-based powerups are solid too, though they are more standard fare for the genre. But the souls system puts it over the top, especially considering how much it improves upon the systems featured in the other GBA Castlevanias.
Score: AOS - 76 ZM - 75
Round 9 - Enemies and Bosses
AOS has some really cool enemy design and some really cool enemies and bosses. The bosses especially are fun to fight and they are far more balanced than the bosses that were featured in the previous GBA vanias. This definitely has the best and most fair version of the Death fight, maybe in the entire series. The enemies are pretty cool, but they do rely fairly heavily on the typical series enemies. This is kind of cool, but it did start to feel repeptitive to me as I played these games so closely to each other. I guess it's not too much of an issue, but it did kind of stand out.
While the common enemies aren't as exciting in a vacuum, Zero Mission does a much better job of using its enemies to enhance its incredible atmosphere. More importantly, it uses its bosses to ratchet up the fear factor. The first time that giant space worm attacked, something that wasn't in the original by the way, it legitamtely freaked me out. I may have seen them a million times by now, but Kraid, Ridley and Mother Brain are still such iconic and intimadting enemies its hard to ignore them. And things ratchet up even further when you reach the alien ship and have to sneak around and hide from enemies that are charging at you. A disappointing true final boss gave its competition a shot, but Zero Mission is going to win here.
Score: AOS - 85 ZM - 85
Round 10 - Navigation and Exploration
It's all going to come down to this. A dead even battle is going to come down to a very even category. AOS is coming in with the slight advantage after taking down the map design category. That certainly helps with the flow of the exploration and ease of navigation. Everything runs together well and the game rarely forces you to spots in the map that are illogical or nonsensical. Most of the paths through the castle make sense and there are very few pointless dead ends. I don't think I ever got stuck in a corner of the map that I had to work my way out of. It's clean, consistent and easy to get around while also being fun and feeling like it adds to the experience.
Zero Mission...offers much of the same. Good flow, consistentency and the ability to navigate the map in a relatively circular manner. There are a few more dead ends here, but it's done more by design, as each area tends to push you towards some type of boss room before sending you back to Crateria with your new item. Like its competition, Zero Mission makes it very clear where each new item will help you progress further, this is a little less of a problem with Metroid titles in general but it is still an issue in some. Overall, it's also really easy to explore and fun to navigate.
This is going to come down to the wire and this round is going to determine our winner, so it's a shame that nitpicks are going to be what makes the difference. And in this instance, I think those nitpicks are going to push the final round in favor of AOS. First, the design is less vertically focused, something I very much appreciate. Zero Mission has a lot of areas that are require you to climb up tall, shaft-like areas and I have just never really liked that about the Metroid games. It's a lot easier to deal with there because the jumping controls are better, but I still prefer AOS' general layout. Second, the map is just bigger. That would actually be a disadvantage if the layout and design were poor, but I definitely want to have more of a good thing and AOS offers me that. Finally, I find the map much easier to read. With Zero Mission, you have to swap back and forth between area maps while AOS shows you the whole castle at once. Again, it's minor. But in a fight this close little things are going to make the difference.
Final Score: AOS - 95 ZM - 94
Winner: Castlevania: Aria of Sorrow
Well, you can't get much closer than that, can you? AOS is the winner by a hair and I think that kind of makes sense based on how I felt playing both of these titles. Bottom line, you can't go wrong with either and you may even prefer Zero Mission of it's incredible atmosphere. But if I had to choose one to play again, I would go with AOS. That said, both are must plays and I would find a way to play both.
Well, since we are comparing two handheld games, maybe they are fighting for the bantamweight title? Maybe flyweight? Regardless, it's time to look critically at two Game Boy Advance titles that absolutely brought the heat, both of which I played during my mini series on GBA Metroidvania games. And in this battle, we will pit team Metroid vs. team 'vania.
Both Castlevania: Aria of Sorrow and Metroid: Zero Mission were revelations when I played through them earlier this year. I was genuinely shocked to find two games of this breadth and scope that were original GBA titles, but I'm sure glad I did. Because both of these titles were absolutely incredible. I actually gave them the same scores and they are both going to be in contention for game of the year. So I figured, why not get them in the ring now? Why wait until later in the year? Especially since they are a part of the same genre. Of course, it's a genre that I've never done a 10 round fight for before, so we need to come up with new round categories. I've done RPGs and 2D action games and in a way, Metroidvanias are kind of a combination of/middle ground between the two. So, we can pretty easily re-use most of the categories. However, they absolutely have their own quirks, so that needs to be reflected. As such, I am going to go with the following rounds:
1. Graphics
2. Sound
3. Atmosphere
4. Presentation
5. Control
6. Combat
7. Map Design/Layout
8. Powerups and Abilities
9. Enemies and Bosses
10. Navigation and Exploration
With all of that set, let's take a look at the principals. First, in the red corner:
Title: Metroid: Zero Mission
Released: Feb. 9, 2004
Developed: Nintendo R & D 1
Published: Nintendo
From: Kyoto, Japan
and in the Blue Corner:
Title: Castlevania: Aria of Sorrow
Released: May 6, 2003
Developed: Konami
Published: Konami
From: Ginza, Chuo, Tokyo, Japan
With our fighters introduced and ready for battle, let's get things started.
Round 1 - Graphics
Castlevania: Aria of Sorrow is a good looking game. A really good looking game. After playing through it's sort-of-ugly predecessor, AOS was a return to form with cleaner character sprites, more unique castle areas and big, beautiful bosses and enemies. There are some legitimately impressive graphical assets here and it's absolutely one of the best looking games on the GBA.
Unfortunately for AOS though, Zero Mission is on another level. It's competition may be one of the best looking games on the GBA, but Zero Mission might be THE best looking game on the GBA. The 2D cutscenes here are absolutely exceptional and I'm frankly surprised that the GBA was even able to produce them. These look like they could have come from a plug in console from the 5th generation. And once you actually start playing the game, the graphics are just as stellar. Maybe they aren't as far above the competition, but this looks as good, dare I say better than, Super Metroid on the SNES. The glow up they gave the first game was truly special and they managed to preserve the intent and atmosphere, more on that later, while taking the overall quality to the next level. AOS is good, but ZM is great and it wins here.
Score: ZM - 10 AOS - 9
Round 2 - Sound
If there is one round that's going to be like comparing apples to oranges, it's this one. Because both of these games use sound to serve entirely different purposes. Zero Mission, like most Metroid games, relies on its brooding, ambient score to create tension and feelings of lonliness and isolation. It isn't loud or in your face, but the music here is erie and atmospheric. It's probably better sound design than it is actual sound. There are a few more upbeat tracks, the Crateria theme that has become a series standard is soaring and hopefull, but for the most part it's fairly reserved.
AOS, on the other hand, uses an aggressive, almost upbeat soundtrack to build urgency. A lot of the Castlevania games had soundtracks like this, but the Metroidvania style games really took this to the next level. AOS has a soundtrack that fits perfectly within the series and while it may not have as much impact on the atmosphere as the music in Zero Mission, it better matches the gameplay. I'm not going to say that a more forward soundtrack is going to beat a more ambient one every time, but I don't think that ZM's ambiance quite outpaces AOS's objective quality. Castlevania wins here.
Score: ZM - 19 AOS - 19
Round 3 - Atmosphere
With this round, it's not a matter of which game is going to win, but a matter of whether this is going to be a 10-8. We are just getting to the atmosphere round now, but we've already talked about Metroid: Zero Mission's at length. Simply put, this game does a masterful job of making you feel isolated and alone on a hostile alien planet with relatively minimal technology. Heck, the original did an incredible job with it and Zero Mission takes it to the next level.
Aria of Sorrow has a lot of strengths, but it's atmosphere is not among them. I'm not going to say it's bad, it certainly has some level of the classical horror vibes that Castlevania is known for. But the sort of offputting and bizzare story that really doesn't make sense for the series kills a lot of the atmosphere. I won't go into the details (you can check out my full review for those), but it basically has to do with Dracula's Castle being trapped in a solar eclipse in Japan. This doesn't completely destroy the atmosphere, but it really hurts it and that especially stands out when compared to its competition. I try to avoid these, but I think I need to do the 10-8 here.
Score: ZM - 29 AOS - 27
Round 4 - Presentation
The overall presentation in both of these things are pretty strong, so this is going to be a much closer category, But I do think there is still a clear winner here. AOS has a lot of small touches that add to the game's presentation. But they aren't really all that different than what you had with the previous GBA games. The menus look nice, but at the end of the day they are just menus. The expressive graphics definitely help here, but the story relevant scenes just happen in the games graphics engine.
I think Zero Mission takes just a little bit more care in terms of presentation. We already talked at length about the quality of the cutscenes and they go a long way in leveling up the presentation. But I think it's the little things that put it over the top. Little things like the menus, which are highly stylized and look like they had a lot of effort put into them. Even the in-game events, like when the worm boss shows up, just seem like they were a little more well thought out. Those are small touches, but they give Zero Mission the edge.
Score: ZM - 39 AOS - 36
Round 5 - Controls
I've always found the controls in Metroid games a little loose and floaty, at least the controls in the 2D Metroid titles. I actually think Zero Mission does a better job with control than the rest of the series, and that includes it's bigger brother Super Metroid. The control isn't bad at all, but I think it's biggest issues come in the jumping. In a game with as much verticality as Zero Mission, that's a bit of a problem.
Unfortunately, I don't really have very much to say about the controls in AOS. Fortunately, that's because they are largely perfect and don't give me very much to complain about. The game is snappy, responsive and precise. With controls, less is more. The less you have to say about them, the better things are. I can't even complain about things like the hit detection or anything like that, AOS is as good as it gets in terms of control.
Score: ZM - 48 AOS - 46
This one's tight at the halfway point, AOS really needed that last round after the 10-8, but there's a lot of fight left. Moving on to:
Round 6 - Combat
You might argue it's a little unfair to compare these two games in this category. I've always felt like Castlevania is just inherently more combat focused than Metroid by design. That said, these are both MetroidVanias and combat is a major part of the genre's gameplay. Don't get me wrong, Zero Mission has pretty solid combat. There are a lot of unique enemies that will all challenge Samus in a variety of ways. There aren't as many powerups as you might find in your typical Metroid game, but many of them are highly useful in combat as well as exploration. Even when you are dealing with the same enemy over and over again, the varied terain makes every encounter feel fresh and different.
Still though, I think AOS is just a little bit stronger in regards to combat. For one, the tighter controls make fighting feel a little less stressful than it does in ZM. Additionally, the variety of available souls, we will get to those when we talk about uprades, allows you to attack each battle in a lot of different ways. The enemies are far more varied here and the attack far more differently than what is on offer in ZM. There are also a lot more unique combat scenarios here and that adds to the variety. AOS wins this round.
Score: ZM - 57 AOS - 56
Round 7 - Map Design and Layout
Zero Mission has largely the same layout as the original Metroid. For a game that was almost 20 years old at the time, and almost 40 now, it's remarkable how well it holds up. I think it was also cool how seamlessly they incorporated the new areas, like Chozodia and the alien ship. I've never liked how the final areas in Metroid games are so sectioned off from the rest of the map and that was definitely an issue here. It was also a little more vertical than I typically like, but those are minor nit picks. It really is impressive how right the got this the first time.
That said, I think AOS has the better overall map here. It's bigger and more expansive without feeling excessively so. It has the perfect amount of save and warp points, something that I think most other games in the genre struggle with (even good ones). A lot of that is owed to the original Metroid and the other games before it, but that doesn't change the fact that AOS just does it better. The upgrades, the access to other areas, the ledges and doors that you juuuuust can't reach, all seem to be perfectly placed here. Dare I say, this might be a spot where AOS could go toe to toe with bigger titles like Super Metroid and Symphony of the Night? I don't know about that, but it's going to win here.
Score: ZM - 66 AOS - 66
Round 8 - Powerups and Abilities
Most of the powerups in Metroid Zero Mission are still used in the series to this day, so that should give you an idea of how good, or at least iconic, they are. The screw attack, the morph ball, the varia suit, all of these got their starts in the original game and were given new life in Zero mission. There are even a few new things added in here. It's a limited pool here, but its a good one and these powerups are still used in the Metroid series today for a reason.
However, AOS has what may be one of my favorite systems in any Metroidvania title. The souls system is incredible and I love the fact that just about every enemy is capable of dropping one that gives you a new ability. It gives you so many options and it also offers you something else to go and look for. That would be okay in most genres, but in a Metroidvania it fits right in with what the game is already asking you to do. It kind of adds that Pokemon gameplay loop that is just so fun and addictive. The more storyline-based powerups are solid too, though they are more standard fare for the genre. But the souls system puts it over the top, especially considering how much it improves upon the systems featured in the other GBA Castlevanias.
Score: AOS - 76 ZM - 75
Round 9 - Enemies and Bosses
AOS has some really cool enemy design and some really cool enemies and bosses. The bosses especially are fun to fight and they are far more balanced than the bosses that were featured in the previous GBA vanias. This definitely has the best and most fair version of the Death fight, maybe in the entire series. The enemies are pretty cool, but they do rely fairly heavily on the typical series enemies. This is kind of cool, but it did start to feel repeptitive to me as I played these games so closely to each other. I guess it's not too much of an issue, but it did kind of stand out.
While the common enemies aren't as exciting in a vacuum, Zero Mission does a much better job of using its enemies to enhance its incredible atmosphere. More importantly, it uses its bosses to ratchet up the fear factor. The first time that giant space worm attacked, something that wasn't in the original by the way, it legitamtely freaked me out. I may have seen them a million times by now, but Kraid, Ridley and Mother Brain are still such iconic and intimadting enemies its hard to ignore them. And things ratchet up even further when you reach the alien ship and have to sneak around and hide from enemies that are charging at you. A disappointing true final boss gave its competition a shot, but Zero Mission is going to win here.
Score: AOS - 85 ZM - 85
Round 10 - Navigation and Exploration
It's all going to come down to this. A dead even battle is going to come down to a very even category. AOS is coming in with the slight advantage after taking down the map design category. That certainly helps with the flow of the exploration and ease of navigation. Everything runs together well and the game rarely forces you to spots in the map that are illogical or nonsensical. Most of the paths through the castle make sense and there are very few pointless dead ends. I don't think I ever got stuck in a corner of the map that I had to work my way out of. It's clean, consistent and easy to get around while also being fun and feeling like it adds to the experience.
Zero Mission...offers much of the same. Good flow, consistentency and the ability to navigate the map in a relatively circular manner. There are a few more dead ends here, but it's done more by design, as each area tends to push you towards some type of boss room before sending you back to Crateria with your new item. Like its competition, Zero Mission makes it very clear where each new item will help you progress further, this is a little less of a problem with Metroid titles in general but it is still an issue in some. Overall, it's also really easy to explore and fun to navigate.
This is going to come down to the wire and this round is going to determine our winner, so it's a shame that nitpicks are going to be what makes the difference. And in this instance, I think those nitpicks are going to push the final round in favor of AOS. First, the design is less vertically focused, something I very much appreciate. Zero Mission has a lot of areas that are require you to climb up tall, shaft-like areas and I have just never really liked that about the Metroid games. It's a lot easier to deal with there because the jumping controls are better, but I still prefer AOS' general layout. Second, the map is just bigger. That would actually be a disadvantage if the layout and design were poor, but I definitely want to have more of a good thing and AOS offers me that. Finally, I find the map much easier to read. With Zero Mission, you have to swap back and forth between area maps while AOS shows you the whole castle at once. Again, it's minor. But in a fight this close little things are going to make the difference.
Final Score: AOS - 95 ZM - 94
Winner: Castlevania: Aria of Sorrow
Well, you can't get much closer than that, can you? AOS is the winner by a hair and I think that kind of makes sense based on how I felt playing both of these titles. Bottom line, you can't go wrong with either and you may even prefer Zero Mission of it's incredible atmosphere. But if I had to choose one to play again, I would go with AOS. That said, both are must plays and I would find a way to play both.
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