

Strangely, if the secondary character takes damage, it is subtracted from the magic points, not health. For example, if you’re playing as Jonathan, you can call Charlotte and have her either stay in one spot or follow you around and fight with you.

However, you can also have both characters active together if you like. This alone wouldn’t have affected gameplay much. You can switch between the two at any time (they share health and magic meters). The number of different spells is impressive. Her sub-attacks consist of magic spells, making her vital for targeting the elemental weak points of some enemies. Her primary weapon is always a book, which will magically emit some dramatic short-range attack (for example, the second book of arms emits a few maces and a sword in a wide attack pattern). On the other hand, Charlotte is the magician of the pair. Jonathan will get a new whip often enough that you can play the whole game in Belmont fashion if you like. A sub-attack (up + attack) can be equipped from a list of acquired weapons and techniques, much like Soma could equip “bullet" souls. He can equip himself with a range of weapons like Soma, but whips are included in this range, and the controls for the whip feel identical to those found in Sorrow’s bonus mode. Jonathan plays like a combination of Soma and Julius from Dawn of Sorrow. From the very beginning, the primary character, Jonathan Morris, is partnered with Charlotte Aulin. The first big change is the two character system. Portrait retains a lot from the Sorrow games, but features a few dramatic changes that make it stand out. Each follow-up has generally featured a new system of weapons and special powers, with the exception of Dawn of Sorrow, which was a relatively straight sequel to Aria of Sorrow. Portrait of Ruin marks the sixth game since Koji Igarashi directed Symphony of the Night, which added a number of adventure and RPG elements to the standard action formula.
