essemkato
Bio
anime gamer man. retro enthusiast but not a collector. emulation, flashcart, backup loader, modchip, and ODE advocate. trying to be more open-minded and receptive to games.
5: excellent
4: great
3: good
2: mediocre
1: disdain
4: great
3: good
2: mediocre
1: disdain
my backlog includes -a lot- of games which i have started before but not completed. if i drop a game with no intent to return to it i don't log it all.
Badges
GOTY '22
Participated in the 2022 Game of the Year Event
Loved
Gained 100+ total review likes
Gamer
Played 250+ games
Best Friends
Follow and be followed by at least 3 others
Gone Gold
Received 5+ likes on a review while featured on the front page
Popular
Gained 15+ followers
Donor
Liked 50+ reviews / lists
2 Years of Service
Being part of the Backloggd community for 2 years
On Schedule
Journaled games once a day for a week straight
N00b
Played 100+ games
Noticed
Gained 3+ followers
Liked
Gained 10+ total review likes
Favorite Games
328
Total Games Played
011
Played in 2023
233
Games Backloggd
Recently Played See More
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wow the super nintendo really got shafted for castlevania. the other members of the big 3 16-bit machines got bangers while this one is just... uhhhhhhh it's fine.
i don't think the 8-directional whip an inherently bad idea. especially not after a god-tier game like CVIII that would leave any series in a "where do we go from here?" state. the problem is SCVIV totally fails to build challenges around it. the best it comes up with for most of the game is placing enemies slightly below the player that are best dealt with by tediously bouncing the whip around, and some preeeetty bad grappling hook platforming sections. the death and dracula fights actually make some decent use of it but it's way too little too late. and that would all be one thing but they seemed aware that the game would be way way easier than its NES predecessors so they filled the back half of the game with an actually obnoxious amount of tedious instant death traps. where the late-game levels of CVI and CVIII are back-breaking but extremely satisfying to piece together (the medusa+knight hallway is a prsitine example) SCVIV really feels like work near the end. the finesse just isn't there.
presentation wise the game punches unbelievably far above its weight as a near-launch title. it really is stunning, i just wish it could play as good as it looks and sounds.
i don't think the 8-directional whip an inherently bad idea. especially not after a god-tier game like CVIII that would leave any series in a "where do we go from here?" state. the problem is SCVIV totally fails to build challenges around it. the best it comes up with for most of the game is placing enemies slightly below the player that are best dealt with by tediously bouncing the whip around, and some preeeetty bad grappling hook platforming sections. the death and dracula fights actually make some decent use of it but it's way too little too late. and that would all be one thing but they seemed aware that the game would be way way easier than its NES predecessors so they filled the back half of the game with an actually obnoxious amount of tedious instant death traps. where the late-game levels of CVI and CVIII are back-breaking but extremely satisfying to piece together (the medusa+knight hallway is a prsitine example) SCVIV really feels like work near the end. the finesse just isn't there.
presentation wise the game punches unbelievably far above its weight as a near-launch title. it really is stunning, i just wish it could play as good as it looks and sounds.
i like super metroid and the classicvanias a whole order of magnitude more but i admire they way they approached the daunting task of trying to beat both of those by throwing everything at the wall. it feels like nothing got cut from this game.
a game specifically made for young children and drunk people. judging it when you're outside either of those groups is dishonest.