essemkato
subspace is a snoozefest and this is the genesis of the controls and physics feeling like sludge. looking beyond that this is the last smash that's an actual complete video game and not a limp-wristed "celebration of gaming" or whatever the fuck people say it is now.
also pretty cool that it has a giant security hole for launching homebrew that never got patched in any version.
also pretty cool that it has a giant security hole for launching homebrew that never got patched in any version.
1991
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.
1996
2020
1992
2002
1994
2000
it would be one thing to make the weird move to add a bunch of new characters and over-engineered game mechanics to the purported last entry in the series, but half these levels are just super annoying out of the gate. at least the music is the best since X1.
also it's probably not intentional but every post-PS1 version removing the ability to RNG manipulate the cannon with the title demo is evil.
also it's probably not intentional but every post-PS1 version removing the ability to RNG manipulate the cannon with the title demo is evil.
1986