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.

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 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.

a lavish demo for the dualsense that can convince you just for a minute that all the new gimmicks aren't dead ends

as far as i'm concerned the kirby with small eyes and diagonal line cheeks was the real one, and he was killed and replaced with an impostor sometime around the turn of the millennium

way too much combat for how simple it is and the camera is pretty bad but it's worth playing for the story and fun environments. like idk why nerds fixate on the "cringe" storytelling because this game would not be special without it.

DK lives on an island shaped like his own head but every other living thing on it wants to kill him. what does this mean?

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.

FLIRTING: difficult and purposely cryptic fromsoft game
HARASSMENT: difficult and purposely cryptic NES game

better than the (official) remake just by virtue of not making me control a 2D game with the 3DS circle pad

legit the only problem with the difficulty is stage 9 feels more like the finale than stage 10 (particularly the bone pillar/flying demon climb and the mini-aqueduct full of birds of all things). everything else about the NES version? skill issue

This review contains spoilers

it's so funny that poppi was there the entire time. she could solo every last moebius if she wanted