FrankenGraphics wrote:CV 3 came up with some features that did improve on CV 1 but still respects the core design ideas very minutely. Very few sacrifices were made.
I do not think any sacrifice was made. CV3 is basically CV1 with better gameplay, more enemies, more levels, multiple paths and multiple playable characters. I do not think anything from CV1 was removed in CV3.
Stuff from CV3 was removed into SCV4 (which is also a return back to CV1 in those aspects) but it's compensated with better gameplay, better controls, longer game, better music.
Rondo of Blood is basically a return to between CV1 and CV3, there is multiple paths, but not multiple characters (simultaenously), and none of the major improvements of SCV4 are here, except the graphics.
You can move while jumping. It may seem like a no-nonsense upgrade, but... while convenient, it does at the same time take away some core experiences from CV 1 [...] It's a compromise; making an improvement (fluid, easy control), and at the same time a sacrifice (preciseness, rythm and tactical decisionmaking).
It seems more like you're masochistic and hate games with good, fluid control. I do not see how not being able to move while jumping makes any advantages. The only "advantage" is that it makes the game much harder. Your claim it improves rythm or preciseness is complete bullshit. If you really hate to move while jumping you don't have to
in SCV4. But the ability to do so will save your life countless time.
The subweapons [in SCV4] have been demoted to a mostly cosmetic option;
Wrong, I use subweapons in SCV4 regularly, even more than in earlier CV games because you can use them while moving thanks to the fact there is enough butons on the SNES controller so that they didn't have to use this extremely awkard UP+B combination to use them, making them usable during action.
99% percent of the time you never really need them and you end up with an overabundance of hearts
In my experience, this is the case in any Castlevania game, not just SCV4. CV2 being the only exeption as hearths are used as currency.
-A common complaint I've seen over the years, the basic combat system is reduced to jab x 4-supermove-repeat while in SD2/SoM there was some strategy involved in charging your melee attacks. Also, it was tolerable in SoM to have the spells interrupt the action but it's really kind of annoying here because they have more fancy graphics/animations.
Personally I never cared about charged attacks in SOM, the time it takes to load them is way to long compared to their extra strength. The spells not interupting action was great but source of many bugs, for example if you do a weak attack and a strong spell simultaneously the spell can effctively go wasted as the game only accounts for the weak attack.
I liked how SD3 plays more like a beat'em up, it really changes the rythm of the game (but don't get me wrong I still like how SOM does it with the % of loaded attack).