Castlevania was not even good at the time of its debut. Ghosts n’ Goblins could run laps around it despite being released a year earlier…
Shut the fuck up
I think there’s a reason why most platformers didn’t adopt NES Castlevania’s jump physics…
Yeah, they didn’t have the brilliant level design to go with it.
Y’all motherfuckers are going to have to cut this CV hating shit out immediately, with your Konami executive-looking asses.
Super Mario Bros perfected jump mechanics the year before. Stiff uncontrollable jumps is fucking garbage. The level design isn’t going to make up for that.
My gaming experience is too limited to have a solid answer, but out of the stuff I’ve played, I think a game that hasn’t aged well is the first Super Smash Bros on N64.
The game was extremely clunky all around. Really slow and movement felt more of a pain than it needed to be, and that included when items were put into play. There isn’t really anything there that would make you want to go back and play it compared to the newer stuff.
Unlike say, Super Mario 64, which I still replay a lot.
Castlevania’s level design is worse than Ghosts n’ Goblins as are the jump mechanics and combat mechanics. The only issue with the game is having to do everything again to get the real ending. That is bullshit!
Super Smash Bros. is still pretty fun and there is less air control, so you are more likely to ring them out. I really hate having to do the bonus stages to get characters…
I really do not like the GameCube layout for Super Smash Bros. Light, Heavy, Block, and Special as face buttons with a functional d-pad would be superior.
When did this become the Unpopular Opinions thread?
The jump mechanics are that way for a specific reason, and giving Belmont aerial control like Mario would trivialize the platforming to Symphony of the Night levels of jokes.
CV’s difficulty has a purpose and teaches you to master the mechanics… You are rewarded with the skill you gain as you play.
GnG’s difficulty serves only to frustrate with no reward, as any skill you accumulate is rendered moot by random enemy patterns, spawns, and “gotcha” set ups that don’t make you better at playing. It extends the game artificially through said frustration and dirty tricks.
Ghosts n’ Goblins is difficult because it asks a lot of a player not because its cumbersome like Castlevania.
A button layout is just as much a topic of discussion for dated games and their mechanics.
Having a specific purpose doesn’t make it any less terrible.
Difficulty gained by giving the player shit controls isn’t well-designed difficulty.
Ghosts n Goblins is terribly designed, the fuck? Level design and enemy placement and design in that game is fucking terrible.
CV doesn’t have shit controls, they work properly every time, you jump badly that’s your fucking fault, not the games.
FUCKING THANK YOU.
Tell these ignorant motherfuckers again… I don’t think they heard you.
Yea I don’t get this shit, GnG is legit cheap. There are situations in that game you can’t win no matter your load out or skill, your’re just fucked, try again and hope for better rng this time.
GnG is a fucking terrible game. It hasn’t aged badly because it wasn’t good to begin with.
Taking it way back–I’d say “Kung Fu” is another one…great fun at the time in the arcade era… but I wouldn’t want to play it now.
Also-- Operation Wolf… an “on rails/gallery” shooter from way back… there’s no reason to seriously go back and play that today. Even at the time it was just “ok”, imo… one amusing thing is that you could shoot the person one of the bad guys was holding as a hostage…heh, one of the first instances I remember of a game allowing you to do something “bad” if you wanted to be an asshole.
…but really, after all the progress that has been made with games that now let you go anywhere or do anything at any time in the game’s world… I wonder why anyone would bother with any kind of “on rails” shooter now…? I think it’s good that this genre is mostly a relic of the past.
Ghosts n’ Goblins is difficult because it asks a lot of a player not because its cumbersome like Castlevania.
A button layout is just as much a topic of discussion for dated games and their mechanics.
Have you never played Ghosts and Goblins?
You can’t alter your fucking jump arc in GnG unless you’re talking about the Super Nintendo version, which is irrelevant because the Super Nintendo version of Castlevania has “better” controls as well.
If any of the the two (classic CV vs classic GnG) is designed to take your coins and fuck you in the ass as much as possible it’s definitely GnG because it’s a fucking arcade game.
While a fun game it’s ridiculously shitty in level design. Can’t count the number of times you had to rely on picking the right weapon up, avoiding every other weapon pick up and not dying in order to make passages doable without burning through all your lives.
While that shit also happens in Castlevania, at least you always got your whip as backup, while GnG often just cripples you with shitty weapons.
Ghouls 'n Ghosts is slightly more bearable and Super Ghouls 'n Ghosts is the only game that’s still playable without ripping your fucking hair out.
Castlevania 1 actually shows you what it’s fucking you in the ass with beforehand and gives you time to prepare. GnG just throws you into a meat grinder and if you want to have any hope of succeeding you better memorize all that shit.
No, you can’t even memorize shit because there are sections where you have to pray RNGesus decides to not fuck you over.
Castlevania takes from the Mega Man school of letting you practice a specific setup in a controlled environment before throwing you off the cliff.
Anytime you die in CV, it’s because you fucked up a jump, tried to rush, or otherwise miscalculated.
GnG has spots where you literally have to get lucky in order to proceed unharmed… Hell, there are spots where it’s more optimal to eat a hit in order to get through.
The fuck kind of design is that?
I always thought Castlevania took more elements from Metroid games, then megaman.
RNG the platformer being better than CV? Y’all trippin.
Stuff in the game (such as jumping) is designed the way it is because it was meant to be different from your typical platformer of the day. Weightier, less jumpy and twitchy than your typical Marios or GnG. It’s something that the Souls series does in a similar manner to differentiate itself from other action/hack and slash RPGs. Platforming in CV is meant to be more deliberate in the same way combat in Souls is meant to be more deliberate.
Yes, the later games refine this formula, and make it less punishing, but every pre-SoTN 2D 'Vania game still has this.
Tell them again.
Jumping in CV is a commitment- You make damn sure you can make it and that nothing will jump out at you before pressing that A button.
A jump in CV is like pressing a button in a fighting game… you don’t do it without having thought and a plan behind it.
I have seen some dumb shit on this forum, but this “CV is bad design, and RNG ass GnG is great” crap is up there with the shit that thoroughly enrages me at my core…
Of all the Capcpom dicksucking that occurs around here, this is one of the worst examples.