- Joined
- Feb 20, 2025
- Messages
- 45
- Reaction score
- 56
- Points
- 127
Recently I’ve started on a little project. I have Nintendo Switch Online and a ton of retro game collections, so I’m going through my backlogs of games on them. Some of them are games I’ve played before, others I haven’t. But I want to give them all a shake because I’m finding more and more how deeply I prefer retro to modern gaming.
Right now I’ve dived back in to the Cadtlevania Anniversary Collection, and I’m playing through the first Castlevamk for the first time in forever. Castlevania has aged like fine wine: great music and graphic for its atmosphere, tough ass difficulty including some truly brutal enemy placement. It’s a near perfect platformer for me. But there’s one thing that really gets me.
I really hate the whip upgrade. It seems superfluous to me, and having to hope you get whip upgrades after you die is obnoxious. I get the basic idea of it, but unlike, say, it really feeling like an integral mechanic like Arthur and his diminishing armor in Ghosts an’ Goblins, it kind of just feels like a cheap way to weaken your primary tool and pad game time by how much of a penalty death is. If your whip was just static, the game would still be difficulty, but at least more fair.
anyone else got any examples of this, where there’s just one little thing that turns a 10/10 to an 8 or 9?
Right now I’ve dived back in to the Cadtlevania Anniversary Collection, and I’m playing through the first Castlevamk for the first time in forever. Castlevania has aged like fine wine: great music and graphic for its atmosphere, tough ass difficulty including some truly brutal enemy placement. It’s a near perfect platformer for me. But there’s one thing that really gets me.
I really hate the whip upgrade. It seems superfluous to me, and having to hope you get whip upgrades after you die is obnoxious. I get the basic idea of it, but unlike, say, it really feeling like an integral mechanic like Arthur and his diminishing armor in Ghosts an’ Goblins, it kind of just feels like a cheap way to weaken your primary tool and pad game time by how much of a penalty death is. If your whip was just static, the game would still be difficulty, but at least more fair.
anyone else got any examples of this, where there’s just one little thing that turns a 10/10 to an 8 or 9?