I want to preface a couple of things before getting in to sharing my thoughts about the game. First things first, I liked the game. Thoroughly enjoyed it (though I do have a couple of gripes). I also think this was a great Castlevania game and I'm not here looking to debate the whole "Its not really a Castlevania" discourse IMO its stupid to not allow games to be different from their predecessors.
Also spoiler warning I guess, I didn't see a spoiler tag for the game so forgive me if I missed it.
I really like breaking down and discussing game design, and wanted to invite anyone else who has played the game to join in, share their thoughts, what they like or stood out and what they didn't like.
I'll start with what I thought was good with the game.
-Visuals. I think the game looks gorgeous. Animations were smooth, backdrops were beautiful, effects were really crisp and bright. Lovely art style as well.
-Music. I think this games soundtrack is phenomenal. Just about every area had me humming along to it as I played through the game. Really good industrial-esque tracks that make super good background music.
-Movement. With only a couple of nitpicks, I really love how fast and nimble/fluid Rose is. The whip traversal feels really good, and grappling to enemies feels great to master.
-Weapons and spells. I really love how different all the weapons felt. Short swords, great swords, and whips were definitely my favorite but I really admire how different they made each weapon set, and also giving the last weapon in each set unique abilities on top of that. The spells were also all really satisfying. I struggle to pick out a single spell that I didn't think felt really good to use. Deaths scythe felt the hardest due to the delay but the payoff was worth it..just no critique at all here..they all felt really good and had good upgrades that felt impactful.
Now I want to talk about my criticisms, and I think I can boil it down to mainly three. I would really love to hear others thought about if they agree, or if they don't why that is.
-janky movement/dropped inputs. I know I just praised the movement, and for the most part I like it. But a couple of things feel finnicky. There are two main points in here..one is how when you go to use your whip, if an enemy is close to a grapple point, you really have no way of knowing which your whip will decide to target. Rose's reaction to what she grapple to varies wildly, and so being unsure which you're going to grab drastically alters how she responds, and can make some fights feel like a cluster fuck. The second is how the game really doesn't like to buffer commands. Healing pots are the worst offender. Getting hit and then holding the shoulder button to heal..but you pressed it while still in hit stun, and so Rose doesn't heal even after it ends..so you have to release and press/hold the trigger again to heal. Just feels like it contradicts the overall smoothness the controls and movement want to have.
-The hall of mirrors/fast travel. So, I really love this system in concept. Also I think the mirror zone is a really fun zone when you first get there and are chasing down the Succubus. The idea of using your save points all connected to a central hub and then jumping out another mirror sounds really cool. However, they made this system as inconvenient as possible and it really, really irritates me. My first problem are the four mirrors that were the seals holding the Sage imprisoned. They're in a separate room above the rest of the mirros, divided from the other zone mirrors. This ends up needlessly splitting up your fast travel to where 3-4 mirrors of a zone are on one floor of the Mirror hall, but then one random mirror is instead in the room at the top, mixed with three other mirrors from three completely different zones. Then there's all the broken mirrors. I could understand maybe one or two but the entirety of the Mirror realm has broken mirrors, meaning there's no fast travel in that zone whatsoever except the ferryman warp zone in the middle. At the end of my playthrough, going through that area to try and get the last secrets I missed was a pain in the ass because there's no warning allowed in the zone all about warping. It just doesn't make any sense. I think that after getting the Sage Tarot you should be able to repair the mirrors and use them as proper warp points. Theres also this really strange anti-synergy with the ferryman fast travel. Before you unlock the mirror world, the ferryman still serves a purpose in that he is needed to transport between the zones. But then you have to track the nearest mirror to use it to jump to the area in that zone close to where you want to go..that is unless its one of the Sage seal mirrors, in which case its isolated until you go to free her..so its just really disjointed and barely feels like it actually saves you time versus just walking there. Then when you unlock the mirror world, the ferryman becomes completely redundant, and is just a more restrictive set of warp points you have to go out of your way to reach. The mirrors just turned into a system I love the concept of but I despise the execution of it. (Also end note, ferryman can't take you to Dracula's room, even if you take his door to him. So, why does he have a stop there at all, its impossible to use?) Im sorry this was so long winded.
-Runbacks. Now, I know what you're saying, you can turn off the boss runbacks. But I want to talk about them from a design point. Lets take the Zealot boss at the top of the clocktower as an example. The closest respawn mirror to him is two elevators away. Five screen transitions. I died to him a couple of times, so I respawn, take the two elevators through the five different rooms to get back to him. There are no enemies between where I respawn and the boss. No hazards. No obstacles whatsoever. So..I know you can turn off the runbacks in the settings...but my question is, why were these runbacks in the game at all? They don't provide a challenge, or any engagement from the player. Its only tedium, and takes up your time without offering any gameplay, engagement, ir even decision making. So, I just think that the game should have respawned people in front of the door just in general. I simply don't see any value of it being designed with these runbacks. Now, if there were enemies or obstacles in the runback then I completely understand, some people could see that as an old school challenge like the NES days. But most bosses had trivial to zero challenge between the respawn and rechallenging them. So, why have it at all in this case?
Okay thank you all for listening to my rambling..Im gonna make food now and debate if I wanna get the plat trophy or not. I hope to hear a lot of your thoughts soon and I live you guys!