[QUOTE="doubutsuteki"][QUOTE="El_Zo1212o"] I had to stop here and reply- (let me drop some credentials here, so we know I'm talking from experience) I've successfully completed every handheld Castlevania since Circle of the Moon, including Castlevania X Chronicles on PSP, and Symphony- through the course of those games, I have never been forced to grind out levels in order to proceed(excepting, of course, CVX:C which had no leveling system). I have to admit here, to never having been a fan of the retro CVs; Konami's insistance on having them be the most bone-crushingly difficult games in existence did a great deal to deter me in my formative years. Best Castlevania ever, though, is still Aria of Sorrow, followed by Symphony of the Night.El_Zo1212o
So you didn't have to grind to get through the games, but for anyone else who couldn't simply run through them it meant walking in and out of a room and slaying the same monsters over and over again to level up before heading towards the next area.
I can't say I've played the games as much as you have; I played most of them - except, perhaps most notably, Symphony of the Night - for a while, but quickly grew tired of them. The interesting question isn't whether you had to grind in the games or not, but if there was anything meaningful to do in the games besides that? I find the experience system to be not as much a redundancy, as a sort of a built-in cheat system. If I remember right, you could not only walk back and save your game at any time in a save room, but switch equipment at will - even in the middle of fights. Anyone can grind, go save, grind, go save, and then beat the bosses. What else is there? Role-playing? Hardly. Unsurprisingly, you mention a lack of difficulty. I don't remember there being any challenging platform jumping in the games. At least the old Castlevania games had that - and enemies you had to learn to beat the same as anyone else, whether you liked it or not.
What else is there? Vivid characters and a gripping narrative. Those two qualities(along with the fantastic level design) are what have kept me a fan since Circle of the Moon. I'm tempted to suggest that you have a vivid imagination. It was completely standard fare from what I gathered.
There's no excuse for not bringing gameplay to the table. I'd rather watch a movie, read a book, or play something that has puzzles or actual gameplay in it than spend hours upon hours on a grind 'n' collect fest just to get snippets of story through dialogue once in a while.
But whatever floats your boat.
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