So, I've been recently replaying Harmony of Dissonance and Circle of the Moon, as in I've literally been swapping between the twos playing via the GameCube's GameBoyPlayer on a CRT** , and i've been asking myself the subject question the whole time.
I played both games upon their launch (multiple times), on a first model GameBoy, and I think I've replayed Harmony of Dissonance through an emulator on my PC a while back, but its the first time i've been playing both pretty much at the same time and, good god, even tho they launched only one year apart, they feel like theres a 10 years gap between the two titles.
Ill start in saying that i love both titles and i recognize both are somehow flawed under different and specific aspects, but theres no way, beside personal taste, that is assured, Circle can be considered superior as a whole to Harmony, which is the thing I've been reading\hearing over and over again in these years and i keep reading\hearing, thus my opening question.
I'll try to proceed and explain my point of view:
I won't consider graphics and music which could be considered as subjective matters in defining which of the two games one could prefer (ie. i really love Cotm clean, detailed and proportioned sprite work, but i think animation, background design and enemy design is overall superior in Harmony, but thats completely subjective), rather Id like to delve into core game design choices as a mean to try and point out why I think Harmony is a better game.
1) Movement
This is the first thing i noticed going from HoD to Cotm and back. The controls in Harmony feel fantastic, fluid and natural in the hands, on the contrary Cotm has really stiff controls, physics and speed of movement similar, and fitted, more to a Classic stage-based Castlevania than for an exploration game. Im not sure wheter this was intentional for the developers to try and mix the feel of old Classicvania and NITM like, but even if thats the case i think they made a terrible game design choice as in it doesnt fit at all the exploration oriented mechanic, much more if you think it was supposed to be played on a tiny screen on a machine with limited battery life.
2) Battle mechanics
Im not talking about the Spell Books or DSS system, rather the proper whipping mechanics. As for the generic movement, Cotm whipping feels very stiff and straight forward, exactly like old style CV, with minions moveset being extremely limited, asking you to repeat the attack, take cover/jump, attack, take cover/jump, and so on which soon becomes tedious and boring as, again, we're not in for a multiple stage with different enemies ride, but for a backtracking and exploration focused experience. On the contrary Harmony's Offense\Defense system feels way more suited to the exploration system, being extremely fast, also even adrenalinic sometime, asking you to take the risk to take the chance at a second or third strike instead of backdashing, or dashforwarding into an enemy before it can strike and so on. Not to mention the system feels great in the hands and you can actually tell it was conceived holding a classic GBA in hands, as it works perfectly with hands reflex on your standard GBA grip. It may feel obvious and taken for granted, but thats exactly what good design in any field makes you feel like, you really dont notice it and feels perfectly natural until you step back for a moment and think about it. Also it is worth mentioning and, for me, of uttermost importance, the feedback given by the enemies being hit and upon destruction doesnt feel satisfactory at all in Cotm as it does in Harmony
3) Level Design
Ok so this is a point which goes usually in favor to Cotm, especially when it comes to the "zigzag halls" in HoD, but beside the nice platforming i found a bit too often tedious sections in Circle of extremely long halls, or tall towers, with the same enemies placed over and over again, which sometime take very long to destroy (due to my two previous points), which at some point makes you want to just keep on running and jump overhead the enemies if you can take the risk of being underlevelled going on in the game, again, not much fun exploring at all.
Summing up, I feel like Cotm is a great game with a wrong (intentional?) premise, which is adding a classicvania gameplay feeling to an exploration based game. This may be to some its most interesting feature, but i cant help thinking its a wrong and bad game design choice, thus resulting in HoD being a like it or not, better designed game.
Im interested in hearing your thoughts asking you to keep aside what has been discussed over and over again in the years and i mean the graphics, chiptune music and composition and juste's ugly sprite.
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(**note: this i think is important for a fair and square comparision of the two titles, because theres no such problem as screen lightning, audio output and screen size, and i could focus on the very core mechanics of the two games)