I agree with some of what he says (especially about CV1 being extremely well thought out) though I think some of the flaws he hits on in CV2 are systematic of Konami trying to create an experience for a different type of audience than CV1. Because Simon's Quest was aimed at more of a home audience, they had to figure out how to extend game life (which they did in rather questionable ways sometime [yes, I'm looking at you grinding]) as a game of Castlevania's length wouldn't have cut it at a $50 price tag.
I think Simon's Quest is a bit of a misunderstood game. It's more of a puzzle/action/adventure game really. Whereas Castlevania is a straight up action game and the puzzle is "where do I stand when this enemy does this" as opposed to "where do I go to find this item." And most of the items in SQ aren't worth getting. I'd daresay it's a much better game if you cut down on the item hunting and just go for Drac's pieces and then storm the castle.
I actually prefer the palette they used in Simon's Quest to the one they used in Castlevania. It's dark, gritty, and reflects the story being told. Simon has found that his wounds incurred from his battle with Dracula seemingly won't heal. He gets a message from a mysterious woman that tells him that even though he won the fight, he still didn't really win, and as such, he has to traipse all over the countryside collecting the pieces of Dracula and do it all again, and if he doesn't do it in time, he's gonna die. I'd say that's a story worthy of a dark palette myself.
I dunno. I love Simon's Quest, but it's such a different game than Castlevania that I never really compared them.
Wow... The old timers argument is terrible... It enforces the idea of *nostalgia goggles*
"We have a legit complaint that the older games have stiff controls."
"OH YEAH? WELL YOU JUST DONT LIKE IT BECAUSE YOU DIDNT GROW UP WITH IT!!"
The controls fit the game. I'd argue that the controls in a lot of the IGavanias are too loose. I bump a direction just the slightest bit and my character falls somewhere or doesn't jump the way I'd like him to. I almost prefer my control schemes with just a little bit of give. It's all preference really.