I wish they would put the N64 'vanias on Virtual Console. I never got around to playing them, but I would very much like to. The videos I've seen of it look good, so I never really understood the hate. Anyone care to elaborate where it comes from?
Well, I liked these games a lot (even more so in recent years), but here are the general complaints. The 3D camera can be problematic at times (though not unmanageable as pressing usually "R" usually centers it, and the problems aren't nearly as frequent as reported), there are slower puzzle and survival-horror elements alongside action and platforming (which people didn't expect in CV at the time), and the controls have a certain weight to them like the NES/SNES days that people consider "clunky" (no magical double-jumps or floating). Also, people claim that they didn't maximize the visual power of the N64 (which is a bit of an exaggerated and unfair statement). Oh, and there was backlash over the few "skeletons on motorcycles" in the game, since it took place during the Industrial Revolution (though, this isn't the only time CV has messed with technology that doesn't match the timeline). Really, the biggest backlash is from the fact that this game wasn't "SotN Part 2 in 3D." People got used to Metroidvania-style, and were surprised when the N64 games took the series in a new direction (stage-based 3D, but with a mixture of puzzles, exploration, action, survival-horror suspense, and tricky/heavy platforming). Honestly, these N64 games have A LOT of the missing ingredients lacking in the more recent 3D attempts. In the fundamentals of actually having challenging jumping hazards alongside whip-cracking action, these N64 games delivered in spades. I wish they would get an VC release, or maybe be put on a collection disc.
Here's a list, re-posted/expanded, of some of the N64's positive/innovative features:*Multiple unique characters (up to four in LoD, two in CV64) with alternate levels/bosses
*Full 3D gameplay (ala Mario 64, so it's not "on-rails")
*Multiple endings based on performance
*Level Design features spatial depth (vertical and horizontal--not flat hallways)
*day-and-night cycles with time-sensitive events (like Simon's Quest)
*Weather effects (rain, lightning, moving clouds, and "fog"--the last one likely being a graphical shortcoming that actually helped)
*Dynamic, real-time lighting (next to candles, for instance)
*spot-on atmosphere
*death-defying platforming of all sorts (including ledge grabbing).
*environmental/enemy hazards (medusa heads, spikes, guillotines, buzz-saws, cannons).
*innovative survival-horror/suspense elements
*Vampires that pretend to be human and vampires as regular enemies besides bosses
*status changes, including poison and vampirism
*manageable questing with inventory items (meat, keys, cards, cure ampules, etc)
*interesting, involving plot (characters like Rosa, Vincent, Renon, Malice, Henry, etc)
*3D in-game cinemas
*Some voicing
*Unlockable alternate costumes
*Long and short-ranged attacks (IE: whip + sword)
*upgradable sub-weapons (in LoD)
*There is a useful slide and duck/crawl play mechanic
*Diverse mix of old and new enemies in 3D
(As an aside, it's worth noting that certain Beta video elements didn't get into either game like swinging over gaps with the whip; but it shows that minds were in the right place)
PS: Gametrailers Part IV is now up:
Part IV: Procession of Portability - The Castlevania Retrospective (time to watch)