negatives:
K, beside the music, the most frustrating element of this game ( for me), would be the map layout, which to be honest was the only factor that was a near deal breaker in enjoying the overall game. Again I think this is relative to the individual’s preference than being a crippling factor of the game as a whole, but still ... where do I begin.
Firstly I stumbled on a lot of dead ends or closed off areas due to lack of a ability ( mainly the double jump) . Now I know that this does happen alot in the other games ( especially SoTN) but at least in those games you felt that you could still accomplish or obtain something in the general area you were in ( hard to explain but if you’ve played the previous titles as well as this you will know what I mean), besides filling the map up. For example my first time in luminous caverns, I remember I went in this one direction for a good 7-9 screens of a long and winding pathway, and all I had got at the end to show for it was a stupid mana prism item.
Also it doesn’t help that each section of the castle was not only huge but usually quite long and winding. Which meant if you wanted to check a area at the end of a certain section (be it useful or not) even if you had the ability to access previously inaccessible areas, these areas set for a later point in the game, would usually be right at the end of a certain area. You could still complete 75% of a level/area but there would also be that little section in any given area that is unreachable cause of a need to double jump or something to that effect. Therefore you would have to come back to that small part ( which probably only has something like a high potion or something ) which in essence, takes a good ten minutes to reach when considering the layout of where the area starts and ends. And usually even at the point in the game where you get the needed ability, there would only be really one way to get to the previously inaccessible area, as the more convenient way would be blocked off by another requisite for a different ability (tell me if I am going off on a limb here but this is at-least how it felt).
The teleportation rooms for the first part of the game were really silly. Teleports in castle a or b respectively would only teleport in two directions ( even if you’ve visited the other ones) which means you would have to still travel a fair distance to reach a teleporter that would send you to the second respective teleport room. However near the end of the game when you find the rooms that warp you between A and B you have the option to kneel down which then warps you to the next warp room in the respective castle as opposed to either castle A or B, which in effect allows you to warp around the castle without need of travelling long distances, or between castle A or B. however this only available is near the end of the game where, for the most part , you need a lure key and a skull key to access the more usefully placed warp rooms anyway.
In general the map layout got so irritating that I will be the first to admit, after ¾ into the game I just decided to refer to a walkthrough to quicken the completion rather than turn up every stone of possibility left for me. I even realised I missed out the ring of vlad ( which I will be doing again) after completion . I think if I played the game again as I know now where I generally need to go, I would find the game a lot more enjoyable, as besides this and the music, even the shifty boss fights were fun in its own respect.
The music However .. I am sorry to say was quite bad..., and probably the only justifiable reason for hate on this game. I am really sorry for those more forgivable or if you really liked the music, but I am going to have to succumb to the negative partiality of the haters, as there were moments where I felt my ear canals were becoming cisterns for blood. I know it was to sacrificed to free up memory to give the graphics that extra polish, and harkening back to that 8 bit chip tone might be nostalgia fuel for some, but right after the vibrant and lively score from CoTM I felt it was quite underwhelming as a follow up, and because it sometimes to little more than analogue farting noises there was little distinction between them. Ergo, it makes the score as a whole very forgettable.
One track especially that made my acoustic centres want to commit suicide, was the luminous caverns . It just sounded like it was lingering in the background floundering about not knowing what direction to go in sound. If I was to anthropomorphises the luminous caverns ost it would be this rather dazed fellow staring at me blankly, shrugging every 5 seconds on the basis that it didn’t know how to climate the area it was set in. Eventually, after the second return into the luminous caverns , I just had to turn the sound of completely.. it just irked me that much..
The boss battles weren’t too bad, but did lack the epicness of the prior and even successive titles to follow. One could argue that the effectiveness of the dashing was what could have killed a few of the bosses difficulty, but to be honest I think a lot of the bosses as a whole had really simple attack patterns and one trick ponies available to pull out of their sleeves. The more damaging moves ( the minotaur gets special mention here) usually had enough downtime when charging a powerful strike to give you unduly time to get out of the way. Legion/Grandfaloon was the most disappointing for me. What happened to the usually imposing gestalt of damned bodies found in the previous games? Again when talking about one trick ponies this one ( or these two including its corpse form) really took the cake. First form only replicated small pint sized copies of itself in your general direction, whereas the second just drops these small goblets of goo at a snail’s pace, still allowing amble time to hack away at it’s core.... I Wasn’t impressed...
And finally Juste character palette...... urgh, is there any room for refute on how bad this character looks in game( probably the only thing lovers/haters must be able to agree on). I mean the out of game character design from Ayami Kojima looks pretty boss in that vermilion trenchcoat ( even with a few “Alucard” overtones with the hair and pale complexion , but still had enough to make Jjuste distinct) but in game, where do I begin.
I know the blue outline is to compensate for the poor visibility of the original gba, so can’t blame the game for trying to facilitate a inherent flaw of the console it was on at the time ( though the after-image that similar to alucard’s felt a bit awry, but again personal nitpick) but the overall body proportion is laughably cartoonish, for some reason , when in his whipping frame of animation it looks like his hands and feet are really disproportioned to a normal human being...
To summarise I did enjoy the game to some extent but when I hit the four hour mark I did get itchy feet from exhausting every possible nook and cranny and cheated a little. I think if I played this game a second time around I would definitely like it more as at least I have the memory from the first playthrough to know the general direction I am supposed to go. Whether you’ll enjoy it is based on how you feel on retracing a lot of steps and back tracking to be honest, as that might start to wear a bit thin on patience. Other than that, fun game. ( sorry if this was way too long but I wanted to address all of the positives and negatives I could think of in equal measure in the game )