Wow, there is so much talk about how the game looks and stuff. Man, this thread is all over the place.. Well it does confirm that everybody assumes Rondo is well designed by looks, large scope of game, and popularity alone... why not, SotN is a massive disaster in game design and balance, but you won't hear a peep about that either. IT's GTREAT!!... Listen, forget about how a game looks completely. And most importantly, forget how much more you love certain Castlevanias so much. Sigh, Rondo's major popularity is killing me here. Everybody feels they have to defend it in every category but from a perspective of gameplay & difficulty balance... well not really, some are mentioning a few things about it... now I got to look over this mess and find out these parts...
OK, lets see if I can answer some questions? I'm not gonna use quotes because it's a major pain since I can't open Quotes in new tabs (it's how I do it, then copy and paste it all in one post... is it that hard to implement this feature? Would greatly appreciate it

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- Yes I played Rondo (own the PSP game), but there aren't any parts where you need to hold the key for too long or where secondary weapons would come in very handy... I can only think of for the very brief moment in the clocktower where it would make taking the first bird thingy out less risky with my crap skills I have at the moment... forget if it'd be very handy for the second bird type thing there? After that you can use the key and forget about it. Woo, 2 enemies! In XX you can't use it for an entire level, and in that vertical part near Maria's door where you have to go up and having all these skulls appearing, a sub weapon like an Axe would come in
very handy. Plus if I die with the key in Rondo, oh well, I'll try again via level select. But do have fun starting the game over in XX (personally I just keep going for both games, either path if fine by me + more replay incentive is OK by me).
- to the one that said XX is bad designed because you have to go all the way to the edge to make certain jumps. You've been watching the Angry videogame nerd, haven't you? Well, if you understand that guy, he will go out of his way for material as long as it's funny. So don't take him too seriously, it's just a show, remember that. And there tons of games that make you go all the way to the edge to make jumps. Even in Rondo (it's how I was able to reach the giant heart in the cemetery). Plus you don't have to go to the very edge to make jumps in XX, you do have enough extra room to prevent risking falling off.
- The backflip stuff. You know, I barely use this move in both games (though I use it more in Rondo, I think?). Yes I noticed there is more of a delay in XX, but it still gets me out of trouble with them spear guys. You just have smaller reaction time, is all... I also seem to pull this move off all the time in Rondo by accident, not sure if the same applies in XX?
- Who cares if you don't enjoy Ritchie's walking speed. This is a topic about game balance, not which game you like more. Yes I know most love Rondo over XX by leaps and bounds. No more reminders, please... plus really, both games control very similarly, complain about XX controls is pretty much just like complain about Rondo's controls... I think we should drop Ritchie's controls from this topic, no?
- all you have do do in the raft ride is face left and constantly jump and whip. Then when you see a bird with the sign, prepare to leap right. Wow, this level is so in-depth!

... Come on, it's just style over substance like most of the game, again. Nothing wrong with this, I love style in my games (why I mostly don't like modern 3D games, no style), dare I say more then gameplay?

It's just that if the gameplay is really poor, I'll just stick with VG Maps and spriters resource... Luckily I don't have this problem with Rondo at all.
- Also, Abnormal Freak said;
Also, so many of the baddies in DXX can be killed by standing behind a block on the floor or throwing holy water from up above. These areas which ought to be tight pinches are easy as can be and you can just step back and attack. Real awesome designing there.
You mean this can't be done from a safe distance and/or through walls with sub weapons in all other classic Castlevania games?

... well, with the whip in Super Castlevania 4, you don't have worry about subweapons making the game much easier, since the whip in this game can reach enemies from a safe distance too for most of the game... man Abnormal Freak, you just made the classic Castlevania series look like total sh*t from a design perspective.. hey, do a challenge for Rondo next!!.
- oh, and Legfends and XX was directed by the same guy!!!!

Wow, that guy must of had an army of numb nuts when he made Legends. Because man, that game is the perfect example of a solid zero when it comes to Castlevania game design, and luckily no other 2D Castlevania comes close to that low standard from what I played.
Well, I've been playing some Rondo today, gonna try and squeeze some XX if I can today also... because it seems you guys don't want to let go of this Rondo VS XX topic anytime soon?
If there's one glaring flaw in DXX it's the throne room's design. There was a safe spot in which you can just duck most of Dracula's (first form) attacks and spam the Axe whenever he's in range.
Hey, that's how I beat Dracula too!!! But psst. Your supposed to keep it a secret, Dracula XX is unbeatable as they say.

(Man, the axe has got to be the best weapon in any classic vania game to make up for no Super Simon whip in every direction ability)