I wish I could say something on this matter, but I don't think I played enough Castlevanias to warrant enough experience and own input...
On the whole matter about stiff controls and whether it adds challenge, I could say though that it depends on the game's direction in means of control mastering curve and how you're made to use it. With many tools you're bound to run on a game that seems too easy or doesn't really take much advantage of these tools incase the gameplay's kept simple (like Kirby-games), if comparing to games that give you only simple controls and forces you to master 'em up in many kinds of situations calling for brains and mastery of these skills. (Like Donkey Kong Country, Super Meatboy, Rayman Origins). I could thus see why games like SC4 seems rather mundane due newfound accessibility and easiness due 8-directional whip which renders the tactical use of items you found sometimes pointless.
Dunno tho, like I said I haven't played enough Castlevanias to really have a strong own input on this matter (at least to say if the stiffness of jumps is one of the primary grounds for Castlevania's iconic gameplay control)
On the whole matter about stiff controls and whether it adds challenge, I could say though that it depends on the game's direction in means of control mastering curve and how you're made to use it. With many tools you're bound to run on a game that seems too easy or doesn't really take much advantage of these tools incase the gameplay's kept simple (like Kirby-games), if comparing to games that give you only simple controls and forces you to master 'em up in many kinds of situations calling for brains and mastery of these skills. (Like Donkey Kong Country, Super Meatboy, Rayman Origins). I could thus see why games like SC4 seems rather mundane due newfound accessibility and easiness due 8-directional whip which renders the tactical use of items you found sometimes pointless.
Dunno tho, like I said I haven't played enough Castlevanias to really have a strong own input on this matter (at least to say if the stiffness of jumps is one of the primary grounds for Castlevania's iconic gameplay control)