08-19-2013, 12:37 PM
In my opinion. The difference in controls between the old CVs and the newer one isn't a case of artificial difficulty, but slow and fast gameplay. The old CVs mechanics worked well for cases where you could carefully time your jumps. Sure you messed up and died a few times, but you almost always knew you either jumped a little too early or a little too late. The slow gameplay combined with a stage timer was artificial difficulty on the other hand.
I also have to disagree that the old enemies haven't kept up with the newer characters increased agility and mobility. It's not the mobility that has made them less dangerous... its the increase of weapon flexibility and variety (and to a lesser extend an increase in durability, and more forgiving jumps). A medusa head is STILL a dangerous pain in the neck to deal with when you're using a whip type weapon in the same way as the original. Same for Skele-dragons and fleaman. If my memory isn't too fuzzy, i think the only enemy actually significantly lessened in difficulty by the increased mobility may be the axe armor... who used to be the highest end enemy in the original... and is now a beginning level enemy.
I also have to disagree that the old enemies haven't kept up with the newer characters increased agility and mobility. It's not the mobility that has made them less dangerous... its the increase of weapon flexibility and variety (and to a lesser extend an increase in durability, and more forgiving jumps). A medusa head is STILL a dangerous pain in the neck to deal with when you're using a whip type weapon in the same way as the original. Same for Skele-dragons and fleaman. If my memory isn't too fuzzy, i think the only enemy actually significantly lessened in difficulty by the increased mobility may be the axe armor... who used to be the highest end enemy in the original... and is now a beginning level enemy.