Khuutra said: I would accept this if the game were designed to be played with diagonal whipping, but according to the OP it isn't, and most of the problems solved exclusively by diagonal whipping do not seem to exist in the first place. |
Fully granted, but even if it's not a necessary feature, it's still a very nice one to have. The example that comes to mind is Super Ghouls 'n Ghosts: the ability to redirect yourself after you've jumped was deliberately omitted, so it clearly wasn't designed with that feature in mind. Yet its inclusion would have helped to make the game much better than it was. Similarly, diagonal whipping in this game is probably not necessary, but I'm certain it would have helped make the game better.* Increased player control is almost always a better way to do things, in my opinion.
*Obviously, I can't say for sure, since I haven't played the game yet.
jarrod said: Uh, no it isn't? You can't even do it Rondo, Bloodlines or Dracula X (and all came after SCV4). Hell, you can't do it in the Metroidvania's either. SCV4's the only major one you can whip diagonally in iirc (dunno about some of the GB games)? :/ |
It's not about whipping diagonally, it's about being able to attack diagonally (hence my "if you equipped one item or another" qualifier). Correct me if I'm wrong, but I believe in Rondo Maria had a diagonal attack, and all but one of the Metroidvanias has an equipable item that can do such an attack (Circle of the Moon is the exception).
That said, I do have to backtrack a bit now, since this game probably does feature a viable diagonal attack (the Axe).
johnsobas said: it's only artificial if you created the game with diagonal whipping in mind then took it out to make it harder. This did not happen, and quite honestly the game isn't even that hard so I don't understand the complaining at all. As others have said diagonal whipping is not standard, it was only in 1 game out of many. |
I think I've covered this in the earlier segments of this post, but I will add that I don't think that's the only way to create artificial difficulty. It's more of a philosophical discussion than anything, though.