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The difficulty comes from playing a squishy wizard type rather than the badass frontlining warrior type. Approach enemies tactically instead of rushing into their face hoping you can chug potions to get through the fight.
That's far from the only problem it has though. It has many small linear stages before you reach Dracula's Castle which are generally bland, Dracula's Castle is correspondingly smaller, borrows some odd & ill-fitting mechanics from other games like the pinball magnetic jump, the village buildup is boring, the weapons are all reduced to abstract representations via glyphs & don't offer a better experience than just having weapons the way the others did.
The bosses are properly hard. That's the only upside I see. I recall the crab boss in particular being a tough fight.
I own & have played through all 7 of the Castlevania "Metroidvania"s &, other than HoD, I think it's the weakest of the 7.
Really don't understand why Ecclesia is liked when it's just a watered down Castlevania, especially compared to Dawn of Sorrow and Portrait of Ruin, literally nothing was memorable about it.
Most importantly, the hardmode is actually hard, unlike most Castlevania games. I could gush about Ecclesia's hardmode for days. The tutorial fight replaces the 4 skeletons with 4 skeleton champions. Tons of new/different enemy placement like that. Certain enemies/traps are faster. You take a minimum of 30/60 extra damage on every hit, so 1 damage face tanking is no longer a thing. The enemy placement being a redux of sorts is what truly sets it apart of course. That's also why Curse of Darkness's @crazy mode is also a top tier game difficulty.
The MP bar is more like a Stamina bar, the reason you use it to attack is probably because you can spam attacks in quick succession with some of the gylphs, and the hearts are there to balance the strong combo attacks you'll end up getting access to.
OoE is also like the one game in the DS trilogy where enemy weakness/resistance actually matters, at least in the early game when the balance hasn't been thrown out the window, not like Portrait of Ruin where I would argue it only matters in a few key points during the main story like the Whip Memory fight + some of the optional bosses.
Of the 3 DS games, it might be my least favorite, but it is also the one where I feel like I'm in control of what's happening the most, and the game never really walls you with a stupidly hard boss or room.
Going back to SotN almost ALL of these games are too damn easy except for CotM
OoE has bosses that have VERY specific patterns.
Here's the problem with that. It makes the bosses one-note and predictable and not fun to fight.
Everytime you play this game you're always going to fight the Crab the same way every time.
There is no player agency. It's a set pattern you follow from start to finish.
There are several bosses in this game like that.