...very well, then.
I will erase most of what occurred in this page. I trust it will not happen again.
Please continue the discussion, now.
ANYWAY:
I love Lords of Shadow... as a game. I went through the entire game, losing valuable hours of sleep, and am now collecting all of the extra items I missed during my fast runthrough. As such, I've been really holding back on any opinions on the game, since it's really not fair to say them until the entire game is sampled. Now, with that being said, here's my personal view of the whole thing:
1. The scope of the game is quite amazing. Castlevania games need a large scope such as this. This wasn't just little random cutscenes here and there. There were great touches done as well. The Pan puzzle with the Pendulum, the Fairies' Puzzle with the Runes, and the Blood Puzzle near the end, were very well-executed. And the grand locales we got to visit on our our adventure were topnotch.
2. Although the music is very nice... this is one area where it was lacking. Not lacking in quality or lacking in execution, but lacking in feeling and soul. If I had a jukebox mode where I could plug in my own songs, I would have dug up memorable entries in the vast Castlevania musical library, and would have atmosphere-ized them into matching the mood of the game's soundtrack, similar to how "The Waterfalls" and "Prologue" were cleverly arranged. "The Waterfalls" has a beautiful, somber feel, and "Prologue" sounds like a perfect lead-in piece, which is what its CV4 version was. Having said that, many locales could have used a musical score to match where you were. For example:
Wygol Village at Night - It really could have used "Monster Dance" from Simon's Quest
Hunting Path - "Forest of Monsters" from CV4
The Crow Witch's Tower - "Rising" (CV3) would have been perfect, here.
The Castle's Underground Waterway - "Chaccone C. Moll" or CV64's "Underground Waterway". I will not bring up Crystal Teardrops only because these would have probabaly fit the stage better.
Wygol Abbey Church - Really could have used "Chapel Hidden in Smoke" (OoE), "After Confession" (DoS), or "Watchtower" (CV64).
The Necromancer's Abyss - Could've used "The Abyss" from DoS or "Chaos Realm" from AoS. It's really a no-brainer, here.
One did not even need to bring out the big guns (Bloody Tears, Beginning, Dance of Illusions), just pepper the nice soundtrack with a few tunes to keep the stage fresh and memorable. Why does the Valley of the Fallen Titans have the same music as the Three Towers of Agharta (unless as a composer, you're telling us "All desolate places use this tune"... which is, sadly, a boring disposition to take, for Castlevania).
And that's only what I can think off off the top of my head. So many missed opportunities! I do not even mind the parts that were to have silence, and I love the battle music used for when ogres/werewolves show up... but there's only so much ambience one can take. Even Legacy of Darkness seems to have a more memorable soundtrack, at least when it comes to recognizable locales having music to match.
Castlevania may have different feels throughout its history, but one thing about it which has always shined about it, is its memorable musical score. While LoS has a nice score, no one will be humming the tunes in their head, ever.
3. And this one is pretty stupid and I realize it sounds stupid as I say it... but I will say it anyway:
The breakable objects in a stage... they need to reveal items all the time, or hearts/jewels. I mentioned this somewhere else, but I ran through the game breaking everything I could break, just because in my head, the Castlevania that has been ingrained in there has to have objects pop out of the breakables. It only started to feel more once I got the Dagger Upgrades and was able to get more. Destroying something only to get "You cannot carry any more fairies/daggers/holy water vials" or "Your crystal is already complete" just became more and more frustrating as I played. If you don't like hearts, then give us Jewels. Make it so that if we pick up hearts/jewels, they'll power whatever subweapon we have active at the time. I realize it's stupid and that it might break our suspension of disbelief, but dammit most of us have already broken that vinculum years ago.
4. I love the Magic System used. Light & Shadow Magic were a good choice... but why two magic meters? Most of us just went to elemental fountains and just held both buttons. Seems unnecessary to me. Again, I mentioned this somewhere else. Why not just share the meter and toggle the magics? Then you even save a button, you end up with a completely free Right Analog stick. Hell, you can even use that completely freed-up Analog Stick and Button for extra SubWeapons or something (The Cross, Axe, Watch, and something else like the Rebound Stone or Bibuti or something could've gone in there... maybe you can even combine subweapons for different combos?).
5. Your camera control was good, but could be better. It makes it tough to look for secrets at times, but it's not that bad.
6. Platforming via shimmying was OK. Reminded me of Castlevania64. Good job on the execution and mixing it up with whip swinging.
7. It's cool that you had unlockable things via the menu. However, it would've added a Castlevania touch if you had a salesman like Baba Yaga or Renon, throughout the stages. This is an optional thing though. The game did just fine without it. it just would have been a nice addition.
8. Great job on the narration. Sir Patrick Stewart narrating the chapters did a good job both storytelling to us what's happening, as well as giving us glimpses that there was something amiss in the story. I'm not sure if the latter was intentional, though.
9. Stick with the fighting system. It was well-executed. Great job, here. However, sometimes the enemies move off-camera and it's annoying when they do that and come in with an unblockable 'white flash' attack that you could not possibly have seen since they were off the camera.
10. The visuals are great. Please continue with the beautiful locales... just make some more of them happen during sunset or night-time. The Crow Witch Malphas's entire locale could've looked even cooler if it were done during early-morning moonlight, with dawn happening as you'd exit with Pan. Or, the other way around. Hmm... perhaps this is a bad example... but the hunting path could've been done at dusk. The entire Castle section was awesome in its execution, though.
That's all I can think of, for now.