Let's all be real here, what was the last current gen videogame that had dynamic action platforming? Mirroshade or whatever that one game was with the asian freerunner with the tat on her face? Platformers are not the genre of choice for this gen, especially not action/adventure games, all these gripes I'm hearing about how this game isn't Castlevania seem to me that people want to hear remastered versions of the old tunes (which are dated by the way, masterful but would probably would not fit in a current gen game, at least one that looks as "realistic" as LoS or at least takes itself as seriously.)
That and the fact that you don't platform enough. Well, to be honest, platforming normally sucks unless it's in a sidescroller, because with a sidescroller it is much easier to know how and where exactly to land.
There are 8 ways to fuck up when platforming in 3D because there are 6 more directions to go when you jump, while there basically only two ways of fucking up in a sidescroller when speaking about things from a purely directional standpoint.
This being said, why in the world would 3D games encourage platforming when it's more likely to frustate the player and alienate the audience in general?
Personally, I love Castlevania because of the themes and stories involved, the gameplay is just the frame, which is in turn determined by the times, that holds the center of the game, the IP.
I guess I don't see it the way you guys do, but I get what you're coming from, perfect examples being Mega Man Classic and the X series compared to Battle Network and Starforce. The difference here though is the franchise went from action/adventure sidescroller to RPG. This is an example of new being bad. The Legends series however, is a perfect example of new being good, sans Legends 3 due to the bullshit surrounding it.
2.) No enemies like Medusa heads, Bone Pillars, or bone-throwing Skeletons that hinder platforming and make it strategic. (AKA Castlevania 101).
Herein lies the problem with that, those enemies are antiquated and even laughable today.
Those enemies would serve no purpose in a 3D Castlevania, at least in their traditional forms. You could get them to act the same, yeah, but how would that mesh with a 3D action game?
Those enemies were essentially born from and for sidescrollers, they impede the way and make jumping across chasm frustrating, but there aren't really any times where you have to jump chasms with enemies in LoS are there?
But it's not.
And my avatar is fan-art based off of old-school Richter designs, which in tandem with my signature probably demonstrates my attitude towards the series. Regardless, though, I'm not the one making absolute claims describing specific framework in which Castlevania should advance, and needs to advance, to be considered authentically Castlevania in design.
I'm not going to get in a big drawn out debate where I debate each and every one of your points, because factually, you're 100% correct. LoS indeed focuses more on combat, and LoD definitely focuses more on platforming. I respect the amount of time and thought you have put into the subject. However, I do disagree with your analysis because of the conclusions that you draw, and do want to note a few key things.
For example, I don't believe a fully 3D camera is at all a requirement to maintain the old-school Castlevania feel in a 3D game. If anything it's a hindrance. The Classicvanias focused on designed, obstacle course style gameplay, in which, by design, there were a set number of optimal ways to approach a situation, and the skill came from executing one of these few methods. A 3D environment, however, adds a whole new level of complexity where certain gameplay elements can no longer function the way they would have in a 2D environment, no matter how intuitive the design, because you've added an exponentially larger amount of ways to come at the challenge. Take Medusa heads. There is no way to effectively replicate the original challenge of the medusa heads in 3D, since a sin/cos brought into a 3D plane becomes a wholly different beast, and even with the added complexity remains a much more easily conquerable one.
Like this:
What was one of the most challenging, engaging obstacles in 2D Castlevanias becomes incomprehensible in 3D. To surmount this, most of the enemies in CV64-LoD followed the AI of "lock on to the main hero and run towards him", which isn't exactly reminiscent of 2D Castlevania, and most of the fighting took place in flat, open areas where players could focus on aiming their hits. Cornell was even given a nice auto-aim long range attack. Additionally, the platforming was largely devoid of intelligent life. Any enemy placement that did coincide with platforming, save for a select few situations, gave you ample time to arrive at your jumping destination BEFORE dealing with the enemy, or put you in a position to kill it before attempting a jump of any kind.
This made the games very slow, with lots of downtime, but necessarily slow. 3D platforming requires extra thought and planning, at least when not reverted to a 2D view (effectively killing the point) and interfering with that focus creates situations that tend to be more frustrating than rewarding. I encourage you to pull up a let's play of CV:LoD, or something of the like, because a lot of things you criticize CV:LoS for having, the N64 games actually had a lot of.
I don't think MercurySteam's vision of Castlevania is an invalid evolution. I simply think it takes the Classicvania focus on whip swinging to heart, rather than the focus on jumping like LoD did. It replaced the rhythm of jumping with the rhythm of of combat. It's different, sure, and I'm hoping MercurySteam adds more platforming ala the Clocktower to MoF and LoS2, but LoI came up with a solid system, and God of War made it even better. IMO, LoS is even better than that, for reasons I can list if you want me to, but it would be stupid for future developers to ignore these advancements, and fumble around in the dark just so that they can be different. Not everything needs to forge a new path, and Castlevania hasn't done so in awhile.
What this guy has been saying, he even has fancy diagrams to back it up.
But seriously, this. ^
Edit: I'm quite surprised no one has posted in here lately.