ALSO, I hope we don't see David Cox as the PR guy this time around. Or at least, that he don't make promises that he can't maintain (no QTEs, SERIOUSLY? The first fucking fight has that! Based on CV IV? Where?)
See, the thing is, Cox did his job pretty well as I understood it - his job being to make the game look sexy so people will buy it. What really helped was that most people went in not knowing exactly what to expect (myself included), and were hyped at the prospect of a good 3D Castlevania without some awful fundamental flaws.
But there were a few things that severely deflated my hype upon spending the time with the game, that were also juxtaposed by what Cox said in various interviews-
1. The emphasis on an emotional storyline. I'm not trying to say that video games shouldn't be trying to strive for better emotional content, but that LoS was hyped so much for its emotionally powerful story just goes to show how dreadfully bad most video game plots are. The "shocking twists" are only for the sake of being some kind of surprise, sort of the narrative equivalent of a jump scare in a horror game. We are told about all of these emotional scars Gabriel has, but he doesn't show it at all save for a few scenes. The narrator keeps repeating himself over and over about how tragic the whole scenario is and how grimdark and grimspooky Gabriel's opponents are, etc etc. Every character exists only as a vehicle to give power ups or some shit to Gabriel. And for all the complaints Cox had about comparisons to God of War, they steal THE EXACT SAME PLOT TWIST from that game's story (Gabriel and Kratos are both "tricked" into killing their significant others). The trailers had so, so many bait-and-switch moments (da FUCK do you mean, Jason Isaacs doesn't actually play Dracula? Where's Slogra? Where's that rendition of the CV4 intro music?). The plot's not only barely beyond any of IGA's in terms of emotional content, but it's also a little insulting that it was assumed I'd find it "powerfully emotional". (All this being said, I tend not to enjoy Castlevania games for their stories anyway.)
2. The music. Well, there's an orchestra. That's pretty cool. What? No pipe organ? No harpsichord? Awwwwwww.... ...But in all seriousness, the enjoyment of music is pretty subjective so I'm not gonna go into the usual rants that occur about the game's music. My own expectations kind of did me in here (as with the story arguably); I was hoping the music would convey... I dunno, a sense of mystery and foreboding, especially when Cox kept mentioning CV4. What we got... wasn't necessarily bad, but was sort of one-dimensional in what it wanted to express. You got your "sad exploration

" music and your "determined battle

" music. There just isn't a lot of variety to it. (EDIT: Now that I think about it, nothing Cox said about music was really contradicted, so, uh, I'm not sure how much this paragraph relates to anything else.)
3. QTEs. In Cox's defense, he NEVER said that the game would not contain QTEs. He said that the QTEs would be different from the run of the mill kind (I assume he referred to the circle-matching ones here), and that he personally can't stand QTEs. However, not only does the game have plenty of the normal "Simon says" QTEs, but Cox later said in an interview that he was proud of making a QTE-less combat system... which it most certainly isn't. Now, I'll grant that the combat is pretty well executed and fun, but I can't help but think there's some better way to dismantle an enemy than a QTE; for example, having to actually kill a werewolf with a silver dagger, or a vampire only dying by a stake weapon, or one of those wraiths being immune to all except light damage... there was some creativity in how you had to approach some of the monsters, but it needed more.
4. Titans. Actually, Cox didn't really say anything one way or the other about these that I know of, outside of "It's like SotC!" To me they were the 3D equivalent of those giant multi-segmented enemies in the GBA games - nice looking tech demos for what the engine can do, but pretty sucky and boring as a boss fight. However, IGA's team improved these segmented guys a heck of a lot in the later games, and hopefully MS will do so as well as making them look a little more fitting for a Castlevania. (EDIT: To give MS some more credit, at least you don't have to whip at these guys' ankles forever.)
I think by far the most truthful of Cox's statements about the game was to "keep an open mind". It's enjoyable in a kitschy "Castlevania: the Official Game of the Movie" sort of way, and I'm curious to see what's done with the next one.