I would like not to feel "scripted jumps". I'll explain them like this:
You play the game, find a big abyss, use a big wolf to pass through it, great.
Replay the stage, now you have double jump, try to play the abyss... an invisible wall hits you WTF?
That's it, I'd like the platforming to be receptive, not scripted, with adaptable physics. The combat is brillaint, the scope is brillaint, the sense of decay is great, I love the first shint stages and I love how the scenery turns to hell itself at the end. The castle was stellar, most atmspheric part of the game.
Please keep with the "explain everything!" tone

it's the best thing ever happening to CV. Why is there electricity in the castle? Doctor Frankenstein lived before. Why is Carmilla a Vampire? She loved life and restoring it, her dark side drains life and it's not even living. Why is malphas a giant crow? she casted a spell to restore her body and crows felt attracted to her. BTW I loved how they wrote a little story to each enemy, keep up that Mr Alvarez!
And the most important thing, polish, add... don't cut, a bit. Some people dfidn't like titan fights? Screw it, keep with them, polish them but keep with them. SOme people didn't like daytime areas? Screw it, keep with them if they serve to narrative. The graphis need AA easy or not, do it, even if it takes 6+ months of work, do it. Keep oscar, he's a great composer, make a little more memorable music this time BUT keep the "change song middle stage" tone, I'm tired of 1:30 songs repeating themselves over and over again (I'm looking at you Castlevania pre-LOS). Music has to serve narrative, it's not intented to go to everyone's iPod, it myst to be there serving the game. Also, keep the music-less moments, they were creepy, excellent, some of the chill I got from the game came from them

And obviously, the camera was kinda unpolished, fix that, the right triggger is unused!

Overall, keep innovating and polishing everything you can MercurySteam, now more than ever ever ever, we trust you
