If he's really a Classicvania fan, maybe he's pulling the giant golem from Haunted Castle...
http://castlevania.wikia.com/wiki/Giant_Rock_Creature
...And Koronot, too, right?

Seriously, I do not have a problem with giants in Castlevania. What I do take some issue with is that you allegedly stab glowing points on it to climb up it and slay it. Moreover, battles like that are being highlighted right now as the "sale points," when, as a Classic Castlevania fan, I want to see "Castlevania," not pieces of other games with a Castlevania character.
...While we're talking about the game, do we really need the super powers/super combos where he's spinning around like Link in Wind Waker or dropping into the ground with a flaming fist/boot ala King of Fighters? That kind of over-the-top action generally makes the enemies seem redundant and takes away from the sobering atmosphere. Just because God of War and DMC drop you in a room full of baddies that you have to obliterate, doesn't mean you need that as a main element in a 3D Castlevania. I mean, what's the point of strategically using the classic Sub-weapons and x2/3 then? Oh, that's right...maybe they're not in this game, just like the Candles. But a Hammer is...a giant Hammer...
As much of an action game as "Classic-vania" is, it wasn't ever in-your-face, non-stop action like Contra. The enemies were placed strategically, becoming obstacles just as much as the platforms. It wasn't about how many enemies you could whip at once, which is why LoI and CoD had design issues.
It's little things like this that are hanging me up on LoS. They're not making it a bad game, but they're preventing it, at least for me, from being a mind-blowing game. I see things I like (a whip as the main weapon, swing-platforming, a darker world), but I don't see a cohesive package yet that screams "Castlevania has come to a new age!" My impression may indeed change, though. After all, we've hardly seen any of the game, and most of what we've seen is in the 'Lord of the Rings' Fantasy-style areas.