In some of these interviews they talk about how Castlevania has been really/overly Japanese. Excluding Rondo and some of the latter IGA titles, I never saw that...
Anyway, about Western developers with Japanese titles, and changes made, it's worth reposting this comment I made that I think a lot of people missed:
OK, so I'm playing the 2009 3D Bionic Commando (PS3), and I realized two things. 1.) It's nowhere near as bad as reviewers said, 2.) Theoretically, this might be a preview of Lords of Shadow...
The reason I make the latter point is because this was an 80s Japanese series handled by a European developer with a long-time fan as producer. Moreover, I'm understanding what Cox has said about the old Castlevania music popping up in spots, as Bionic Commando has *brief* interludes or sequences where classic BC music is pumped in and remixed with violins or brass. So, with Castlevania LoS, it'll likely be similar in that the old music will be nostalgic teases rather than the main driving action music. Moving on, Cox has said that the LoS game will be level-based, but also more vast. I see that formula with Bionic Commando. The play-area in levels is quite large (almost sandbox-like), but it guides you in the right direction overall. (Some areas more successfully and excitingly than others. Early on, it feels too open, IMO). Also, you can revisit stages you've beaten in the menu.
Now, aesthetically, Bionic Commando (2009) took some hits because it didn't look *exactly* like the old game. But I am getting used to the tweaks, and think it has enough homages and visual cues (green main outfit, bionic arm, color-coded soldiers, paratroopers, communication linkups, and weapon swaps) to get the spirit of the series. I think it might be a similar mental process with LoS when playing it. I mean, the idea of a 'destroyed city' as one of the main venues in Bionic Commando seemed a bit out of place at first, but now I see how it works so well with the play mechanic. Hopefully, LoS' risks will pay off in the same way.
Now, once you get used to it, Bionic Commando has probably done swinging in 3D better than anything I've ever seen/played (it's challenging and rewarding, not on-rails and thus offering a lot of player-driven thought). I think that LoS has a tall order to match the thrill of swinging over gaps...but then, that's not LoS main mechanic. I have to say, despite being rough around the edges, at about three chapters in, Bionic Commando (2009) is extremely ambitious and rather revolutionary. It's one of the first games I can say is definitely "next-gen." Part of that is that it riskily marches to its own drum...I hope LoS carves out enough of its own unique feeling that is distinctly Castlevania as Bionic Commando has done.
(And as a final note, I've reminded myself that traditionally, every Castlevania game came up with its own visual aesthetic. Castlevania IV was not the same as Castlevania: Bloodlines, but they were both great Castlevanias. Different hardware always brings changes to the series; but those changes have been most successful when they keep the gameplay "rhythm" and overall unique mood of the Castlevania universe).
EDIT: Holy smokes! I just got to an area called the "Fissure," and it's a deep cave with waterfalls like Castlevania IV's Stage 3. I mean, it basically captures that experience in 3D, which is amazing. Looks beautiful, and you can swing from all the stalactites! This Bionic Commando game is getting better and better. I hope LoS has a cave of this size, complex layout, and interactivity.