Here's a novel thought. Maybe a 3D Castlevania can/should be different than God of War and Devil May Cry? Platforming aside, who said fighting enemy after enemy with big, flashy hack'n'slash combos is a necessity of Castlevania? I don't remember that in the 2D games. (and we saw how redundant that got with the latter 3D Castlevanias). Sometimes less is more, and I think 3D action/platforming games in general should remember that.
You missed the point of what we were talking about, FYI.
I'm going to say, though, that if they came out with a 3D Castlevania game where the fight with Dracula consisted of dodging fireballs in 3D space and launching single hits at his head, I'd be extremely disappointed. There's a reason why companies make retro-style games along with newer games. Sometimes, the transition from 2D to 3D just doesn't work. It needs more.
The reason the PS2 3Dvanias got redundant was because there was NOTHING else. You went through a series of flat, uninspired rooms killing enemies. Cox has said he's aiming for a platforming/combat/puzzle mix, and we've seen how nice the environments look.
Yes and no. Stylish fighting is cool--I myself find some appeal in it in games like Devil May Cry 3--but it can be problematic to varying degrees in this sense: the enemies sometimes become 'punching bags.' Usually when you have chain combos, it means regular enemies take more and more hits to kill, which slows down the pacing of the game and feels like a hidden kind of level padding. (It also makes less distinction between regular enemies and bosses). The more you do these combos "systematically," the more redundant and robotic/technical they sometimes feel--like a cinematic button-based puzzle game. It becomes more about "pulling off" the "visually stylish move" than it does about surviving and progressing through the level design. And the more games that employ it, the less fresh it feels. (Has anyone seen the recent big-budget 'Dante's Inferno' or 'Darksiders' vids--they look cool, and have good art design and game principles...but the combat largely appears cut and paste).
Granted, I don't know to what extent LoS uses combos, so I'm not being entirely fair. At some point, I'm looking for a new 3D action paradigm. I agree with the idea of a strong and weak whip attack (confirmed?), a grab whip attack (not confirmed), and a defensive whip move (not confirmed)...but I'm not crazy about that downward flaming power punch and super spin-attack we're seeing. That suggests that enemies are used to "fill space" and be "smacked" than it does they are put strategically to meld with/enhance the level design. I just don't want to see enemies getting caught in a chain and getting juggled around like a fighting game for the previously mentioned concerns. But...if the game turns out to be exceedingly fun, I suppose it doesn't matter in the end.
The kind of enemy placement you're talking about works wonders in 2D platformers, but really doesn't transfer over to 3D games very well unless you want the game to feel like Mario 64. I know I personally believe Castlevania has much more in common with DMC than Mario 64. As for your claims about Darksiders, well, that's not entirely true. Owning the game myself, I can tell you I'm reminded of Legend of Zelda more so than God of War. Sure, the moves can look flashy, but enemies generally go down pretty quickly, and the stronger ones tend to have some work-around to killing them. Dante's Inferno, as far as the demo goes, you're right, it's just GoW in Hell.
I see no reason to leave out flashy moves. This definitely wouldn't be the first Castlevania game to have them.
As for your "fill space" comment, I wonder if you've actually ever played DMC. If you're not playing easy mode, you tend to be the one getting smacked around if you aren't doing things right. Dodging, blocking, countering, and comboing takes, surprisingly enough, skill and timing, but more tweaked toward a combat aspect instead of a platforming aspect. The combat itself is gratifying. The way you make it sound is like you go into a room, beat some enemies by spamming buttons, then move on.
Now, I could understand that by adding the action, it's just not really your type of game, and that's completely understandable. But I will say that the platforming style of a 2D Castlevania game, as far as I see, doesn't transfer well into 3D because of that third dimension. In a 2D game, a skeleton on a platform would have to be whipped or jumped over. In a 3D game, you just given yourself the ability to go over, to either side, a combination of the two, or whip it and go through. It makes a skeleton not that big of an obstacle. The bones they throw can now just be sidestepped.
Also, as games have tried to go towards a more cinematic experience, placing enemies on every platform as an obstacle begins to feel frustratingly gimmicky, when that job could easily done by something like a spike trap, bottomless pit, flame jet, etc.