I wish they would minimize some of the npc dialogues, especially with Claudia and the bosses. I feel that they are nagging and trolling me to death. Dialogue on loop kinda dented some of the feeling while playing this game, it's a just minor gripe of mine.
Seriously. I wanted to use the stake upgrade on Claudia's skull when she kept mouthing off about fucking crystals. SHUT THE FUCK UP BITCH! OR SEND YOUR DAMN ARMOR OVER HERE TO HELP ME FIGHT! I think Gabe SPOILER stabbed her in his sleep END SPOILER because of this too. He just won't admit it.
I'm going to post Kurt Kalata's criticisms here, because if anyone deserves to be heard, it's the creator of the awesome and expansive Dungeon.
"Castlevania is about rhythm. Think about the way, in the older Castlevania games, how you jumped, how you timed your whip slashes to hit the candles, that pleasant little sound when you grabbed a heart. In the post-Symphony games, the rhythm is still there, but it's much less strict. Every action flows beautifully together. There's still consistent actions to attack candles and grab stuff. The PS2 games had this, to an extent. Lords of Shadows does not have this. It can't, because it runs at a sub-30 frame rate. It feels choppy, discordant.
There are items to pick up. Tons of them. Tons of things to hit and destroy. Technically many are meaningless, but each gives a pleasant sound effect and makes a number go up, somewhere. Lords of Shadows has...well, the whole hearts system that has defined practically every game is gone, so all you get are daggers, at least so far.
The platforming. The platforming does not require timing. It requires hitting the jump or whip button when the game tells you to. It works exactly like Uncharted. It was not a problem there, because Uncharted is not about platforming challenges, it is about the feeling of scaling massive walls and dangling for your life. Castlevania is not. It is about, I'd better make sure that I've positioned myself correctly and timed myself correctly so I don't overshoot things, and time my attacks so a medusa head does not hit me.
Many of these ebb and flow in each title. The platforming is not part of the Metroidvanias, nor the PS2 games. The exploration and loot hoarding is not part of the classic series. Many are exclusive to the feel of 2D. But there's still a consistency about them. Even the N64 games sort of controlled like the NES games, despite their clumsiness, and not exactly to the game's favor.
The music. The music might be more important than anything, because it is consistent across all titles. Even the worst Castlevania games have some worthwhile soundtracks. (Exception: Legends.) This is...well, it's generic Western orchestral that, while technically pretty decent, thinks that it's in a movie and not a video game. Areas are identified by their soundtrack as much as their visuals. Even intensely boring places like the endless dungeon corridors in Lament, they feel, because I identify instruments and melody. And rhythm. In LoS there is nothing to identify with the forest, besides the birds chirping, and some random chanting, whenever there's something happening. Every area sounds like every other area.
It does not have the monster movie horror theme of the classic series. It does not have the pseudo-anime gothic styles of the Metroidvanias. It has...well, something, and it actually is quite well done. But it's also probably more like Lord of the Rings, if anything, and definitely not Castlevania.
What it does have is a competently executed action game that seems to exist for little reason than to keep the Castlevania name from becoming a total joke. In that respect, it does a pretty decent job, since it is not a potential embarrassment like some of their more recent projects."