Thanks Richter. I TOTALLY see those Underworld parallels, too. To me, it just goes to show of how Mercury Steam pulled of so many tones. And I imagine it was a huge challenge to honor the old franchise and fans, yet do 'trendy' art choices, to gain mass appeal and create a new franchise, ahem. money maker 
How far are you in the game?
I'm in the "Fire Cemetery" working out the chupacabra/dark crystal puzzle. Is is just me, or every time they need to pad a level, they pull out the chupacabra to do his funky little dance? (This area, with the overhead view, brings back memories of the fire stages from Bomberman 64). Anyway, I don't mean to bash the game with the modern movie parallels (I could also bring up Pan's Labyrinth!), I just was expecting a different tone... I liked those legged coffins in the Titan Graveyard, but some of the jumping and camera angles in that stage were atrocious. Ever since DMC1, modern action games stick with these ideas of primarily beat-down arena-type fights spaced out and surrounded by invisible walls that make for token/clunky platforming more often than not.
In the N64 era, whether it was CV64 or Mario 64, or Banjo Kazooie, you at least knew where you could and couldn't jump, and could move the camera to see so. Somehow 3D games became more about the "cinematic experience" and less about the game; designs went from large open worlds sculpted within one giant 3D box to corridors with varying degrees of depth and a greater illusion of open space that is actually less interactive. LoS doesn't go to the extremes of CoD as far as corridors, but it's still far less open than it should be and doesn't hide its invisible walls well. I honestly just think the whole model of modern action games, as fun as they can be at times, is flawed.
Still, if nothing else, I give this LoS game credit for a more than competent combat system (if in indeed CV
needs to be modern combo heavy), and for the breadth of its diversity in stage themes. It certainly isn't without fun and artistic beauty. As I said before, though, it feels like they went for more of a high-fantasy/Grimm's fairy-tale vibe and put a Gothic topping on that which was influenced more by modern horror films (Underworld/Van Helsing) than old-school horror films. This fire cemetery is the perfect example. It's basically a typical volcano/mountain--like a Rygar stage--rather than having much anything particularly creepy. The zombies are the only thing holding this stage together in terms of Castlevania.