Castlevania Lords of Shadow Combo Video "Workshed"
but combos are more fun. compare LoS whipping with CV64's. LoS is far more satisfying. LoI had combos too, but they were minimal. nothing as dynamic as LoS. Though they were still somewhat satisfying.
[Shakes head back and forth]
Great, turn enemies into punching bags while you pretend to be Superman. Combos are "cool" but also highly overrated and dangerous to game design. In this context, they're "satisfying" in the same way that junk food is. Combos of this extent are a "genre piece" tailor made for things like Devil May Cry, and do little to help "Castlevania's" game design. The simple combat of CV64 provides for natural combos: With Reinhardt, if you want/are able, you whip a skeleton, go into a slide tackle, and come up with a short-ranged blade swipe. (Or, jump in, whip, and then hit with the holy water or sub-weapon of choice). It's not pre-programmed "juggling." Most importantly, it means most enemies take less hits, which in turn makes for scenarios like Level 2 of CV64 where you have to platform-jump while dealing with medusa heads, bats, bone pillars (and their projectiles), as well as crumbling/flipping platforms and falling guillotines.
Meanwhile, heavy combo-centric combat doesn't naturally engender the gameplay rhythm necessary to dodge structural obstacles AND fight the enemies. In fact, combos emphasize the "fight action," resulting in more arena-type, beat'em-up scenarios, and less strategic enemy placement (bone-throwers on broken bridges) and free-form pursuing enemies (like the Forest of Silence's running skeletons). The former scenario is also where sub-weapons come most in handy, yet if the scenario is lacking, the sub-weapons again dip in their strategic importance. As a result, the sections of action and platforming become utterly stratified and separated in LoS, which isn't the Castlevania norm. (This can't be fixed without changing the gameplay for starters, because Gabriel's jump is atrocious to control, and his whipping more or less immediately moves the character toward a pre-set combo in its animation).
Going on, the way Gabriel "slices" with his "whip" doesn't always feel like you're making solid contact with the enemies, as there is no resistance or recoil. (Nevermind the fact that he "jumps" about as well as Nathan Drake). There's just not the sense of differentiation and atmospheric terror/tension when you're "grinding" on enemies with superpowers in flat arenas. LoS' combat, for all its "coolness," cripples Castlevania's game design and forces it toward the modern cliches of DMC and GoW (and doesn't even mix it up as solidly as the latter, not that I think it should be GoW to begin with). And it ruins the pick-up-and-replay value of LoS, too, as you have to recall the pre-programmed combo button presses when you go back to try out a level months after you've beaten it. (And unfortunately, I've found that there isn't much worth replaying, as a lot of it feels on rails--many invisible walls in the wrong places and lots of enemy grinding padding levels. Despite having more variety than CoD or LoI, it's not all that much different from those entries in design theory when you strip it down). I agree with Thernz on this combo business, and also the "shimmying." In CV64 you could do that and it meant something--surviving by the skin of your teeth. Here it's just pre-programmed Uncharted or SotC shtick. And for Pete's sake, can we get a 3D camera for use in real 3D levels, not 100% forced camera for levels that, while pretty, come off as pre-rendered set pieces. I give LoS an "A" for effort, but its gameplay, by looking at GoW and SotC as models, is fundamentally flawed in terms of Castlevania's action-platforming. CV64 is a far better building block/starting point for CV in 3D.