I knew you would say Maximo
Remember the time we talked about it way back when with the platforming aspects 
Oh, yeah! Ha-ha. How time flies. (And how I still keep waiting on Castlevania

)
I am finding a flaw in the thinking of people in general. Here's what I'm reading, here:
-The closest thing to a well-translated 3D Rendition of Castlevania is "Castlevania64" and "Legacy of Darkness" (which I agree with)
-That formula needs improvement. (which I can agree with, somewhat)
But then there is:
-Castlevania's current direction is a rip-off of God Of War/Dante's Inferno/Bayonetta/Devil May Cry (which I also agree with to some extent)
However, how does one 'add' to the formula that was the closest to what Castlevania is to most fans (CV64/LoD) without seemingly 'borrowing' elements from these current-gen games?
Take the LoS approach:
-You've got some platforming, but it's no longer jumping, it's shimmying (though in MoF it seems to be more jump-focused, as well as hanging on ledges and bounding off walls).
...but that's like Assassin's Creed and Shadow of the Colossus.
-You've got a battle-oriented combo system with weak and strong attacks, dodging and jumping, and QTE finishing moves.
...but that's like God of War and other battle games (DMC, Bayonetta, Dante's Inferno, etc.). How can one have a battle system at all that is not like these games while at the same time being fresh and new a good? The IGA/MetroidVania games had a dodge move and had no combo system, but then the heroes would wipe past the enemies very easily (Ecclesia solved this a little bit by making the game punish you for your recklessness).
-LoS/MoF enjoy throwing enemies at you and locking you in a room, forcing you to make use of the battling system.
...but that's like old Final Fight and Streets of Rage and other beat 'em ups, where the screen would stop scrolling until you defeated wave upon wave of enemies in order to pass.
So, essentially, the new definition of an "Action Game" is now one that possesses these aspects. The market seems to have decided this, for it is the games with the huge bang&wow factor are the ones that MercurySteam is borrowing (or at times, taking back) elements from.
Personally speaking, I wish I didn't have to wail on enemies for as long as that Executioner video showed. It diminishes the power of my weapon, it makes my character seem weak and pathetic, and seems to just be a gimmick to make the gameplay appear longer than it should be. Cut the health of those enemies by about 50%, and give 'em a stun animation and maybe things might improve.
BTW, that Executioner? Totally seen him before.


on that last point. But honestly, Jorge, this commentary was webmaster material par excellence. That's the heart of it, I think, not that Konami's paying attention. Media is the message and the buck stops there for what Konami wants to make. This new definition of "action game" is similar to the movement we're seeing, most prominently at E3 2012, of games being more and more like interactive Hollywood movies than games (though I would argue the writing is more like trumped up direct-to-video writing in terms of narrative). Regardless, as far as building off the N64 games, which I do think is the best option, personally, most of it is technical: You'd continue to improve the camera control, use the new processing power to have more moving obstacles and enemies at times, and give the visuals an HD boost. As far as gameplay, I don't know if it would break the game to have a move like Circle of the Moon, where you can spin your whip around you to protect you from 360-degrees at times, it would be good to see some tweaked or added sub-weapons, have branching exits at times, have a few more remixed classic tunes alongside the nice ambient music, bring in the grappling-point swinging teased in the early Beta/model test video. You could boost some of the horror elements that the N64 team scrapped/toned down during development, such as being tricked by villagers who are vampires, or exploring caves and getting cornered by vampires and having to lead them into the light, etc. Really, on a fundamental level, it was all there on the N64. It just needed a more powerful platform and some time to grow out its ideas naturally moving forward.
Depends on your definition of Castlevania. Mines not limited to one type of gameplay, so to me, CV64 is just as much Castlevania as are SotN and LoS.
I get this to an extent. I mean, I've enjoyed parts of some of each, but I always lean back toward one vision or another. Are you saying that, for instance, if Castlevania games were all like Judgment, it'd still be fundamentally Castlevania to you?