You just highlighted a fatal flaw that the PS2Vanias actually have in common with LoS. The obsession with over-the-top combo attacks *ARE* a higher priority than platforming! You need to give LoS credit for pushing some platform elements, but if you think about it, all of that platforming was *far* removed from the action --the 2 never really mix... It's action and platforming, not action-platforming.... I'm a little embarrassed now that i never made that connection myself.
Hence why I've pointed out CV64/LoD. Despite all the shortcomings, they pulled off action-platforming in 3D. CV64 Level 2 is the perfect example. That tower climb includes: crumbling stairs, floating platforms, rotating spike platforms, and falling guillotines, which are complimentary guarded by Medusa heads and bone pillars. This requires you to jump and whip, and stop on a dime, etc. That is one of LoS' biggest issues, and it comes from a combination of the combos, the character animation that the combos initiate, the poor/jerky jumping controls, and the stratified level designs that have platforming events that are really more "climbing/rappelling" than "jumping."
I'm not trying to outright hate on LoS by any means. It's an all right game in its own right with nice production values. But it's under the pressure of reviving Castlevania, and it has fundamental leaps and bounds to go if it's going to do it.
That would be awesome, actually. Especially seeing a half dismembered bull-like creature with rotted entrails hanging out. PLEASE do this!
Technically speaking, Behemoth was done in 3D in CV64's Castle Center. You whipped him apart piece by piece in a large space where he could chase you down, among other tactics.
Dracul is Dracula because he thinks he is The Dragon...
Aren't we falling into a trap here? I think we're getting way too concerned with the "story" rather than the "game." I hope MS is not having the same thing happen to them. The story shouldn't have to cover for the game. I don't expect Shakespeare, and LoS gave me nothing to believe we'll be getting it going forward, either. (The story of LoS kept me moving forward through a lot of iffy level designs expecting it to evolve into something, but it ultimately was too disjointed and heavy-handed, going for shock value and forced emotions. It was red herrings strung together on a frayed line of twine).
The most important thing here going forward is that it's Good vs. Dracula. Let the story tell itself from there. Minimalist storytelling sometimes works best. I hate to go back to it, as I don't mean to overdo it, but CV64's use of Rosa--where you meet her in the flower garden and later when she's trying to walk into the light--that's pretty powerful stuff without interrupting the game much and/or having continuous narration by Patrick Stewart, etc.