Pretty much on the nose.
Thank you my friend

In terms of gameplay, the N64 Castlevanias just understood what Castlevania was about (excepting of course, the damn Nitro puzzle) far better than the PS2/PS360 games did.
The Nitro puzzle did have me stumped on my first playthrough, but removing the magical seal was rewarding in finally blowing up that wall!
Ironically, Curse of Darkness ALMOST nailed that by severely whittling down the combo system to bare bones, but it made it seem more boring on top of an already very potentially boring game, so it didn't have the same impact.
The best thing about COD was gathering materials to create weapons (that and the familiar system, similar in philosophy).
What let this down wasn't lack of combos imo, it's that main attacks and abilities, combos etc were all ground based.
There were certain weapons where if you hit [square]+[circle] Hector performed an airlaunch attack (which you needed to 'steal' items from certain enemies like ghosts in The Forest of Jigramunt) But here was the issue, Air attacks and such in COD were barely required or used, as jumping was more of a dodge/ evade mechanic if anything.
of course, the N64vania's combat system now seems incredibly stiff and immobile by comparison to more modern games, so that also happened.
Agreed, but this was an N64 game, and it was an early one at that. LOD fixed certain things -mainly to do with camera - but not perfectly. A remake would do it wonders and it could be made much smoother.
in Lords, you can beat the whole game with just a few favorite simple moves that you've committed to memory and then run a very good dodge and parry game, with well over 2/3 of the combos in the game going unused except for the goody of getting a skill mastery (at which point most never touch them again) to power up your attacks.
I played LOS once through on the hardest available difficulty (Knight?) upon starting the game. I bought minimal combos from memory. I also did not buy the most expensive light and dark moves, because I didn't see the point. I wanted the game to be more difficult and more like a traditional CV.
Longer combos do come in handy for harder hordes of enemies, particularly like the necromancers. However, if you combo for too long and cop a random hit then it's instant death anyway. I found shorter combos were more effective. I'd say the fight against pan was the one that springs to mind where you could parry and get a decent 6-8 consecutive hits on him.; or two short combos.
The combo system is more or less entirely wasted, unlike in the big competitors of God of War and Devil May Cry.
True, however, LOS is more risk/reward as Gabriel builds meter for hitting enemies multiple times. In LOI, there's absolutely no reward for your risk. Even building MP/ hearts would have been a better reward, but if you run out of MP you either have to use a potion or parry with the gauntlet... A tad archaic.