lots of discussions going on, wow.
I try to respond to some parts that where, partially (unintended pun is still fun ), directed at me:
No, I don't expect every game dev to put tousands of labels on their games. And I am aware that I might be asking too much. Would I still welcome more explicit information on the exact nature of gameplay? Yes, of course! Having a reviewer call something good without mentioning his very own bias ("I think its brilliant, but then I am a big fan of Quicktime events!"), writing a review that is clearly only telling half of the story, having game descriptions from game devs that border on false adtvertisement because they are so vague could clearly be vastly improved without asking too much.
I have played Castlevania on the 16-bit consoles, I played it on the original playstation, and I even played one of the not-so-good versions on PS2. With that backstory, I was expecting an action Jump'n'run, with some RPG or Adventure elements. True, castlevanias were always different between the different versions, some where closer to RPGs or Action Brawlers than the original Jump'n'Run... still, I came to the franchise with something of an expectation based on the older titles.
Then I DID do my research on the games I bought. I always read reviews before buying anything. All of them failed to mention the staggering amount of QTE present in Lord of Shadows, most probably because it is expected in a story-driven game today (I object to that, though I don't play as many new games as I did 10-20 years ago).
So when I bought it, I expected it to be different to the versions I played before (Super Castlevania IV, SotN, Lament of sorrows), as there are hardly two Castlevanias which have identical gameplay (which is kind off why the franchise lived on for almost 30 years).
I expected more cutscenes and shiny-graphics-over-gameplay BS you get often with modern games. I hoped the reviews were right and that it would be less bland and boring as lament of sorrow was.
I was prepared that the Jump'n'Run of yore had grown up into a Brawler (to be fair, I haven't played a 3D jump'n'run yet that wasn't hugely annoying).
What I didn't expect was that the game would only let me play the Brawler I payed for for half the time. The other half was filled with cutscenes, stupid timing puzzles (the things in the swamp are completly nonsensical because of that... because of that swampy waters below him, the nimble and swift hero suddenly forgot to jump? Right...), and QTE only Boss battles.
Exactly when the hero has the chance to show off his ridicolous skills he normally has (an extending whip of stupid length, jumping and free running skills rivalling the Assasins in AC, insane combos and finishing moves), he gets glued to the ground and a simple timing puzzle appears before your eyes... from adrenaline inducing fighting action to anger inducing phone game puzzles in a split second.
So my disappointment comes from the combination of myself hating QTE, especially when they are mandatory, and fatal on a miss, forcing you to replay the section again, my expectations not being met both by the reviewers failing to mention the true nature of this game, and the gameplay split into two different games depending on which part of a level you play, the brawler part or the phone game part....
And of course my utter disappointment finding out that the exceptional jump'n'run of days past, that evolved into an exceptional sidescroller RPG (not mentioning the failed first few attempts at transferring this to the 3rd dimension) has become an utterly unexceptional story driven 3D fighting game, in its own way just as bland as the PS2 title that bored me so much 10 years ago. Shiny graphics and not much behind it. Sad that this is what reviewers call "a very good game" today....