It sounds like this is coming along well.
IGN said:But it was the acquisition of a knife and balisard that really sent the cockles of my heart racing into high gear. Armed with these fast-striking point blank weapons and her agile move set, Miriam practically became an early game version of Castlevania: Symphony of the Night's Alucard. My actions began to take on a muscle memory fidelity, an instant sensation of familiarity that shouldn't be possible in a game that's nominally the first in a series. The experience was, quite frankly, awesome, and an internal confirmation that this is the Castlevania I know and love.
IGN said:My playthrough featured two bosses, the gigantic sea creature that appears at the climax of previous demos, and an entirely new enemy, a katana-wielding humanoid warrior who taunted me before kicking off a stirring test of agility. Beating him requited me to use swift reflexes to avoid his quick, far-reaching attacks, and I also found myself switching weapons mid-battle from ranged guns to close combat knives because my pistol shots appeared to do less damage as the battle wore on. Eventually, my foe's sword spouted flame as he leapt around the screen threatening to immolate me, as I sprang away and countered with giant-elemental-god-tentacle-magic attacks of some kind. The fight (which took me four tries to win) was intense, rewarding, and refreshingly Castlevania.
Source: http://www.ign.com/articles/2018/06...s-the-castlevania-game-youve-been-waiting-forIGN said:I've seen enough of Ritual of the Night now to feel very hopeful that this isn't another Mighty Number 9 situation. The feel and pacing of the game, the vast selection of customization options, and the attention to thoughtful design convince me that the creators have a deep philosophical understanding of what makes the best Castlevania games great. I feel good about this one.