“The combat was something we really struggled to get right, the feeling of power and the fluidity was particularly difficult to replicate. We looked at 2D fighting games like Street Fighter and Samurai Shodown, and we tried extensive play testing in order to just get the feel right.
The combat has a 2D fighting game quality to it and we have kept the strategic element that people really liked, where you mix up your magic abilities and combine them with the sub weapons. This is a game you have to think about enemies and a game where you need to learn the moves and use the tools we give you. Otherwise you are going to die a lot! Its definitely not a button masher and studying the bestiary and your travel book will pay dividends later on.” - David Cox, producer
Seems like a decision that makes a lot of sense. Obviously, the combat is the biggest issue some people have with Mecurysteam's take on Castlevania. Hopefully this influence helps bridge the gap.