Upon musing over this for a couple of hours, there's a few thoughts I've come to. Brace for ranting.
This Castlevania game is a perfect example of wasted potential. Here, we have IGA wanting to make a 3-D castlevania game--and with the Wii, it could provide an amazing ability to immerse the player. A series with a sense of gothic mystique and dark elegance, a loyal fan-base, and a vast history of which to pull any number of idea's--and we get a fighting game using the same rehashed control set-up that so many company's are doing with the Wii.
Is the motion remote even used for this? At all? Is it entirely possible to skip that part of the controller entirely and just use the control stick? A fighting game on the Wii has to be exceptional, to use every available function and technology inherent in the system. Such a game would have an amazing level of depth, where even the merest flick of the wrist can pull off an entirely different move altogether.
But no. We get a game that the director is apparently not very enthused about, as a second or even third idea to the concept he had in his head simply because he was not given a good budget. The sales of this game (or rather, lack thereof) may even put the nail in the coffin to any possible future Castlevania game for the Wii.
The surface hasn't even been SCRATCHED for such systems as the Wii and the DS, with a unique player-to-system interface that encourages new idea's and game construction, and inventiveness on behalf of both the player and the developer. Even for the PS3, with its tilt-axis controllers and powerful CPU, could make some truly amazing pieces of game and art.
TL;DR, It's really frustrating to have inventive system interfaces that hardly gets used to their full potential.