that is a GREAT improvement with the last Raziel, I really didnt think it could get there. so
for that
Main thing bugging me right now is that the pallete you've chosen makes all the features mushy. Now...I could see two ways to go about this....
1-embrace the mushyness and grab quite a few SR screens, grab the colors that often pop up on good ol Raz, then try to replicate the same atmosphere of misty gritty decay, which at present is not visible at all in your project, and IMO a REALLY BIG defining feature of the original game.
2-seek better contrast and define every shape, check some actual SOTN sprites...they abound now-a-days they're very good at stating just what's necesary and creating good clear volume. PLEAAAASE dont look at AOS POR...OOE...etc...it's a miserable mishmash of clashing styles.
(ps:.....how are you going to do the spectral realm that deforms the BG in 2D? I really cant picture something called SR without that)
Yeah the palette is bugging me too lol... The original Raziel texture's color was bad too; sad thing is he's just really dark. I've never been good with color selection, and it's one of the reasons I quit spriting years ago... I'd hate to have to use an outline on him in-game, but it might be needed. I'll show an example of a few ideas I've had-
Raziel Original; No trail, No forced outline (bad)

Raziel - Forced Outline

Raziel - Trail

And finally, Raziel with both the outline and the trail

--
I'm not too terribly fond of the mixmatched styles in the DS Castlevania's, although they got better with PoR. The Raziel shot with the outline reminds me of the DS Castlevania games.
I would probably have to outline every vampire in the game though, just for uniformity. I think it gives it a bit of an ethereal feel, but I don't know.
Also I should mention that the background is just a quick mockup I threw together using textures from Soul Reaver. Doesn't look too different from SotN though.
I'm going to rework his palette quite a bit though to match the original feel but not appear too dark for 2d low res.
Also- the transition to the spectral realm will be easy

We're using a vectoring technique, so most of the tiles and stuff will actually be 3d textured objects that will bend and move when you transition. Some simple objects may be fully 3d, and twist and stuff, so it should look decent. The background images however are another story; I need to figure out how exactly we're going to handle those images. May need to make them all extremely multilayered to manipulate everything properly. Either way, I never hold back when it comes to visuals in games, so it should still be neat
