The idea behind it was cool, but the implementation I found really annoying and not much fun. The skeleton dogs and narrow walkways were a recipe for cheap deaths. I don't think the lantern mechanic worked very well the way they did it. It amounted to keeping it out until you saw an enemy, put it away, engage and pray you don't fall off the edge because there's no safe place to pull. When I finally got past most parts it was usually because the dogs didn't do their most vicious attack right away; the results of my battle tactics always revolved around this due to the tiny engagement area.
The enemies could be as reckless as they wanted because well, they're enemies and don't care if they die. This seems lazy to me. Obviously if you put a powerful enemy that flails wildly and can destroy your guard in half a second on a tiny walkway it's going to be hard. But it's not the good kind of hard, it's just cheap. The level design just felt haphazard to me overall. I never felt like I was progressing; more putting myself in a serious of precarious situations and hoping the enemies played nice. Again, I thought the idea was neat, but the execution was severely botched.