I'm about close to twn hours in, been very thorough and I'm on the 7th boss I think, I lost count as there were some minor ones, this is the first actually hard boss and it's an insanely different game, I'm swapping out weapons, styles all gear and whatnot and approaching the boss in different ways and it's tough. I hope this is a Genichiro moment but I'm not so sure, we'll see, judging by the health bar size I'll have a while at this boss even though I found some stats that are somewhat working.
I won't comment on the game until after this fight and see if this is a turning point or it'll return to being all over the place with every great aspect having a a terrible aspect in the same area of design, systems and combat. One thing I wanna say though, is I've never seen a game do so well with level design on a massive sale while being so bad in the immediate local area design. It's fascinating how they can connect the game like DS1 but then choke areas at ladder hidden in a sea of noise map design and being so terrible at directing the player with even the slightest cue. I'm not even sure it's a bad thing, it brings back nostalgia for PS2 games where you'd get stuck, there is something to be said about this kind of design but at the end of the day it feels like they just slapped the world down and put goals and enemies in it, haphazardly with no reason for the world asides from being a backdrop and I know some Souls players love that, Like DS2 fans.







