the bad
- "body type A" and "body type B" nonsense instead of normal male and female options
- looks very easy, though the difficulty might be tuned down for the purpose of network testing
- a lot of trash mobs which are even trashier than before. What's even the point of having such weak enemies? I hope not the resource grind
- encounter design looks very random (from the visual standpoint). Some tought dark knight miniboss just stands in the middle of the road, another miniboss on a horseback again just stands in the middle of a field, etc
- i didn't get the feeling that fromsoft's level-designers really utilized the open-world aspect of the game. It's basically just Road of Sacrifices from DaS3, except increased in size and littered with enemy camps and 5-minutes long micro-dungeons
- a lot of reused assets and reused NPC archetyps, duh
- melee combat looks and feels like DaS3, with cheap rolling and bloodbornian enemies flailing around madly
- all of the bosses and minibosses are abusing delayed attacks. I hate this feature, its sole purpose is to catch players off-guard and force them to use memorization instead of reflexes
- crafting nonsense, with a lot of materials lying around everywhere. Berries, flowers, bones, stones, pieces of smithing metal and other inventory trash. It's probably here to keep you stockpiled on consumables without needing to warp back to the hub and buy from vendors, but still an annoying thing
- NPC breaking a fourth wall by literally telling you to buy a crafting kit because crafting is very useful
- unlimited fast-travel from the start and bonfires at every corner (this time in addition ot bonfires you can also respawn at a special statues that are placed everywhere)
- inconsistent fall damage. In one video while in a dungeon the player took a lot of damage by falling from a small cliff, and then during the overworld exploration he jumped from a significantly larger cliff and left unscathed
- idk about posture and stance-breaking. On paper it sounds good, but in videos it's just looked like main character did enough poise damage to perform a riposte (which is an old feature)
the good
- twinblades! dual wielding!
- darkness is really dark! Unfortunately it's somewhat undermined by enemy placement, they all sit around luminiscent mushrooms and other glow-in-the-dark shit
- we can level our attributes without warping back to the fingermaiden lady
- fighting minibosses while on a horseback is a promising feature
- weapon arts is another promising feature, though i didn't like how weapon arts are combined with infusions (like bonus damage scaling, etc). Some of them are basically just "shoot magic bolt"
- magic seems buffed? hard to say without actually playing, but it may be the first souls game since DaS2 with interesting character building
- flask of wondrous physick (an auto-replenishable customizable flask that gives you different effects depending on what you put into it). Again, a potentially interesting feature, I hope it's not just an infinite sugar/elemental gourd from Sekiro
- different types of arrows (sleep arrows, etc). Potentially good feature, I hope it's not "balanced" so that special arrows barely affect bosses and are only useful against already easy trashmobs