Meh. Looks to be style over substance sadly. Though that's only my first impression.
So, playing this. Not beat it yet, but it's better than I expected so far by quite some margin.
Looting/Upgrades/Exploration: I am already sick of getting constantly harassed by golden birds and foxes. The game tricked me at first. Fog of war on the map? No minimap? No loot icons everywhere? Great lord of incline...but then you have these annoying things in the world guiding you to nearby important loot. However, I don't want to undersell this aspect: it's only sometimes. Plenty loot you do find yourself via exploration, and there are sometimes secrets. It's not a trick: exploration is, to some extent, meaningful relative to other AAA.
NO pickup animations. You can even insta-pickup items from a horse. This is refreshing.
I've been told the economy falls apart at some point, but hey, this is a very common trend with open world games, and also RPGs.
Locations are somewhat interesting and diverse enough though it is a little limited by the game's overall focus on realism. Most other Japanese games set in feudal Japan include Japanese mythology and fantasy in their game design for a reason. The houses also get a bit copy-pasty quick, but you spend little time in them. The game is also extremely pretty to look at, absolutely stunning, award-worthy, but this is a gameplayfag quick review/first impressions so I'm doing my best to disregard how amazing it is to look at.
Upgrades: It's all very simple: loot stuff, upgrade 100% linear trees, but there are perks of sorts you can mix and match and swap out to suit your playstyle, which is nice. Up to 6 active at any given time. More on the upgrades in a minute.
Exploration is mostly worth it (so far) and there is minimal to no stuff on screen leading you by the nose. Except the wildlife anyway. Overall exploration could be better, but it's acceptable.
Ultimately it is inspired by the Ubisoft school of world design, but don't let that deter you as it's a little better in its execution. Not greatly. So far the world design is my least favorite aspect, but it's certainly not bad. I enjoy exploring it. That's the least you can expect. Again it's another thing I don't want to undersell. It has flaws, but it's better than most AAA. Good advertisement right there.
Mission Design: nothing really stands out neither in a very bad or very good way so far. There is little that has annoyed me and little that has impressed me. Can't really complain. Most of the time it's an excuse to murder mongols. I don't have much a problem with that.
Combat: The highlight of the game. The camera is pulled up behind the player, but not quite as close as the new trash God of War so you can see attacks coming from behind most of the time. the combat also has a lot more mechanical depth than that game, for reference.
You perform sword combos with the standard light attack & heavy attack inputs. There's stances that alter your moveset and help stagger differing enemy types. There's lovely smoothly flowing animations and brutally-depicted gore. Unfortunately there is no dismemberment system though. Weirdly enough Sekiro didn't have this either. On hard I die in 2-4 hits (if I don't heal). Evasion is key here. Dodge, parry (and "perfect" dodge and parry) are your primary evasive moves, but also crowd control - don't let yourself get surrounded. Enemies won't stand around and wait for you like those other AAA games. they can be relentless.
You get a bow. Manual aim. I upgraded the first one (possibly the fastest but with the least amount of damage and range) and like to pull off quick shots to the head in the middle of combat. The bow is one of few ranged attacks you get and it fills that role very nicely. I have few issues with it. Also ammo types: normal, flaming, explosive. Sometimes shooting stuff in the environment can aid you in battle, like beehives and obligatory explosive barrels. Nice! There are other "Ghost" weapons. Black powder bomb: manually aimed contact detonation ranged attack. Quite powerful. Instakill. Can't carry many. It's good. Kunai is a quick, powerful auto-aimed knife toss targeting multiple enemies. I am so far refusing to upgrade it to avoid becoming overpowered. Smoke bomb is OP. I am refusing to upgrade it for now. That seems like a common trend: you later unlock multi-instakill attacks although they can't 100% be relied on (resources, other context). My friend also says you come up against so many enemies to the point that this overpowered shit is needed. I don't find the awesome button fun, so I'm going to refuse getting these particular skills and see how it goes. He may possibly be right: I'm not that far in the game and already fought a battle with approximately 20 enemies. It was tough. This game is ballsy with its combat and enemy counts, I like it. I will report back how things progress in this regard. I don't want to be spamming instakills over and over and if it comes to that I may quit, but given the game is pretty decent so far I'll give it a chance.
Platforming: actually not bad. You can climb climb on everything. Most AAA open world games implement climbing to some extent, but often as a replacement for player skill and the jump button. Here it is not Dying Light, but it's a reasonable compromise: the climbing is simple and rarely testing, but the game gives you what meets a satisfactory level of freeform platforming control: jump whenever you like, from ladders, from ledges, in combat, from horses. Hit a button as you land to do a forward roll (like in Dying Light) to avoid taking damage from moderate heights. Jump from high ground and plunge your blade into the neck of enemies below. Hit a button to drop from whatever ledge you're currently holding. So while I expect a little more, it meets the bare minimum of what I expect: player skill and control, not brainless automation like Assassin's Creed/Batman/New God of War/whatever. However there are certain, specific jumps have automated assistance, usually on mountain climbs. You can't accidently fall off those tree branches or burning bridge supports for instance, but these rules don't apply to every obstacle in the game so I can stomach it.
Difficulty: Started on hard. The difficulty seems to fluctuate a little, but overall it's engaging. There's quite a few handholders (mostly related to combat) in the options, but they're
off by default. This is so refreshing to see. People that don't understand the importance of challenge or don't explore options menus intently are robbed of a chance at the better experience when such things are enabled by default.
I've died. A lot. Mostly in combat. Any other form of challenge is not so testing but that's ok as the game is mostly about combat.
There's a lot more to write about, but I'll stop there. It's actually a decent game (so far) and I'm somewhat impressed, though it's not without flaw. We'll see how that transpires later in the game regarding the stupid instakill chaining, and whether or not the exploration diversifies or copies the same formula 1:1 of what I've experienced so far, much like a Ubisoft game.
I'll mention one non-gameplay related thing quickly: I'm arguing the game actually has substance. But damn it has quite a lot of style too.
Edit: damn, just read posts above me. Seems like it may indeed get repetitive and easy later. We'll see.