but than you have a mini-boss surrounded by 10 minions and you need to kill them all stealthly and attempt to kill the boss, just to die and repeat until you'll do it eventually.
I was hoping this wouldn't be a constantly repeated pattern in the game.. are you saying this still happens till the end?
Despite the great amount of checkpoints, this sort of mechanic makes death extremely punishing and considering how easy it is to die in this game.. one point I didn't see raised is how the rising from a single death is utterly useless and just equal to having one more healing potion. Considering how much talk there was about the gimmick before the release of the game. The E3 trailer showed you getting a free buckstabbu on the drunkard :
But unless I missed something, this can't be done on mini-bosses or bosses at all. Only normal enemies didn't notice me rising from death. The thing has no strategic value and the game could exist without it and giving you one or two more potions at the start of the game and there'd be very little difference in practice. For such a core marketed gimmick.. it's kind of a flop.
For the positive so far : the prosthetic tools add a decent variety to the game and they can be very effective if you know when to use them and against whom. The clash of swords is well executed and it feels great to see animations where enemies don't just stand around taking hits like they're suddenly immobile between move rotations, the flow of the game is greatly improved over souls. Same for more basic moves like kicking an enemy's head after jumping over an attack. It's beautiful. The level design is quite nice, although what I've seen so far doesn't really equal Bloodborne's heights.
I'm greatly enjoying the combat system when it's 1 on 1 against the various minibosses and bosses.
But the game is marred with some seriously infuriating things that make it hard to fully appreciate some of the novelties.
And those infuriating things are ADDED to the lot of infuriating things that were already present in souls games.
I only died once against the chained ogre, from the grab attack that threw me into the void. That sort of one hit kill combined with env is just cheap, it has existed since the inception of souls but From really doesn't want to part with that.
Camera still goes really spastic at times depending on the angle of things that are behind you and that caused a few more cheap deaths.
I'm not sure the souls-y commit-to-action system is a good idea in a highly reactive game like this too. Against butterfly, I got hit many times by her sweeping attack despite reacting and trying to jump because I was already doing an action (a sprinting attack) and my character was committed to it. The symbol for her sweep only showed AFTER I had already committed and lost the ability to react to it. That sort of stuff was fine in souls games and their highly predictable enemy movesets and pacing between combos but here I'm not quite enjoying how you're pushed into being purely defensive until very specific key moments.