Still fairly early in, but while I'm enjoying it I do have some issues:
The game doesn't explain its systems well enough. In the souls games everything is somewhat esoteric and impenetrable but in a more straight forward action game like this the lack of explanation often just feels like an annoying oversight rather than a deliberate choice meant to further enhance the atmosphere.
The stealth system is pretty bad. It's often unclear what causes enemies to see you and so far, at least nothing to find or unlock that makes that more clear or gives you more stealth options. Enemies also have basically zero situational awareness so you'll often have situations where a bunch of dudes are standing around talking, and you alert half of them and the other half just stand around even though the people they were talking with are now fighting an intruder 20 feet away. It reminds me of MMORPG encounter design where certain mobs are linked together rather than each enemy actually having its own awareness and AI and, like an MMORPG, seems to exist more to pad game length than make encounters interesting.
EXP/sen loss from dying is annoying. Since you can't recover it, the tension involved in making a corpse run from the souls games isn't present so all it does is make you have to set aside time to grind when you want to unlock more skills.
The game doesn't explain its systems well enough. In the souls games everything is somewhat esoteric and impenetrable but in a more straight forward action game like this the lack of explanation often just feels like an annoying oversight rather than a deliberate choice meant to further enhance the atmosphere.
The stealth system is pretty bad. It's often unclear what causes enemies to see you and so far, at least nothing to find or unlock that makes that more clear or gives you more stealth options. Enemies also have basically zero situational awareness so you'll often have situations where a bunch of dudes are standing around talking, and you alert half of them and the other half just stand around even though the people they were talking with are now fighting an intruder 20 feet away. It reminds me of MMORPG encounter design where certain mobs are linked together rather than each enemy actually having its own awareness and AI and, like an MMORPG, seems to exist more to pad game length than make encounters interesting.
EXP/sen loss from dying is annoying. Since you can't recover it, the tension involved in making a corpse run from the souls games isn't present so all it does is make you have to set aside time to grind when you want to unlock more skills.