Got this on sale on Monday. The last Metroidvania I played to completion was the original Shadow Complex, so it's been a while.
Right out of the gate, the presentation is very impressive. As silly as it might sound, the thing I found most impressive was being able to change the menu color scheme according to each DLC. It's one of those things that most people won't care about, but they did it anyway because it was cool. I just love seeing stuff like that.
In terms of gameplay, it was immediately apparent that this is a smartly designed game. You have "infinite" healing, but it requires that you play above a certain standard of skill to achieve it. Love that. You have to get pretty deep into uncharted territory before you're given a map. And even then, the map does not update in realtime, so you're never fully grasping where you are. Fantastic. Juuuust when I've seen enough enemies to wish I had a bestiary, they give me one. That kind of impeccable timing is by design.
I've gotten up to the Soul Master in roughly 4-5hrs of play. Nothing has seemed insurmountable thus far, and I hope it stays that way for the most part. I was lured here by an NPC to upgrade my weapon to fight the 3 Mantis dudes, but I totally could've done it without the upgrade (probably). And now that I've unlocked various ways to leave, I gotta see this boss to its end first. I'm liking how many different unlockables there are. Charms are well designed in that you have to lock in a loadout at a bench. I've got a spell, two extra movement options, and a piece of soul. It's varied enough that I have no idea how far they'll go with how many abilities I can tack onto myself, and that's a great feeling.
If I had to nitpick, I'm still not convinced that knocking myself back on hit is good or not for the game. I get that it makes some platforming sections more precarious, but it's at the cost of me always micro-calculating my knockback in every encounter. Not sure if worth. I know there's a charm that reduces it, but that doesn't seem worth it atm.