Griffith
With the streak of a tear, Like morning dew
Aazealh said:What difficulty setting are you playing in? The higher ones make the game a non-trivial challenge in my experience.
I play the default first and go from there. I mean, it's not that it can't be challenging, but so far the hardest enemies have been the ones that you portal in or whatever, and they're harder by a long shot. Also, and I'm not complaining, but the checkpoints and such make dying almost a convenience, "Oh, I'm back where I was in the boss fight... with full health!" The biggest, coolest boss so far felt kind of perfunctory if that makes sense, like the game really didn't want me to lose and was on my side the whole time. The fix was in for me. =)
I don't know, something I've noticed about big, cinematic games in general lately is you get a little too much mileage out of your button presses. Like some of these "moves" might as well be quick time events because you'll push a button and it basically turns into a mini-cutscene of you kicking someone's ass, which is cool, but a little phony too (like if in Mario Bros you pushed the attack button and Mario just automatically jumped on and killed the nearest Goomba in range with no more input from you =). For contrast, in SotC, when you rode your horse next to a Colossi and jumped from it on to the Colossi's back or appendage, it really felt like you were controlling the action, awkwardness and all, and not vice versa because you were just applying the general controls in an unusual combination for that specific situation, and it felt like a genuine stretch because it was. Now there's so many contextual control schemes and streamlining that you basically just hit the action button to do anything. RDR2 for example, you can do SO MANY THINGS in that game supposedly, but there's really only so many buttons and combinations to input, so you're not so much assuming direct control to perform most of those actions manually as much as you're directing the game to perform those actions for you.