Completed the demo seven times, finally got an S rank. I think I'm ready to put this down until release. That said, I'm also still really unsold on this game.
As a fairly inexperienced player, here are the things holding me back from buying:
1. The camera and lock-on are very finicky and can behave bizarrely.
2. Lack of a dedicated dodge button. Yes, I know jump has i-frames, but it looks and feels wonky to dodge most attacks vertically.
3. How in-your-face the style meter is. As a newbie, I wish I could turn it off. I got an A on my first playthrough of the demo, but I don't want to have to worry about maintaining some dopey score over surviving and playing my own way.
4. The Devil Breaker and Exceed systems seem mostly unnecessary and obtuse. DBs being a finite resource means I'll likely horde them and never use them outside of bosses, and I had no idea Exceed existed until I saw an upgrade for it.
5. The lack of a training room in the demo. Maybe this will be in the main game, but not being able to experiment with moves outside of a mission is a huge oversight in a game this complex.
Other thoughts:
Why didn't they incorporate buttons holds into combos instead of momentary pauses? It's a much more intuitive feeling than simply not pressing anything.
Why have time factor into your final score when exploration is encouraged?
As a fairly inexperienced player, here are the things holding me back from buying:
1. The camera and lock-on are very finicky and can behave bizarrely.
2. Lack of a dedicated dodge button. Yes, I know jump has i-frames, but it looks and feels wonky to dodge most attacks vertically.
3. How in-your-face the style meter is. As a newbie, I wish I could turn it off. I got an A on my first playthrough of the demo, but I don't want to have to worry about maintaining some dopey score over surviving and playing my own way.
4. The Devil Breaker and Exceed systems seem mostly unnecessary and obtuse. DBs being a finite resource means I'll likely horde them and never use them outside of bosses, and I had no idea Exceed existed until I saw an upgrade for it.
5. The lack of a training room in the demo. Maybe this will be in the main game, but not being able to experiment with moves outside of a mission is a huge oversight in a game this complex.
Other thoughts:
Why didn't they incorporate buttons holds into combos instead of momentary pauses? It's a much more intuitive feeling than simply not pressing anything.
Why have time factor into your final score when exploration is encouraged?