While I disagree that the checkpoints take you further than other games I feel like a lot of the other points are supplemented in ome way or another by the games design, making it less that its "super difficult" and more that its different. Enemies respawning after death isn't that different than having to go through an area again after being sent back to a check point. The only real difference is that the enemies will persist to exist once you've completed the area, but at the same time, once you've completed the area the player should have the ability to easily dispatch of any opponents, either through skills gained by traversing the level or by bruteforcing it with a stronger character. Boss phase checkpoints aren't really all that common, at least in any games I've played as of late, I would argue the same goes for attack animation cancelling. And as for navigation, the levels and objectives are designed far more simply than many modern games, open world games especially to the point where I would say a map isn't really needed, theyre generally visually distinct and have a general flow meant to funmel you in the correct direction rather than wandering aimlessly like many other games would have you do had they not featured a map or compass. I would agree that these games do a poor job explaining to new players what they have to do whether it be gameplay or particular objectives (ring one bell above, and one below). But from a gameplay standpoint I don't find them to be unfair or difficult. The problem lies in the lack of handholding.