I do understand but I kinda disagree with some things. I think the spirit bar is pretty innovative and new with everything basically tied to it to manage, and we haven't really seen much of the game yet.
It's the most interesting of the new systems, yes. I think the potential of it will be exposed when we start seeing enemies that don't get so easily steamrolled by offense.
That said, if we're looking at the player kit, there really isn't a central mechanic that is especially especially new, innovative, or especially distinctive when you compare them to older Team Ninja games. Dead or Alive had hold reversals. Ninja Gaiden had mobility with wall runs, jumping on the heads of enemies, and eventually ninja teleports. Nioh had stances and ki pulse. Stranger of Paradise had its seamless job switching system and focus on magic spells. Wo Long has parries I suppose? Something which has been popular in modern games for a long time now and in this game just feels like a fusion of Nioh's standard parries and burst counters.
We haven't seen much of the game yet, but Nioh 1 and Stranger of Paradise made their depth pretty apparent even from their initial alpha/demo despite both being introductions to new titles with different gameplay concepts. I'm hoping there might be more going on here, but I don't really have much reason to believe that what has been shown isn't really indicative of what the core of their game currently looks like based on their previous track record.
Maybe it's simple compared to Nioh, but I wouldn't still call it simple in itself. I just don't think we absolutely need tons of complex and different mechanics for the gameplay to be good and gratifying, like just for the sake of it being complex and not because it can't be challenging in other ways. The easy to grasp but hard to master approach usually works the best for most, rather than hard to grasp and even harder to master. I think I've played Nioh 1 and 2 close to 30 hours and while it's absolutely nothing compared to how much time some people have spent with the games, I feel like I still don't really get how the hell I'm actually supposed to play the game. Both are great games, but that's way too long to hold my interest.
I suppose I just disagree with the premise that Nioh is complex for the sake of being complex. Pretty much everything you can do in that game combat-wise has a purpose and utility. It's to the point where when you're using your kit effectively, you won't have to worry about stamina and you'll be seamlessly switching between stances to perform different combo enders, weapon skills, recover ki faster, setup buffs, etc.
And you don't even have to engage with the vast majority of it on a first playthrough to get through it. I've seen people on this very forum say they beat Nioh without switching stances. A first playthrough in Nioh is incredibly easy if you actually use all the tools at your disposal. It's certainly not geared toward veterans. I don't know, I guess I really just disagree that it doesn't fall into the "easy to learn, hard to master" camp. The fundamentals like ki pulse, stances, and dodging aren't hard to understand at all. They just have extra layers that will benefit you if you learn them and apply them.
I think you're right that simple action games can be great and gratifying, but the very best of those type of games often make up for it by adding complexity or dynamic elements to things like encounter design, enemy design, and level design (and they're usually not 30-50 hour long ARPGs with an emphasis on replaying on higher difficulties like this game is likely looking to be).
Honestly, I just find it a little odd that you openly admit that you don't fully understand the systems in Nioh, complain about them being complex for the sake of it despite not really knowing what you're talking about, and then not understand my skepticism about whether this seemingly basic combat system is really going to endure a full 30-40 hour runtime, let alone the post launch replayable difficulty modes they'll surely be adding after launch. Nioh's depth with how much there was to learn and improve on was a huge part that made NG+ runs interesting.
This more streamlined approach of Wo Long allows a much faster gameplay, which is great imo. If this combat system built on timed deflects would also implement Nioh's more complex stuff like stances, ki pulse etc on top of everything, I don't know if many would be able to keep up or actually enjoy it. Guess the point is that you can't have everything and let's give the game a chance.
I'm still not fully convinced the streamlined approach actually results in faster gameplay than what was present in Nioh.
View: https://www.youtube.com/watch?v=ANEvB2nexcU
I'm not one of those people lamenting the loss of Nioh specific mechanics like stances, ki pulse, etc. I don't even care. It's a new IP. I wanted them to go wild with it. I wanted to see new mechanics. I just wish that instead of sapping all the depth out of it they replaced them with new and interesting systems with a decent amount of depth at least, doesn't even have to be comparable just a decent amount.
I'll still be checking this game out as it develops. I think there's fun and cool aspects to it and I'm hoping the feedback process serves it well, but I do think it kind of sucks that so many of these prolific action studios have to chase trends and remove interesting elements just to get more mainstream attention.