@JulieSqveakaroo @chr The genre also prefers a tight feedback loop, low randomness, and enough information for the player to adapt, which Team Ninja is... not good at compared to other developers.
My touchstones for them are Ninja Gaiden and Other M, and I do not look back at them favorably.
Which I guess is why I've generally preferred newer iterations of Monster Hunter and action RPGs that are difficult without making it the games' entire identity.
@Goldkin @chr I like pattern memorization, in theory. It calms me down and makes me focus.
In MonsterHunter games, all of the big mons have attack patterns that can be reacted to once you learn how. You can learn when and where you'll have a wide attack window, and when you need to retreat and play get-away until they get out of their threat-phase.
In Nioh2... I can't see these patterns because the game functions like DarkSouls in that your best strategy seems to be hyper-agressive and not give enemies a chance to attack in the first place... and I have ALWAYS been a reactive player. My brain doesn't function on aggro; it locks up.
@JulieSqveakaroo @chr Which I guess is another way of saying Team Ninja titles have always felt more about level memorization than any other form of feedback loop to me, and I steer clear of that type of game entirely. I do not want to be the guy, thanks.