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FuriReview: Positive
An hardcore action game which is almost perfect in its execution. And I don't use the term "perfect" light-heartedly.
The title is a boss-rush with some walking sequences between each fight to showcase the story. The combat system is based on only five inputs: the left stick to move, the right stick to shoot in that direction, a button to attack melee, a button to parry, and a button to dodge. That's it. Quick to learn, quick to apply.
Yet, every boss has its unique twists, and the whole structure of the fights is made so that although they are hard, it is possible to learn each on of them during the fight itself without getting constant "Game Overs". This is due to a combination of three mechanics: healing, "resurrection", and incremental phases.
The first one is tied to the fact that parrying attacks restores a bit of health, and that multiple bosses have projectiles that can be destroyed to get some healing.
The second one is the most interesting one and that really improves the whole structure of the game: both the player and the boss have a set amount of lives, with the player having three and each boss having a different amount — each of which will represent a phase of the fight. When the player loses one, they will resurrect and the current phase of the boss will start over, and if the bosses loses one, then the player will restore one of theirs (and fully restore their HPs). This means that for every phase of a boss, there is one free "death" that is pretty inconsequential, and only three losses in the same phase (or two in a previous one plus two in the current one) will lead to a game over.
The third one is that the phases of each boss are quite incremental, generally getting from easier to harder adding and mixing their previously shown mechanics. So, every battle is a pretty linear learning process — also thanks to the facts that all the attacks are telegraphed in a good visual and auditory way and that it is often possible to hit back the boss even if you fail to parry/dodge their attack (which doesn't allow to brute-force bossfights, but it helps in keeping the momentum and in building up damage throughout the phase).
The whole structure of the game is based on learning through a linear process of fighting, and not through trial and error on multiple iterations of the same battle. And once the game has been completed, an higher difficulty is unlocked that will not only increase the damage of enemies but most importantly give them an array of new phases and moves. And if you like a good challenge and go through that as well, you can then move on to master each fight (also thanks to the "Practice mode") and join the speedrun leaderboard. And if you want yet another twist, you can buy the DLC of the "Onnamusha" to test your skills with a different playable character.
And if you're not one for an hardcore experience but only want to try the combat system, experience the story and see the great aesthetics, then you can play with the "Promenade" difficulty, which also allows for skipping phases, skipping bossfights, and making the player invincible.
Given all of this, why do I say "almost perfect" then? That is for multiple "minor" reasons, such as being unable to skip the slow story sections if you only want the bossfights, the fact that the invincible mode can only be used at the lowest difficulty (meaning that, given that bosses have expanded moveset at higher difficulties, you cannot used it to fully see bosses but only to burst through them), and that practice mode can be obtained for a boss only after defeating them (so if you have issues with the final phase of a fight, you always have to go through all the other phases before getting to try it again to study it).