>Game was made with using a controller in mind
So that's why I thought the controls felt off. The game was nice but I think it had some blaring weaknesses. The first thing that I thought was a problem was the enemies. While there are different enemies, the strategy to fight them is almost always the same. Bait out an attack, hit if safe or just dash away if not. This strategy works since a majority of non-boss enemies are either basic melee or projectile fighters. They did try to mask this by having "different" enemies via spritework but it still seemed apparent to me. Even then, the enemies did not seem all that memorable if you were to disregard the bosses. Also, this game loves to have environment hazards so consider that if it is something that bothers you.
I also had an issue with the exploration aspect of the game. In the game you can explore your map to find gear, health packs, and purple crystals/keys/monoliths/new guns. None of these really matter in the late game at all but the game really eggs you on by showing obvious locked doors that need purple crystals to fuel. I know that they were trying to encourage the player to explore the world but they made the exploration such a fucking chore. For a game on exploration, they made me not want to explore at all since the payoff did not match the cost of breaking the flow of the game by walking around in occasionally empty halls for 5 minutes just to find out that you could walk through a wall.
The story is another thing that I was iffy about. I don't know if story matters to you but the initial story that you are present with will do absolutely nothing with motivating you to continue the game. You first get introduced with a cutscene and all you can muster from it is that your character is sick from an advanced form of AIDS and he is trying to find some diamond for some reason. My problem with this is that the presentation if obviously vague but it does not pick up at all until you get to the southern area. This leads to a very inconsistent story delivery that is heavy at the start and the end but practically inconsistent in the middle. Sure, they do give some visual cues and hints to the story but they are so sparse that I actually thought that it was just slapped on to make the setting look nice.
These issues could have all been prevented if they made enemies that did more than just "move faster" or "can dodge." They also should have placed some crucial or interesting hints to the story within the locked doors/secret areas of the game so that it closes the poor story delivery that is present in the game.
If you're a bitch that does not like to read then here is a breakdown
>Fairly basic non-boss enemies that don't do much than hit you
>Unrewarding exploration due to not enough payoff for the time you spent walking around trying to find an almost-invisible flooring or a wall that you can walk through.
>Very poor delivery in story that gives you a shitload of vague information at the start and at the end instead of sprinkling hints in mid-gameplay like they should have.
Don't buy it, pirate it instead. Scenery is nice and it can be fun dashing everywhere. If you can tolerate these weaknesses in the game then you'll like it. I personally would not play it again a second time because all I remember from the game is getting crushed by walls and backtracking to find hidden secrets that would make me say "that's it?"