That is to say even the puzzles (the hit 3 targets to open a chest thing) were not made for UW so some of the targets you need to hit are offscreen. Ultrawide monitor people, this game does not have proper scaling. So you want to dodge but it doesn't let you because you're attacking, get knocked down, then it decides hey, you wanted to dodge so how about now? Right into another knockdown. At times the game would eat your input because there's a lack of animation canceling and at others (when you get knocked down mid animation) it might queue up an input on stand up. Just die or hope they stop attacking/ramming you long enough for you to wiggle loose from the pixel of immobility. Is it over yet? NO! The enemies home in on you and if your character's legs tap even a pixel of the enemy, your attack doesn't go through, and you can't dodge because they're 'inside' your space. Welcome to being chain stunned knocked into a corner. But wait, there's more! Some attacks also knock back. Archer being a pain in the distance? Fight targeting and get shot to death because there's hitstun on every hit, with no invlun frames on hitstun or attacking animations and no animation canceling on attacks, AND these horse sons attack in rapid succession in GROUPS. Instead it hard locks onto an enemy and you have to right stick flick until it hopefully targets the right enemy (which it doesn't most the time). From playing with a controller's perspective, there is no 'soft lock' that most of these type of games have where the closer enemy is 'sticky targeted' but a push on the right stick to force a direction. And it's not one big thing but many little things that add up to the unpleasant experience. It's all great, except the glue that holds the game together, the mechanics. The animations, level design, voice acting, cliche cheesy awesome one-liners with mythological doodads up the hoohaw. This game makes me angry because it's so close to being good.
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