I look forward to reading through this thread, but I'm jumping in before ultimately finishing it so, with that in mind...
Reading the notes about interviewing the Khan made me feel pretty early on that Shimura and Jin would duel each other, I'm just surprised to find it's literally the ending of the story when it felt like the inevitable conclusion to Act I.
I really enjoy the gameplay, honestly, but I don't play too many open world games and especially not melee focused ones as I hate Assassin's Creed so it all felt pretty fresh to me. I played most of the game on the Brutal difficulty since I hadn't finished Act I before it was patched in and I loved the duels and some of the bigger set pieces. Unlike Jeff, I found the juggling of stances pretty damn fun in a way that was a little surprising considering how much I hated the prescribed nature of DOOM Eternal's combat. Part of that might be a lingering bias for Sucker Punch games, another might be that it was really just an on the fly adjustment to what surrounds you while wielding the same weapon so it feels a little more like reading the room than satisfying a game designer's end goals.
There were a handful of moments that felt really shoehorned into the game, though, none more than what I just finished, which was dueling Masako for no clear reason only to not kill each other, clear an area of mongols and then remember we still had to finish our quest line together with one more hunt. It's kind of funny how derided Last of Us 2 was in certain circles for its focus on revenge and violence despite this game, especially on Brutal, being a far more viscerally violent game featuring far more intentionally violent characters pursuing far less thematically rich results.
I think the Japanese voice acting helps a lot, and I really enjoyed playing the game in Kurosawa mode...in fits and starts. It's basically a non-starter on Brutal, but when I was playing on Normal prior to that difficulty's release I really loved how they adjusted the camera and the sound design to make it feel like an older film, not even necessarily a Japanese / Kurosawa production.
I was also really primed for the story to wade into some pretty interesting waters only to back away with very little nuance due to some remarks from Austin and Patrick during Waypoint's discussion of the game...sure enough, there are some really interesting hints at what it means to be a member of the privileged/ruling class in the back half of Act II that are entirely thrown out the window in Act III and never really come up again. Once it's clear that Jin is the only one focused on saving the island's citizens at the expense of "honor", the game quickly reverts back to this uncomfortable middle ground where every unimportant NPC is merely a "peasant" and they invariably bow to you in your fancy armor and crazy mustachioed masks.
It's especially surprising considering Sucker Punch was always striving to be at the forefront of morality in video games, and while the inFamous series remained heavy handed in that aspect it's just weird that this game is so focused on a binary morality and then finds zero ways to implicate the player in that binary. A major source of the fun in the inFamous series was deciding to go Hero or Infamous and watch the skill tree evolve accordingly, and it feels like such a missed opportunity to not adapt that kind of development into the story of this game itself. Especially, not to bring TLoU2 into this one more time, this game comes so closely on the heels of a game that only let you make morally vacant choices with no input from the player that a studio so known for incorporating that into their stories however vaguely decided to eschew that part of their DNA entirely.
Ultimately I've really enjoyed this game, but it slots perfectly into what 2020's (and many of 2019's) big games have represented to me which are games with really big ideas and two or three really killer selling points that are also constantly mired in some half-baked concepts that make it completely understandable if the game was not for someone else as much as it was for me. Compared to the halcyon days of 2017/2018 when so many games felt fully formed and intentional in every aspect, this game often feels like a really good knock off of a Jackson Pollock piece, with every bit of 2010s game design applied to it and nearly all of it done well but almost none of it done just right.
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