>>715112032I kinda get the idea behind the bosses but the fact that you don't know their attack patterns (and more importantly, their switchups) until you see them kinda misses the appeal. You can't just walk up and FC the thing based on your own intuition, it's like playing Guitar Hero but you can't see the notes until they're punching you in the dick. You just have to fail over and over until you memorize when your dick's getting punched.
I think that sort of gets to my issue with the game - it's got so many ideas that almost no one's going to love ALL of them. Some will love the rhythm bosses, some will love the puzzle platforming, some will love the gravity shifting, but very few are going to love all 3 coming together. It could easily have been 2 separate games.