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Why not use the existing post about overabundance of platforming? Creating spam does not help get the message through.
Anyway, I do not feel there was too much platforming in the main story line. The truly difficult and annoying platforming sections are in Tears that are purely optional content. You do not like it, you do not have to engage with it.
Weirdly, I also did not crave more combat because it was not game's best part despite being improved from its predecessor. Survivor is not a Souls-like game in true sense and the combat while serviceable, even satisfactory, does not hold against titles where combat is their primary focus.
I think, its weird.
There's a reason the best platformers have super fast animations that don't look realistic, because that's how you make a game feel tight and responsive.
Run Sekiro around in a little circle. Then run cal around in a little circle. Sekiro basically spins on a dime like he's a top. Cal turns 15 degrees at a time making exagerated pivot animations so it looks like a movie.
The game is designed to be cinematic, whenever it tries to be a game the movie animations ♥♥♥♥ it up. You don't get pissed off during the hardest Hollow Kinght platforming sections because the controls are absolutely perfect. When you press to swing the sword down it happens literally instantly, when you land on a platform you stop instantly on that platform.
Any movement cal makes is delayed while a realistic animation plays out. None of your inputs translate to movement fast enough to feel like you're actually in full control of the character. Anyone who ever wondered why Nathan Drake isn't put through platforming gauntlets, here's your answer. Because cinematic animations and precise platforming don't work together. YOu can complete them but they're messy and stupid and don't come close to what an actual plaformer tests in the player. You never find yourself running the wrong way across a wall in Hollow Knight. Never. You will consistently find yourself running the wrong way across a wall in Survivor. Because the controls and animations weren't designed to be a good platformer, they were designed to look like a movie in a trailer.
It is an easy way to fill in content.
But why did you not expect this? the first game was like this as well.
This genre is pretty much.
Cutscene - Fight a few enemies - do puzzle and climbing - cutscene - fight a few enemies - do puzzle and climbing - cutscene - big boss fight - cutscene.
If you don´t like platforming and sequenced timed combat, you need need to be a massive SW fan (I think the stories of the games are very simplistic in the way they are told, but decent in terms of their theme)
I honestly feel platforming was the most complete mechanic in this game. Cal's double jump and air dash are great tool that give you a lot of control while in air. Combat is serviceable but it does not compares favorably to Souls-like games focused on combat. Force skills were fine but again rather shallow and limited.
It's not my favorite style of game, but I found it enjoyable enough. At this point, I blame the user not the game. This is a sequel to another game ... that was pretty much the exact same thing. There were also plenty of gameplay videos/reviews out there about what to expect.
If you bought it blindly that's on you. If you played the first one and expected something different, that's also on you.