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The only thing you have to do is look up the key binding once.
The exclusion of a classic tutorial is pretty much a point of design here and I think it would have detracted from the atmosphere, if it had been in there.
Though I can understand, where you are coming from with the criticism, I think it was a deliberate choice in design that, at least in my opinion, improved upon the immersion instead of taking something away.
If this were true, then why have the written explanation about the dark creep killing you when it reaches Senuas head? Thats all i wanted, something simple like that.
I do get how the premise of the game appeals to people. And ill be honest, i played the first 10-15 minutes and was excited. But that completely evaporated once i discovered how bad and poorly designed the combat was. And when i actually left the game to figure out what the hell i was doing wrong, and discovered that the whole game is littered with these combats, and that you cant upgrade your character, or mitigate the wonky behaviour, damage, or get "better" at fighting, my interest waned. And i couldnt really be bothered with it. Which is a shame, as i liked the premise and first 10-15 mins.
IMO a game that gets this kind of tutorial without actually being a tutorial thing is something like Alien resurrection or Prey. New concepts are introduced slowly, and subsequent passages of game time are devoted to you learning a new skill(s). And at the same time you experience a graduual deterioation in the environment you are working in.
I just dont think it is well designed, thaats all. And much of its praise is undeserved IMO, and exists mainly for the original concept, which is not all that original if you aske me, its just done in a more direct manner (planescape torment remains the best game ever imo at introducing a totally new kind of concept and implementing it very well indeed). The most fundamental aspect of a game (IMO - obviously), is that his has to try and be fun at all times. Thhe moment it becomes annoying, or grindy, or dull, then its kinda failing in its main premise.
Those were the days now everything needs to have a mini tutorial in it and hold your hands to the end.
In my experience one and the same point of design in a game can be terrible for some and an awesome thing for others.
I just tried to offer a different perspective, since the missing of a tutorial in this case gives a different sense of immersion in making one fumble helplessly in a world one does not yet grasp or understand. But that is just my opinion on how to interpret that design choice.
I am not going to try and convince you of something you don't see my way, when it comes down to a point in taste.
I believe, you disliking the game for an aspect you see as a design flaw is as valid as me seeing that design aspect as a step in opening one up to better immerse oneself in the helplessness the protagonist feels.
To me it only gets annoying, if the game keeps putting in the same reminders like "now push x to do y" in there hours after the tutorial has ended. Even on higher difficulty.
Buddy, sorry but the combat mechanic is literally overly easy for this game.
You are mashing buttons due your own habit. There is like 4 or 5 combos you can do at this game, and there is no need to mash buttons. Just interchanging between light and heavy attacks you do the combos.
Shielded guys? Kick then and combo.
Boss? Wait until you get focus and dash towards him and do a long attack combo.
Counter? Just press the defense button when the enemy rises it's hand.
That's pretty much I been doing so far.
One game that "teaches" you to not mash and it is a hack and slash game, is one called Implosion Never Lose Hope (Switch and Android).
At the Android version you have a single attack button and 4 different attack combos.
You need to time between each press. This is a way to unlearn button mashing and learn timing for attacks.
The flaw with your argument is simple.
People enjoy different things.Many people find this fun. Not every game has to be fun to you. You are not special.
If I had a criticism it's that the combat can feel simplistic BUT for this game I find that fine since the combat is more a means to an end as the game is about the story and the character rahter than pure mechanics
I would have liked some explanation that there were combos even if the game doesn't explicitly tell you them.
Why not accept that this is a computer game, get all the basic tutorial stuff out of the way up front, just like they did with the credits, then move on and let us enjoy the atmosphere. Otherwise you end up just frustrating some gamers, annoyed that they don’t know the basic moves. I don’t see how a tutorial at the start would have detracted from the atmosphere any more than the credits did.
As for my historical perspective I seem to recall Street Fighter 2, for example, came with a manual that had the moves in it.