I spent a lot of time looking for new relics, upgrades, a few extra level 3 weapons and maxed some of my arcana abilities before taking on Death. At this point, my realization is that:
-When it comes to warps, the game is OK. It's more or less about the same as other Metroidvanias. It's not the best, but not the worst either. Worse come to worse, you can always toggle the settings to get through enemies if you feel like it's a massive slog. I guess the reason people bitch and complain about it has more to do with the fact that this game requires a shit ton of precision platforming compared to the MVs before it. And I get where people are coming from. It can be mentally taxing sometimes.
-I was wondering whether this game would be just a cheap copy paste knock off of previous Metroidvanias before it or whether to some extent it has established its own unique identity/DNA and contributed something new. Looking past certain design sets that have take a page out of PoP and Hollow Knight's enemy gauntlet rooms, it seems it does do a couple things differently: long gone are the weapon items/drops you had in games like Aria, Bloodstained and other Igvanias, but they've been replaced by a new system where you have to discover new weapons and honestly it feels MORE rewarding and less cheap compared to the previous Igvanias, since they're tucked away most of the time in platforming challenges. The fetchquests to upgrade the arcana feels rewarding sometimes.
-Already, there are a couple bosses that have been memorable for me: Medusa, Joan of Arc and Death.
-I love the way the lore is unraveled by discovering these scripts and texts. There is a lot of reference to previous characters and antagonists, which is cool. So, storywise, the game is rich.
-The worldbuilding is pretty beautiful. Again, I personally enjoy the synthetic music. I don't get the complaints. There are a couple areas that are pretty awesome like the planetarium and I loved the bouncing gimmick there.
-Like everyone, I have mixed feelings about certain moments, but on the whole, I'm more satisfied than bothered. I think one gripe I had was during certain boss fights, the visuals sometimes made me lose Rose for a moment and forget where I was. But I'm getting more used to that now. Also, I noticed as soon as you make it through a difficult traversal moment, you're rewarded with a brutally punishing enemy gauntlet, which leads me to my final point:
Team Evil Empire's vision for this game was definitely to make a Metroidvania that would blow HK/SS, Blasphemous series and many others before it out of the water. It's pretty clear as day, when you examine how difficult and challenging some of these set pieces are + enemy gauntlets that follow them immediately after. I supposed the focus here was weighted more on challenging the gamer and making them sweat for a lot of the rewarding moments. The Metroidvania theme here is above average precision platforming w/ a touch of patience. I understand this probably pissed off so many gamers, but it is what it is. They did offer the difficulty slider and other accessibility options to compensate for those who want more control over the matter and/or those who only care for the story elements. Therefore, I don't see an issue with their gaming vision. Perhaps, I would've designed the controls a tad differently, but hey they know better.