The game is beautiful, the soundtrack is stunning. It manages to evoke an air of mysetry and foreboding without a single line of dialogue with its clever use of visual design. If it was a walking simulator then it would shatter all expectations. However, its not a walking simulator, it is a fast paced hack & slash game with an unforgiving learning curve and a heavy emphasis on platforming. It is in these crtitical areas of gameplay that it falters and leaves much to be desired. The combat is hectic at the best of times, its very easy to lose yourself in the sea of sprites and abilities that tend to fill the small arenas one tends to fight in. There is also an issue with certain enemies where their invulnerability frames don't actually line up with the length of the animation, leading to attacks that just don't land. Giving the character momentum is an amazing idea. It helps give their movement and combat weight, it also helps convey a defference in size between you and the massive enemies you face. This does work well with the way traps and attacks are implemented in the game. There are often situations when ice traps and attacks from massive enemies end up taking control away from you until you die if you get hit once. This happens by these attacks/traps rolling you while you keep taking damage until you die, this can happen from full hp to zero if you are unlucky. The dashing mechanic itself has been the most frustrating design feature for me. I don't mind spending hours trying for figure out boss patterns and perfecting my combat skills and reaction times until I am able to do the rest of the content in this game or any other. I will not, however, spend that amount of time trying to master a movement ability that operates barely within average human reaction times and has a variable rythm. With all these flaws I still recommend that you try the game, they only become truly glaring when you are trying to be a completionist.