I'm getting the hang of it now. As someone used to parrying and rolling, it takes some getting used to just holding block and accepting chip damage. Dodge and heavy attacks build posture instead of using stamina. Rather than trying to royal guard everything, it's best to block, wait your turn, parry the red attack and then combo (XXXXX+Y is safe).
Fighting the skill check boss at 10 fortitude, lvl 6 (2/2/1/1/4). If I could respec, I'd probably put less in stealth and more in health/damage. You get an invisibility spell at stealth lvl 8, and vampiric heal at health lvl 3. The boss goes from 1 red/unblockable attack to multiple in his 2nd form. There's a hidden tiger boss before the 1st bonfire (15 fortitude), but I let the fire wall take care of it, so I never really fought it.
When you die, you lose fortitude, which is a level required to use spells. Unlocking the bonfires puts a floor on how much fortitude you can lose. You also lose half your souls. You need to kill the guy or boss who killed you. Seems harsher than just picking it up. If it's a guy, they also get a fortitude bonus. It's a bit Shadow of Mordor. I'm surprised they got round WB's patent.
Enemies seem to stand in place facing one direction. Very little patrolling. If they don't want you to stealth, they have them face you in a narrow hallway. They're quite blind, but the transition from walking to running is too easy. A dedicated walk toggle would be helpful. 1 point in stealth seems enough. Locked to 30 or 60fps. PS4 buttons by default, but can be changed. Also, you have 9S (sounds like the same VA) helping you. Does decent damage, and doesn't seem like he can die.
Thoughts? Why was MartinG having a meltdown over it on Twitter? Seems good to me, although it follows Nioh's "pick your own action game" formula. They threw a katamari ball in the ARPG, Souls and action pit, and let it roll around a bit. The result is an ARPG with mikiri counter.
Edit: yeah, there's definitely a lot of "wait your turn, don't get greedy". The range these guys can lunge towards you is also pretty insane, so positioning isn't really that important outside of hiding behind rocks.
Edit 2: so the 1st boss was stonewalling me, but I switched from a +3 polearm to the starter sword with weaker damage. I steamrolled the guy 1st time, both phases. I don't think my tactics changed. It wants me to play defensively, but I chose to parry instead. Seems the parry window is much wider on the sword. I also built up the boss' poise bar 2 or 3 times, 1-2x more than with the polearm.
I think using magic melee (Y) is supposed to build your “anti-poise” (blue bar opposite orange), which lets you spam dodge and parry without building poise. Magic (wizarding) is like pyromancy, and does heavy stagger on the boss. You only need to get the boss down to 50% on phase 2 to end the fight. I don't know why the sword was so much stronger, but I'm not sure the boss taught me much, except weapon choice matters.
Edit 3: weapons have a "deflect difficulty", so it is indeed easier to parry with swords (especially the starter sword and cutlass) than polearms. Question is if I want to git gud with polearms so the skills transfer over.
Edit 4: while I didn't learn anything from the tutorial boss, the guardian ape from the 2nd level told me my hunch was correct. You can parry its base attacks, but there's no reason to. There's no reason not to hold block, since the timing for parrying its basic attacks with the iron sword, or even tapping block, is a little too tight compared to the mikiri counters it expects of you.
Edit 5: the giant pig seals it for me. It has this charging move with no chip damage for blocking, yet parrying is riskier, builds poise anyway, and the attacks have insane tracking. The mikiri parry window is so tight I haven't gotten it down yet with a sword, or it may be less for me because I'm overencumbered (only armor counts towards weight). Because if not, there's no discernable penalty for having too much weight.