Or it's you need to know ahead of time every detail of what the next enemy will do and know exactly how to counter it before the fight starts, or all you can do is drag it out. But when that's not what your facing it's usually either super easy unless they get a stun lock going, then have fun dying over the next half minute. The regen on the current chunk of health you have works well enough when you're facing enemies with just the right kind of damage output to punish actual mistakes without just chewing through it all in a couple seconds. I've never liked how your health worked/was communicated. If it was just a bit easier to move and pick up new weapons (specifically the weapon you want out of the often jumbled mess of different weapons on the ground) it'd make sense for a fast paced arcadey kinda game that I think they're going for. If they were more sluggish, it'd work for a tactical style game where you have to move deliberately and with forethought. The controls feel just ever so slightly less responsive than you'd want them to. I can't point to any one thing that turns me off the gameplay, but I think I've pinned down a few sticking points.