There's complex combat mechanics reviewers haven't touched or never bothered to explore.
Ok full admittion, I got the game over the weekend because my friend wanted to play it and agreed to pay for half the game.
We played all day on Saturday...and ten hours of playtime later we've not unlocked any new magics nor have we fought any bosses.
So here is the thing about the game. The pacing is totally fucked. The intro before you get your first taste of the open world takes about 2 hours to get through. Then you are finally cut free into a small section of the actual world, here you get your first taste of points of interest and side activities, and it's fun actually. The parkour magic is fun if a little janky. The combat itself is...I mean it's hard to quantify because you are locked to a small set of spells for like a really really long time, but what you start off with is ok.
Basically your first school of magic is 3rd person shoot rock throwing magic, but you also have a small set of "sub spells", these sub spells are utility magic's that have long cooldowns. Things like you can summon a plant, that acts like a short duration turret that shoots enemies near it. Or a landmine which explodes for huge damage if an enemy steps on it. There are also a couple defense ones like curing poison (not hp just the poison status), and a rock shield that absorbs an extra hit.
The trick to the combat is that while these sub spells have long cooldowns on their own, they don't share cooldowns. So while you are blasting with your primary rock spells you can rotate through your sub spells to drop traps and plants and whatever to help beat the enemies down.
After you beat the first little mission in the open world the first time, you return to town for another 2 hour section of being in a city doing whatever. Here is where side quests and whatnot happen, but a lot of those are running around town talking to people, at least in the first batch.
Only after all the second town crap is done with do you finally get unleashed into a much bigger segment of open worldness. So you are talking about 5-6 HOURS before freedom is gained. For course this is partly our fault because we did the side quests and watched the cut scenes because we wanted to try to give the game a fair shake. The dialog, and the story is really shallow so that doesn't get any better deeper into the game.
The other issue is that it seems that the second school of magic is locked behind beating the first boss of the game which unlocks a spider-man type of swing spell that will further open you to other areas that are impossible to reach at first. Only because of how long they expect the player to take to get to this second magic set. And i don't even think the 2nd school is the only one i dont have yet.
I wonder if the intention is for the player to master the first school of magic first, because I've earned/found enough skill points that my rock magic is almost completely leveled up to 100%, I literally have only two things left to buy and one of them is a crafting upgrade and has nothing to do with magic.
All this is really annoying because when you do get to run around and the cuff isn't interrupting you with exposition, the open world is fun to run around and the enemies are fine to hit in the face with rocks. There is a decent game under all the crap here, but i really don't know how many people can put up with all the grease before getting to the playable bits.