The thing is it that this actually proves my point earlier about how game mechanics don't really matter so long as the presentation is good. Ghost is a beautiful game, great scenery with great acting and cinematic work. It's presented in an amazing way, and as a result the player becomes entranced by the story and the world that you don't notice the gameplay foundations while you play.
Yes and no. It really depends on the game and what the devs are going for. It's clear what SP accomplished, yet combat has to least be good or above average. I figured out what they were going for by the time of unlocking the third or fourth stance. Jin's combat, and enemies reactions to still fit with the narrative, characters, and immersion of the setting.
Jin's sub-weapons, many which are used for stealth, are still useful even for distractions or adding to the melee combat, stunning enemies or even killing them at low enough health. The further you get to the game, or if you have his Ghost armor, depending on how well you do, you can have enemies running scared after seeing four or more their friends die. You can still kill them while they're running while busting out the bow and arrow, let them free to spread the word of the Ghost. Then's there Ghost Armor where Jin goes berserk into a rage state after killing a certain amount of enemies (there's an upgrade to reduce the kill amount to get into this state even faster) where all enemies get scared/can barely move or too scared and barely put up a defense and are very hestitnat. And it so awesome! It even works on the bosses, mini bosses, and even the final boss himself to an extent. It really sales the tall tale Jin has built up over the course of the game!
Then you have something like
Hi-Fi Rush. Which is not only a
Devil May Cry and DmC (2013) style action game, but it is a throwback to 6th generation games and early 2000s cartoons/anime. Everything had to be nailed perfectly, with the dynamic music, being on beat with the combat, the hits, and even the dodges and sound effects. HFR is still challenging, but is much easier than most of the
DMC games, aside from
DMC2 and
2013 reboot.
HF is even easier than
Bayonetta 1, but almost on the same difficulty curve as
Bayonetta 2. Despite being deritivae of rythym and action games, HF managed to carve out its on niche, and add to the Stylish Action genre. After Tango learned their lessons from
Metal Gear Rising, DmC, and
Devil May Cry 5 when it came to the dynamic music.