TL;DR Decent game for $15 or less. Design flaws detract from the game's experience, at large.
Performance is great. Decent little time killer of a game. Feels like a stab at Kingdoms of Amalur combat, or maybe Darksiders, but falls seriously short. I didn't play when it released, but with the new update I wanted to give it a chance. I really enjoy Darksiders-style games, and they are far too few. It's nothing but extraordinarily poor souls-likes by studios without the resources to make a good one. The only thing I feel like they got right was optimization and exploration. Dialogue is awful, and it is hilarious this is the result of redoing it. You don't need AAA resources to have non-cringe dialogue. The story is nothing wild, and you can probably push through the main quests in a day if you focus on that alone.
There is too much visual junk going to properly execute every dodge and parry needed. The hardest difficulty is essentially don't take a single hit if you have any Momentum -- heads up: you'll always have a ton of Momentum at that stage in the game -- feeling more like a waste of time than punishment for missing the attack that happens quite literally after the eyes have flashed red, you know, when you're supposed to use Sand Skin. If the combat has been reworked to be improved, then I would have hated to see its original implementation. There's simply not enough necessary feedback from the enemies, and too much unnecessary feedback on screen, as I said. The flow of combat is like a roller-coaster. Sometimes it is literally over before I'm even aware wtf is going on, and sometimes it drags on. The pacing does not feel cohesive.
The Essence Stone system is far more ambitious than needs be. There are so many stones, and the value you actually get out of most of them are null. The passive stones require you to reach Momentum thresholds before activating, and you really can't sit on Momentum or you WILL die, so you get just a few seconds, which is generally enough. The system would have benefited greatly from choosing static passives, and slotting ability stones exclusively, while dramatically lowering the number of stones. Why more were added is beyond me.
Co-Op play is entirely irrelevant. There's not even a matchmaking system in place, you WILL need a friend that also owns this game, and the reason to play together is just for funsies. The resources spent on this system could have been used refining the solo experience, and expanding upon it, no doubt. If you are thinking about a cool co-op game to play with friends, I would certainly look elsewhere.
Weapon variety vs Essence stone variety is wild. You get 3 weapon choices, and the only one that seems fitting is the whip. The other two feel like randomly tossed in weapon ideas someone thought sounded neat. Could have included more weapons, as the combos for the weapons are not particularly complex. There are many armor sets, which seem to only serve the purpose of providing a currency dump, and a "talent" point system that has little relevance to the game, at large.
This game, frankly, seems like a hodgepodge of ideas tossed around the office over a couple years packed into a game. Not a lot of cohesion here, unfortunately. Halfway decent attempt, but so many of the resources feel wasted on irrelevant aspects of the game that it seriously detracts from the overall experience.