What I will offer as an actual rebuttal is this: the committal nature of slower movement and attacks really forces you to identify the right approach for a situation. Same reason why I prefer Greatsword/Hammer in older Monster Hunter games. You reach a point where your character looks like they’re demolishing enemies in a relatively effortless manner, but only because the player understands exactly what needs to be done.
This is my issue with soulslike combat: all of this is also applicable to fast-paced action games, specifically on higher difficulties. You won't Platinum Jeanne on Infinite Climax in Bayonetta if you don't know what exactly needs to be done.
Furthermore, in fast-paced action games, you don't only need to know timing, spacing, specific boss exploits, but you also need to master mechanically challenging techniques. The latter is replaced with RPG consumables/builds in souls-like, which you get by exploring—another reason that bogs down the game's pace.
I'm not shooting down the value of soulslikes; I'm fully aware Dark Souls has no intention to play like Bayonetta, and that does not indicate it's worse in any way. Just pointing out why their slow pace puts me off.
And it's shit… agaaaaa-in 🎶
FR, 30 games on my list, only 6 hit their historical lows, and 2 of which I had already decided they're too high for me anyway.
24 either didn't go on sale or didn't hit their historical low.
I grabbed The Ninja Gaiden Master Collection (Fuck Sigma, I'm in it for NG3RE), Blue Revolver (Like, fine I suppose I'm running out of shmups, so I'll try and figure out what put me off about it the first time), Counterclocking (I'll support any new action game), and Carter's Quest (I'll support any new action game)