>your other metrics are clearly speedruns.
Not really, no. I recently got the Stormbringer cheevo in MGR and the game is pretty damn short when you skip all the cutscenes and arent dying/retrying all the time, and even then there are still some in-game cutscenes you cannot skip. You don't even have to intentionally speedrun for such a time because the game is really that short, obviously those times do not include deaths.
>if the guy beat the game without ever learning a main defensive option, doesnt that mean it's not that important
The guy tanking his way through the game by spamming healing potions and continues at the serious cost of his rank, which is in the game so casuals can at least get the experience of the game and so Platinum doesn't completely become a niche developer, but they're discouraged through clear and obvious scoring penalties so superplayers have something to work towards. You really should know this if you have actually played these games.
>confirming my point that the game seems easy and short
Having played those games should also let you know that they always have multiple difficulty settings where the harder or more harder difficulty tends to be leaps above normal difficulty, are you seriously going to use the baseline of a journalist playing the game on Normal or lower for the game's difficulty? If you actually, seriously, played these games, then you should also know they encourage playing for rank hunting after you're capable of just surviving, where you're aiming for an excellent performance instead of just passable. See: Style Meter
>how do you use these different weapons without having to switch to them?
<For W101 you can draw any weapon you like at any time
>so doesnt that mean the rest of the enemies can be beaten with the "best" combo making the game repetitive? i mean, it kinda sounds like the game can be beaten with button mashing and not even blocking, and youre arguing you CAN do more
Again, if you really have played these games, then you should know that each combo has its own uses and that not every combo is useful in every situation, and is not always useful because you're constantly thrown into different situations with different groups of enemies of different types, each with their own dangers and vulnerabilities. Which combo suits the current situation best depends on your judgement. And for the love of god, don't actually use the opinions of someone fucking terrible at the game as a baseline, most of the time any brought up gripes are easily explained away.
>but if its not required, and if the game doesnt offer enough of a challenge to require it of you, whats the point? so you can be more stylish? or beat the enemies faster?
Skill ceilings like these exist to separate excellent players from good players. If you're really good at the game, then you can play in the most aggressive and effective way possible, which is in turn also the most dangerous way of playing because of the risks involved as opposed to playing it slow and safe. It gives people a metric by which to improve at the game and see how far they can take it. See: Taunting/Keeping up combos/parrying rather than dodging attacks. Often aggression is intertwined with efficiency, so you're honestly losing out if you don't.
Didn't you ask these same questions in a cuhrazy thread some while ago here? Because I can tell it was you.