There was a specific moment in the NG3 QL that was telling. Ryan was getting pretty amped up watching the craziness as a half dozen dudes were getting ripped up in a stream of special attacks but Jeff, who was playing, felt nearly the opposite and was disconnected from the moment as his actions werenít directly related to the stuff on screen. And the regular combat was repetitive and simple.
I think that says a lot about the design goals. make something look cool and badass and over the top. but it has seemingly come at the expense of how the combat feels
And, FWIW, Iím not a guy who loves hard games but I loved the original NG combat and did fairly well in the game since it controlled so well and rewarded patience and timing.