Cramped was the wrong choice of word, the room's just bare and does absolutely nothing to make the fight more interesting.
Am I? Throughout that level I sniped with a bow, lured and separated enemies, tossed items around corners while dodging evil wall rocks, stealthed past too-tough enemies, etc. etc. That's fun strategy, not "equip anti-paralysis and dodge and attack."
It's a good game in the levels. The bosses are shitty and arbitrary.
Boss rooms being bare I can agree with, but looking at how developers of action games in this type get environmental gimmicks wrong 99% of the time, be it making the fights too gimmicky or having it get in the way of the camera, I'd rather have them not bother. Team Ninja's own Ninja Gaiden games had some egregious examples with standard level design having wonky platforming or uneventful swimming to name two examples; misguided attempts of variety like that do nothing but make the total package worse since gimmicks along those lines are never given much thought nor polish. Nioh has a scant few bosses like this early into the campaign too, and they're (yet again) so underdeveloped it just ends up being a snore due to a low number of attack patterns and an additional emphasis on binary side-attractions before being allowed to enjoy the real meat of the mechanics without questionable interruptions.
Also: Nioh and Souls games alike have always been melee-centered, with ranged combat taking a clear backseat with how consistently basic the implementation for those methods of approach are. Perfectly understandable if that's not your cup of tea, but it shouldn't come off as surprising at this point with how this subgenre has been built upon over the years. Something like Dragon's Dogma sounds like it'll be more up your alley since it's one of the few action titles of that mold which lend ranged combat similar attention to detail next to melee combat. With that said however, it can still be made to work against these so-called "arbitrary" bosses
if you're creative and there are still moments where you're able to sneak in pot shots.
Bosses actually do that if we are talking about strategies against regular enemies. 1-on-1 encounters with enemies are basically just mashing with heavy stance. Just go in and hit that square until they are dead. With bosses you very much need to use low stance and get only couple hits in and back off. Almost none of the enemies require this kind of strategy. Especially in early game.
There's ample footage out there that prove how absurdly false these pre-conceived requirement notions are.
You don't
"need to back off," you can do more than
"only get a couple hits in" and describing common enemy encounters as "just mash with heavy stance" goes to show you hardly dabbled with the tools the game gives players. While indeed not mandated, all stances have their 'preferred' situations and 'ideal' distances where they're
universally useful, even moreso once you open up more abilities. On top of that, there's innate distinctions between human and Yokai bosses: the former have a multitude of moves that can be parried (see
here and
here) as well as comparatively consuming more stamina when on the offensive, and the latter have weak points + can get
chain staggered + are prone to not fully refilling their stamina if you remove the Ki puddles in a timely fashion.