I am not saying artificial is bad, I am saying it's a word you use because you think it sounds good. The sentence "they artificially make shields to make normal damage ineffective" is the same as "they got shields". It's just an uppity way of saying it.
He clearly mocks gimmicks in his videos.
All systems force other systems to matter.
There is a distinction to how combat systems work versus basic descriptions, but the feel of the systems is more important than the details, and he will find things he hates and wildly blow it out of proportion into an incoherent point.
It's not a "it's popular so it's good argument", it's an observation that this guy dislikes so many games, and overdramatizes it's flaws to skyhigh absurdities that his tastes become irrelevant. Like Icke and his reptiles.
Because this is all about taste. His "combat design critique" is him talking about his taste. Whether or not the target priority and positioning works comes down to how you experience it, and when you have a guy like him, who experiences things like everything is wrong, you have to start questioning their viewpoint.
I remember watching his Stellar Blade video and thought, wow, this is the dumbest thing I have seen in a while. And then he makes a video praising Final Fight. It's clear he is a retrohead who don't play much new stuff.
No, "they artificially make shields to make normal damage ineffective" is not just an uppity way of saying "they got shields."
"They got shields" is a basic description. The criticism is about function. Why are the shields there? What behavior do they create? What choices do they force? Do they make combat more interesting, or are they just a lock that says "please engage with the hacking system now"?
That is not fancy wording. That is the difference between describing a mechanic and analyzing a mechanic.
"All systems force other systems to matter" is also way too broad to be useful. Sure, in the most generic sense, systems interact. Congratulations, we have discovered video games. The actual question is whether those interactions create pressure, tradeoffs, ambiguity, risk/reward, and player expression, or whether they just funnel the player into a prescribed required step.
That is the distinction being made.
A shield system can be good. A gimmick can be good. A mechanic being "artificial" is not automatically bad. The problem is when the rest of the game has to soften itself around that mechanic so the mechanic can survive. If enemies have to become less aggressive, boss attacks need giant recovery windows, puzzles need to stay low-pressure, and damage has to be conditionally neutered just to make hacking relevant, then yes, that is worth criticizing.
And "feel matters more than details" sounds nice until you remember that feel comes from details. Enemy speed, hit stun, cancel windows, spacing, boss recovery, animation commitment, resource pressure, encounter density, movement options, and failure states are all the things that create feel. You don't get to wave away the details while appealing to the feel, because the details are the machinery producing the feel.
This is also why the "he praised Final Fight, so he's just a retrohead" argument does not work. His Final Fight praise is not "old game good." He praises it because its limited mechanics are supported by enemy behavior, spacing, character archetypes, level design, resource pressure, rank, and systematic difficulty. The enemies flank, block, jump out of infinites, protect each other, force priority decisions, and punish bad positioning. That is a design argument.
And his Stellar Blade criticism is not "new game bad." He criticizes Stellar Blade because he thinks the mechanics are isolated and prescribed: weak hit stun, overcommitted strings, color-coded responses, passive enemies, avoidable encounters, static bosses, weak long-term risk/reward, and a lot of filler engagement around the actual combat. Again, you can disagree, but that is not just "I hate new games." That is a combat critique.
So the through-line is obvious: he likes games where the enemies, levels, and systems push back against the player. He dislikes games where mechanics exist on paper but the surrounding design does not meaningfully pressure them.
You can call that taste if you want, but taste does not magically erase analysis. If someone says "the enemy design does not pressure the player's movement," that is not the same as saying "I personally dislike the vibes." If someone says "the boss patterns are too static," that is not just taste. If someone says "the intended answer is also the safest answer, so the risk/reward collapses," that is an argument.
The funny part is you keep accusing people of being impressed by words, but you're the one dodging the actual meaning of the words. "Artificial," "gimmick," "pressure," "overlap," "positioning," "risk/reward", these are not magic spells. They're describing how the game functions.
At this point, your rebuttal is basically: "I don't like his tone, I don't like his audience, I don't like how harsh he is, and he praised an old game once, so his critique is invalid."
That's not a counterargument. That's just reviewing the reviewer because answering the point is harder.