In a way, both the Queen and the Hero are players, just from completely different genres of games. I'm kinda curious if that's intentional or not.
The Hero - this one is obvious. They are a player of a souls-like, obviously. Games which are brutally difficult, but are designed to be beatable. We can see this in Queen's attacks, which are designed to be avoided by all of their abilities. I find it kind of funny though that they know the hitboxes of your attacks so well considering how bad and unintuitive the hitboxes were in the original souls games (they're still kind of bad here, just in an opposite way). It's kind of another instance of "time flies faster in games" trope, which, while not realistic, an easy way to add variety to the gameplay, so I'm not gonna complain or deduce points for that.
The Queen - she is a player of an infinite game. No wonder she talks about eternity so much. But ironically, her true destiny is to eventually lose. These games often start off very easy. But eventually, the game becomes more and more difficult. Some games get stuck in a loop (Tetris and Pac-Man wrap around to level 1), some become impossible and some actually become unlosable (In Alien Shooter, infinite mode eventually stops spawning the enemies). For her, the "play session" is all of the fights with the Hero from the beginning to the end. I know that the game is finite and the Hero can be defeated but still, the design philosophy is exactly the same. Despite this, her side of the story still very similar to a soulslike: her enemy gradually gets stronger and stronger, making last, most punishing phases incredibly hard to practice. Now, gameplay wise, this is not a perfect boss design, but I wouldn’t really mind it, if not for the fact that the game is filled with unskippable cuscenes/animations. I know that this is “you’re not supposed to win this” kind of endings but that’s not an excuse to make this ending so painful to get, so points go bye bye. It’s not like I didn’t play levels that took me hours though. In RIP3 “starting weapon only” challenge, which isn’t even supposed to be beatable, I had to do the same thing in some levels for abbout 45 minutes. Emphasis on “same” (making the learning curve more forgiving than you’d expect) and “doing” (there, waiting around was one of many options, and was not forced by animations). There were a couple of other factors that made the experience more enjoyable like fluent controls and predictable enemy behavior but i digress.
7/10 The game has amazing storytelling, but after your second run you literally exhaust all dialogue options, making the gameplay flaws all the more apparent, because there is no more drama to distract you from them. And, fittingly, I’m likely moving on from this game, but for all the wrong reasons. For now, at least.


