Sometimes Titan Souls can feel a little, well, unsettling. In other games, you're used to random battles occurring or other enemies slowing you down, but here you're meant to explore, wander, and journey about the land looking for the big, big showdowns. As such, confrontations only happen when they're earned and if you're paying attention to slabs of stone that don't seem entirely organic -- they're actually the forehead of a massive creature slumbering idly beneath the dirt. Strike it with an arrow, they rouse, and so Titan Souls' dance begins. That dance is the same with all the many bosses: Roll about, stay watchful, and prepare to die. And you will die a lot, though always fairly: Just as you take only one hit to perish, so, too, do the titans. But more than likely, you will die first as you learn how to vanquish them.
Honestly, what's meant as a cooldown -- the arduous walk back to that same enemy, if you so choose -- is one of the biggest frustrations. You know what you've done wrong and want another try immediately. You want a "continue" option, not a long, lonely walk to think about what you've done and try again later. Interestingly, it makes the player value life a little bit more and be less sloppy with your turns. Players of a younger age may get discouraged by the lulls after the intensity, but once you get into Titan Souls' rhythm, it will be hard to get out.