Here, it is more like, "Oh, I was wondering how long it would take you. Before you destroy me and everything I hold dear, would you mind going to light this fire for me, and maybe pick up a few special rocks along the way so I can make a bracelet before you send me into everlasting torment? Thanks, you're a peach!"
Another thing: Let's say that you are a weapons-maker, you just met Death, and you ask him to go fight Chaos for you... OK, makes sense I guess – but then when he asks you to maybe make him a weapon to make it a little easier for him to kill Chaos you're like "Meh – even though we're all safely locked behind this massive unopenable gate with absolutely no enemies to fight on this side of the wall, and nothing more to do than to stand around making weapons all day, I am not going to give you any weapons, Mr. Bringer of the End of all Worlds, until you prove to me you can fight. So go face something I'm too scared to battle on my own, even with my magic super-awesome weapons, and if you survive ... (Death can die, too, right?) ... then I might sell you some gear."
There is just too much to have to overcome to even begin to comprehend this story.
OK, now on to the gameplay.
Fighting is little more than boring, can't-tell-what's-going-on, button-mashing. Which I'm guessing is OK, because I kept winning.
Seriously, once you get more than, say, two enemies on the screen at once, it's just a mess. It is not because my system couldn't handle it – I'm not saying there was lag or anything – I'm saying there are just too many vivid colors swirling around the screen with the armor and the weapons and the magic and the special effects and the HUD... It is just a technicolor explosion until everybody is dead but you.
This kind of defeats the purpose of the very deep weapons system. If I can beat enemies with whatever standard weapon I just happen to have picked up, why bother upgrading? There seems to be little reward to putting the effort into getting new gear other than some completionist sense of "I did it!"
The puzzles vary wildly from the most common "no problem" to the nearly impossible. Fortunately the latter are few and far between, but they seem so out of place next to the fairly simple ones that make up most of the game. It actually makes them far more frustrating than they would normally be.