1 A locked path is a bookmark
The developers describe unlocking game changing abilities to forge your own path through a sprawling, interconnected world. In a structure like that, most walls are not obstacles you failed at. They are places the game has not finished introducing yet.
The single most useful habit is therefore to note where you could not go and move on immediately. That list is your route plan for the rest of the game, and every new ability turns part of it into a destination.
Grinding at a barrier you lack the tool for is the largest available waste of time in this genre.
2 Talk to the locals
Talking to locals is listed alongside collecting weapons and solving puzzles as one of the things you do, which puts it above the level of flavour text.
In a game built on deep historical inspiration and deep storytelling, conversation is usually where the hunt is directed. A player who runs past everyone will still find the map, but will find it in a less useful order.
It is also cheap. Nothing about this design punishes stopping to listen.
3 Fast combat rewards spacing, not speed
This matters more here because the bosses are described as brutal and as pushing your skills to the limit. Those fights are pattern tests, and a first attempt spent watching rather than trading is worth more than three attempts spent swinging.
4 Puzzles are part of the route
Intricate puzzles are listed as a pillar alongside combat and exploration. That means some barriers are not ability gated at all, and treating everything as a missing power will get you stuck in a different way.
A useful distinction when you cannot proceed: ask whether the obstacle is physically unreachable or merely closed. Unreachable usually means an ability. Closed usually means a puzzle, and a puzzle can be solved with what you already have.
5 A sensible first few hours
If you are unsure whether the combat feel suits you, the free demo settles it in minutes. At a 50 MB install it also costs almost nothing to try.
Treat a locked path as a bookmark rather than a challenge, since abilities are what open the connected world. Talk to the locals, because in a story led hunt that is where direction comes from. Win fast exchanges by standing at the right distance rather than by attacking first, and spend a first boss attempt learning the pattern. When stuck, ask whether the obstacle is unreachable, which means an ability, or merely closed, which means a puzzle.
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