If you mean the dream sequence tutorial then yeah that is several minutes to get used to the controls which would probably take 2 minutes to get used to otherwise, perhaps say a last time you were the Hundred Knight at full power and smacking things around sequence (think several of the Metroid opening sequences, even something like Star Wars: The Force Unleashed had you play as Darth Vader in the prelude) would be good. 3 hours is really not a long time in this game though.
Things after that are a bit drip fed -- the facets system and magic system takes some time to appear and get truly useful. However before that you do start getting levels where you have to think about what damage types you are assigning for the weapons you have, once you start getting different types of weapons and levelling them up there is some thought needed to balance against the needs for damage type, accuracy (lances are big damage and long range but narrow in the attack), range, timing (the wind up for a hammer can leave you open) and finish moves. I suspect if you explore all the maps you would probably have gained enough experience to keep you ahead of the curve, if you resist the urge to explore it might not.
I did eventually get the difficulty change options, however I am now not sure if it was the period of the game or that I dropped down to casual mode to see what it was about (not quite steamroller but not you would really have to not be paying attention) and returning to normal granted me the options (it was in the bucket list menu if you go looking). I will pull up an earlier save and see what goes there. The GCal system starts getting you as well, especially if you try to cruise combat and taking the occasional hit "because it is not that bad" and letting it heal via GCal fueled health regen.
However they could have been far more tricky with their enemy selection in the levels and balanced say weak against blunt with strong against it, it kind of happens a bit later on (your newest weapons might be magic themed but the enemies of the next level might well be strong against magic) but that is later. However if I had to pause to cycle weapons every other fight I would have probably put it as a negative.
In the end it is not a fighting game viewed in overhead perspective, I would probably really like to at least try that some time, but it is a proper system and one I do not usually see on anything really, certainly not in dungeon crawlers. I do not know if I view a lack of animation cancelling as a negative, especially when you do often want to seriously wound enemies rather than outright kill them. The times where I got smacked because I was doing the spinning spear finishing move against a corpse or thin air I always put up to me being silly on the attack button rather than poor systems design.
The massive damage counters and animations covering the action I will also join in on (I noted it in the review after all), however if you get used to using the enemy focus button it cuts through a lot of that; most around here have probably played a 3d zelda game with the Z targeting so the concept is probably entirely alien. Can't say the font was comic sans though (some was actually very serif even).