Character models are crude and clunky, as are the animations that go along with them. And to add insult to injury, the battle music is, quite frankly, the worst that I have ever encountered, and inspires feelings more to the extent of letting the monsters maul you than driving you to fight. At least it looks pretty. Quite obviously, though, this is not the case. This system is a good one, and has been used before, but Sacnoth thought to throw a few wrenches into it.
Weapons break after a random number of uses.
Once again, this might not prove to be a problem except for the fact that there are no weapon stores in the game. Being set in a haunted monestary, Koudelka relies on the enemies to give you weapons, giving you very little control over what weapons you get. Between the lack of shops and the breakage of weapons, useful items in the game become few and far between. Many times players will find themselves fighting with their bare hands, saving their good weapons for a boss, yet when the boss is reached, the level of the weapon is so low that it becomes useless. Situations like these simply do not make for a good game.