Love the game but serious question.
If when designing your game, you know that the games camera struggles to handle close and interior environments, then why force the camera into close environments or provide enemies with grappling attacks where that literally slam the camera into the ground to the extent where the player can't see anything that's happening?
It feels as though the level and enemy design wasn't designed around the gameplay at times. Even phenominal action games like Bayonetta or Vanquish would likely face similar issues if they featured similar enemies and level design. During Bayonetta's most intense sequences the camera becomes fully scripted, yet Gravity Rush's player control camera persists even during the tightest of interior segments.
I understand why the player needs to be in control of the camera at all times in this type of game, of course, yet what I don't understand is why the level and enemy design wasn't a little more considerate of that. It doesn't actually bother me, in terms of my enjoyment all that significantly, but I feel that it's a very obvious issue that would have been simple to avoid and will harm the games overall reception. People will always remember this as a great game, but when they do their will always be detractors that mention features like an awful camera as a reason not to play it - and they're not wrong, for some more sensitive to these types of issues (which you're entitled to be) it can be a deal breaker.