FunkyLounge
Member
I have some thoughts about the "gameplay" as is even in the game of the thread. Something a bit different than comparing foiliage.
Do you guys have no opinions about the combat? While it seems better (almost anything is when compared to W2 in my opinion) it seems to have the same foundations and animation chaining systems. You really don't have enough control over the attack Geralt uses, which is an absolute misunderstanding of how should combat work in such a action oriented combat. It was fine for W1 as the combat was not based on the played hitting the buttons to get attacks, but they seem to continue in this way all the way to this game.
What you need in a game like this is readability and consistency in the character's moveset, frame data and hitboxes. When I push an attack button in a Witcher game (meaning 2 and as e can tell 3 as well) Geralt choses one of maybe 4 actual different attacks with different speeds, sometimes even does a pirouette before making contact with his sword. This is a really bad decision. Yes, it looks good, the animation look and feel much better, but in terms of controlling your character, you can't have it like this.
Imagine a standart combat scenario. I wait for the enemy to attack, dodge the attack and want to use his recovery against him. I push a button and don't know what animation will I get. Am I going to push out a fast attack and be able to stunlock my enemy to a short combo? Or will Geralt randomly choose to do 2 spins before hitting, which gives my foe time to recover to block or maybe attack as well? This would never happen in games like Dragon's Dogma, where the combat fundamentals are so impeccable, you never run into any scenario, where you don't know what will your character do upon hitting a button. Take some god damn advice from character action games about how how the animation chaining and starting should work. Slower paced and stripped down character action combat is what these games have anyway without really realizing it.
Look at 06:20 of Gopher's video. The enemy has several chances to counter attack while Geralt was doing his dumb spins and then the one attack that did not even connect? That it the worst of it all. Not hitting an enemy, because you did not have any control over what animation will he choose. That can ruins a boss fight on higher difficulty and make you repeat the whole thing. Not being able to maintain the stunlock combo.
Are you guys really fine with how the combat mechanics work in Witcher games? Do you care more about grass and water shaders to be absolutely blind to this glaring dent in the series? Why would the lead gameplay designer have it like this? Is he ignorant, or does he care only about a visual flare like everybody else?
Is this too much thought in one forum post?
Do you guys have no opinions about the combat? While it seems better (almost anything is when compared to W2 in my opinion) it seems to have the same foundations and animation chaining systems. You really don't have enough control over the attack Geralt uses, which is an absolute misunderstanding of how should combat work in such a action oriented combat. It was fine for W1 as the combat was not based on the played hitting the buttons to get attacks, but they seem to continue in this way all the way to this game.
What you need in a game like this is readability and consistency in the character's moveset, frame data and hitboxes. When I push an attack button in a Witcher game (meaning 2 and as e can tell 3 as well) Geralt choses one of maybe 4 actual different attacks with different speeds, sometimes even does a pirouette before making contact with his sword. This is a really bad decision. Yes, it looks good, the animation look and feel much better, but in terms of controlling your character, you can't have it like this.
Imagine a standart combat scenario. I wait for the enemy to attack, dodge the attack and want to use his recovery against him. I push a button and don't know what animation will I get. Am I going to push out a fast attack and be able to stunlock my enemy to a short combo? Or will Geralt randomly choose to do 2 spins before hitting, which gives my foe time to recover to block or maybe attack as well? This would never happen in games like Dragon's Dogma, where the combat fundamentals are so impeccable, you never run into any scenario, where you don't know what will your character do upon hitting a button. Take some god damn advice from character action games about how how the animation chaining and starting should work. Slower paced and stripped down character action combat is what these games have anyway without really realizing it.
Look at 06:20 of Gopher's video. The enemy has several chances to counter attack while Geralt was doing his dumb spins and then the one attack that did not even connect? That it the worst of it all. Not hitting an enemy, because you did not have any control over what animation will he choose. That can ruins a boss fight on higher difficulty and make you repeat the whole thing. Not being able to maintain the stunlock combo.
Are you guys really fine with how the combat mechanics work in Witcher games? Do you care more about grass and water shaders to be absolutely blind to this glaring dent in the series? Why would the lead gameplay designer have it like this? Is he ignorant, or does he care only about a visual flare like everybody else?
Is this too much thought in one forum post?