Jim said:
-The completely random shake/move stick QTEs are terrible... sooo boring (and I really like them in God of War, for example)
They should have just removed those completely, perhaps only leaving those where you shake controller up/down when the dragon latches onto something. Even better they should have done exactly what Kittonwy suggested - make the "Takedowns" more like SotC somehow.
I have nothing against QTEs, they are preferred to straight up non-interactive action cutscenes to me, but they have to be done right. God of War does them right, RE4 does as well, I liked the rope-running one in HS demo also, but in Lair, they really suck 95% of the time - you don't feel any connection to what you're doing with what's happening on the screen.
The "three lives, then repeat mission" is also too oldschool and dumb. I was playing this mission last night where you have to break the dam, and when I was on the verge of breaking it, and finishing the mission, I lost my last life. Oops, I have to repeat the whole 20 minutes again! No thanks, I'll give it another try today maybe.
I'm playing on a native 1080p set, and the game does NOT look natively rendered 1080p to me.
It most likely is not in the truest sense of the word. It is doing one better than upscaling from 1280x720 (or 950x1080), but it's most likely not truly rendering in 1900x1080 either. So what's it doing? My best guess by looking at screenshots, and as hinted by someone at B3D is that they are using a "leftover" edges from the MSAA buffer (where the picture is partially rendered in higher resolution), blending it with the rest of the image rendered in lower reslution. That's why you get better than upscaled looking edges, but the rest of the picture doesn't really have natively rendered quality.