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The Witcher 3 PS4 gameplay

valkyre

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Apr 3, 2014
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nitpicking I know lol but the wind is exaggerated as hell in this game :p

Trees are moving like there is a hurricane taking place! I think it should be toned down a bit.
 

Kosma

Banned
Feb 22, 2007
10,841
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1,085
Really nice gifs.My only concern is the roll,slash,roll,slash combat.Hope this is upgraded properly.
Pretty much my only concern is that the combat won't have weight and feedback.

It felt so floaty in W1 and it seemed as my sword cut through enemies like a hot knife through butter. It was very unsatisfying.
 

forms

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Aug 3, 2014
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Is all combat centered around auto aim? I mean, can you fight properly without locking to the enemies? I was hoping for some Souls-ish combat, but seeing the videos in the OT made it feel very different.
 

DOWN

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Aug 2, 2011
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It is staggering to think of who greenlit spending time to make so many HUD elements when there's been much cleaner ways to show many of them in the game world and with better presentation than how the W3 HUD handles itself by default and in promotions,
 

Tovarisc

Member
Jul 1, 2014
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Is all combat centered around auto aim? I mean, can you fight properly without locking to the enemies? I was hoping for some Souls-ish combat, but seeing the videos in the OT made it feel very different.
You don't need to lock on to the target, no. Still don't expect Souls games level of combat.

It is staggering to think of who greenlit spending time to make so many HUD elements when there's been much cleaner ways to show many of them in the game world and with better presentation than how the W3 HUD handles itself by default and in promotions,
Even if it was some super slim minimalistic design, with absolutely nothing else than absolute mandatory, from the ground up options like this still would be very nice additions. Rarely more options harm anyone.
 

DOWN

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Aug 2, 2011
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Even if it was some super slim minimalistic design, with absolutely nothing else than absolute mandatory, from the ground up options like this still would be very nice additions. Rarely more options harm anyone.
Harms presentation of vision and efficient development sensibilities. Harms pre-release presentation (there's far more comments that criticize the style or volume of HUD info presentation as poor than find it to be a positive). Harms my eyes. Not everything is a good move from CDPR.
 

valkyre

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Apr 3, 2014
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Harms presentation of vision and efficient development sensibilities. Harms pre-release presentation (there's far more comments that criticize the style or volume of HUD info presentation as poor than find it to be a positive). Harms my eyes. Not everything is a good move from CDPR.
I agree with your view of how HUD should work in a game. 100%.

I too find it very distracting and most of the times I disable all the elements I can as far as they dont affect gameplay and enjoyment. Thing is as you said that people should try and incorporate HUD elements in the gaming world, like how Dead Space did.

I look at W3 with full HUD stuff enabled and really I cringe. So much screen space wasted... its downright immerssion breaking material for me.

I wish you could get rid of the map in W3 but be allowed to at least have a waypoint marker floating on your screen towards your next objective. Disabling the map in W3 as it is now it is not the ideal thing because you are going to be pausing to check the world map every 5 mins which is annoying.
 

tuco11

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Jun 16, 2004
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Anyone know if you will be able to name your save file? Step daughter will be playing also and we just dont want to save over each other's game.

thanks!
 

Tovarisc

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Jul 1, 2014
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Harms presentation of vision and efficient development sensibilities. Harms pre-release presentation (there's far more comments that criticize the style or volume of HUD info presentation as poor than find it to be a positive). Harms my eyes. Not everything is a good move from CDPR.
I have seen much more arguing and fighting over "VGX2013 vs. Today" graphics than about games HUD design. I'm also not saying all CDPR decisions are good ones, but I think that HUD overall is well designed when it comes to giving player information. Elements are tad large when scaler is maxed out, but that is personal issue with HUD.

Also how you know they didn't achieve efficient development with HUD? Maybe this is what they visioned for it and added some toggles because customization of HUD's has been in increasing demand from players, no matter what game?

If they didn't allow toggles I would say lower right corner, action corner and horse stamina / fear bars are too much information in my opinion. And that elements are tad too large overall.

I look at W3 with full HUD stuff enabled and really I cringe. So much screen space wasted... its downright immersion breaking material for me.

I wish you could get rid of the map in W3 but be allowed to at least have a waypoint marker floating on your screen towards your next objective. Disabling the map in W3 as it is now it is not the ideal thing because you are going to be pausing to check the world map every 5 mins which is annoying.
TW3's HUD fucks with your immersion, but swapping minimap to floating 3D arrow in the game world wouldn't? Not saying your opinion is wrong, who even says such thing about opinion?, just seems... contradicting.

Edit: When I thought on that for short moment I thought, why they wouldn't add waypoint indicators to Witcher senses view? Put WP down on map and turning on Witcher sense would somehow indicate direction to which travel, e.g. stylized path forming to the ground.
 

Beeblebrox

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Jun 2, 2013
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Anyone know if you will be able to name your save file? Step daughter will be playing also and we just dont want to save over each other's game.

thanks!
You couldn't name them in Witcher 2 on PC (and I guess you couldn't do it on X360 either). Not sure about Witcher 3, but if you're getting it for PS4, why not make different user account for your step daughter? That way you get separate saves.
 

stabiliser

Neo Member
Mar 23, 2015
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Edit: When I thought on that for short moment I thought, why they wouldn't add waypoint indicators to Witcher senses view? Put WP down on map and turning on Witcher sense would somehow indicate direction to which travel, e.g. stylized path forming to the ground.
Well, in a way that is in the game, Witcher senses show you footprints and other stuff to tell you where to go instaed of just marking it on the minimap. And i can remeber reading in a preview that there is an option that if turned on will show you the shortest way to the next waypoint. And there still is the horse that automaticly rides to the waypoint if you hold down a button.

I like the HUD overall, i like clear information and i don't think it is to big at all. Everybody likes different things, thank god we have options.
 

Blade30

Unconfirmed Member
Jan 15, 2014
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Well, in a way that is in the game, Witcher senses show you footprints and other stuff to tell you where to go instaed of just marking it on the minimap. And i can remeber reading in a preview that there is an option that if turned on will show you the shortest way to the next waypoint. And there still is the horse that automaticly rides to the waypoint if you hold down a button.
IIRC the horse only rides automatically on the road if you hold down the button.
 

valkyre

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Apr 3, 2014
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TW3's HUD fucks with your immersion, but swapping minimap to floating 3D arrow in the game world wouldn't? Not saying your opinion is wrong, who even says such thing about opinion?, just seems... contradicting.

Edit: When I thought on that for short moment I thought, why they wouldn't add waypoint indicators to Witcher senses view? Put WP down on map and turning on Witcher sense would somehow indicate direction to which travel, e.g. stylized path forming to the ground.
I was thinking more of Skyrim's way to be honest that is on the very top of your screen and acts like a compass and at the same time showing markers. You could also make it transparent enough that it didnt obscure anything from your screen.

Your way though is even more immersive! ie toggling witcher senses and seeing the direction of your next objective! Thing is there are so many ways that you can incorporate HUD elements in actual gameplay mechanics. I wish more devs look into these things.
 
Feb 12, 2014
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Didn't they draw a lot of inspiration from Scotland? - Place is windy as fuck.

Should still be toned down a bit tbh, but I can see where they're coming from.

https://www.youtube.com/watch?v=2HGhm0H7d68
If they did indeed draw inspiration from Scotland then the weather should consist of:

- Sun
- Rain
- Snow
- Overcast
- Hail
- Rain
- Sleet
- Wind
- Cloudy
- Thunder
- Rain
- Lightning
- Rain
- Fog
- Mist

All in a 24 hour period. Also, the sun should only be shining for a period of no greater than 5 mins total throughout said 24 hour period.
 

Tovarisc

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Jul 1, 2014
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I was thinking more of Skyrim's way to be honest that is on the very top of your screen and acts like a compass and at the same time showing markers. You could also make it transparent enough that it didnt obscure anything from your screen.

Your way though is even more immersive! ie toggling witcher senses and seeing the direction of your next objective! Thing is there are so many ways that you can incorporate HUD elements in actual gameplay mechanics. I wish more devs look into these things.
Ah, old good Skyrim compass :b I guess it could work and fit if done well. Personally I have semi boner for well designed minimaps, I like looking at maps like that :D Skyrim compass bar pre-mods felt so cheesy because it highlighted everything within X km radius from you.

Also on whole "intergrade HUD elements into gameplay and game visuals" thing I think that if you give me option to e.g. disable minimap and/or minimap waypoint then game has to have design for it within world. Like that Witcher sense idea I threw out. It's just same to remove toggle from the options if using it means making your gameplay experience artificially harder because game has no other way of telling you directions.

Dead Space has insanely good HUD/UI design if looking from pure immersion angle. You are the HUD. Also what I have seen some videos The Division is doing that too, 3D holograms and such projected into the world instead of 2D menus.

I love how the second his head is cut off, his entire torso turns bright red.
What about how horizontal strike launches head vertically like it's rocket? :D
 

Summer Haze

Banned
Jun 10, 2014
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Absolutely zero HUD for me. If I want to look where I need to go I'll just use the Witcher sense for a second to get the general direction. The last thing I want in a game like this is to be told exactly where I need to go. The world is huge and took the devs thousands of hours to craft, I want to explore that and find the most 'organic' route to my destination.

Dead Space has insanely good HUD/UI design if looking from pure immersion angle. You are the HUD. Also what I have seen some videos The Division is doing that too, 3D holograms and such projected into the world instead of 2D menus.

What about how horizontal strike launches head vertically like it's rocket? :D
This is the absolutely best way to do it imo. Make HUD elements an actual part of the game. It would be great if Geralt pulled out a map and/or compass when the player wants to see where they're going, or a journal when the player wants to go into certain menu options or to see their current objective. I really hope devs start moving more towards in-game HUDs this gen.
 

PulseONE

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Mar 2, 2015
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Absolutely zero HUD for me. If I want to look where I need to go I'll just use the Witcher sense for a second to get the general direction. The last thing I want in a game like this is to be told exactly where I need to go. The world is huge and took the devs thousands of hours to craft, I want to explore that and find the most 'organic' route to my destination.
Yes! I wish more games would design themselves to be fully playable HUD-less, adds so much to the immersion

I'm looking at you, Skyrim, making me REQUIRE quest markers to know where to go half the time >.>
 

Summer Haze

Banned
Jun 10, 2014
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Yes! I wish more games would design themselves to be fully playable HUD-less, adds so much to the immersion

I'm looking at you, Skyrim, making me REQUIRE quest markers to know where to go half the time >.>
Yeah, Skyrim's quest design was bad. As are most RPGs these days. I'd rather be told the general direction and name of person/thing and just find the place by myself. Having a magical marker tell me exactly where said thing or person is just ruins the experience for me.
 

PulseONE

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Mar 2, 2015
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Yeah, Skyrim's quest design was bad. As are most RPGs these days. I'd rather be told the general direction and name of person/thing and just find the place by myself. Having a magical marker tell me exactly where said thing or person is just ruins the experience for me.
Yes, tell me "Go north of town, when you see the burnt tree, the cave is nearby" rather than just plopping a big location marker on my screen. Heck, you can have BOTH so that the people who prefer quest markers can still use it.
 

Tigress

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Dec 2, 2013
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Yes, tell me "Go north of town, when you see the burnt tree, the cave is nearby" rather than just plopping a big location marker on my screen. Heck, you can have BOTH so that the people who prefer quest markers can still use it.
This is what I'd like. Give me hints on where to go so I can try to figure it out on my own. And let the quest markers be for when I have given up.