They need to work in more control over overridden machines. I want to be able to give them commands(follow, stay, attack, roam, etc) and mount more than just a handful of them. All the work it takes to override a, say, Sawtooth or Stormbird and all they do is patrol their usual area. WTF is the point? Bitch you better follow me until one of us dies…and it BETTER not be me.
This is turning out to be one of my most enjoyed games of the year, between the art, the story, and the game play I’m hooked. Doing every side mission and exploring like crazy.
Well The Witcher was already locked into a pre-existing universe so I would the story for this isn’t a retread of style and themes and character types.
[details=Spoiler]Naw I think it’s pretty good. You have plenty of options and tools for handling a large amount of situations, and for the most part the numbers don’t matter, anything can be killed at just about any level. The combat works as a whole with the product instead of something that stands out as much better or worse then the sum of it’s parts. My go to game as an example of this is DMC3 where the player characters mechanics and abilities outshine everything else going on around it. It’s not complimentary, it’s dominating. It over shadows everything else. Amazing player expression and ability, over all bad combat when taken a whole.
I don’t think Witcher 1 or 2s combat is bad either, tho it’s not as good as 3’s and doesn’t work as well in harmony with the other mechanics that surround it. I just recently played through Witcher 1 and was surprised at how well the combat actually holds up and remains rather entertaining for how simple a system it really is. The magics not as good or useful to the whole as it should be (Igni OP), but the potion system is fantastic with interesting underlying mechanics and synergizes with the melee combat really well. Witcher 2s is still good, but I’d say the sloppiest of the 3 games since they where still working with the mouse style aiming combat where you basically click on enemies to attack them while trying to expand on what they did with Witcher 1, giving Signs a greater emphasis and set of uses, while trying to reign in just how many potions you can stack, but it doesn’t really work out as well as I bet they had hoped. The clicking to attack system in a much faster paced environment while trying to juggle more mechanics because the signs are over all more useful plus they did away with the stance system going for a light and heavy system instead, combat ends up feeling kind of jumbled and sloppy, and I can see why they did away with it completely in Witcher 3. There’s nothing like the Group System for Witcher 1 so getting surrounded is death, but there’s no good dodging tech or movement tech for making sure you don’t get surrounded. It’s good, but not as good as it could be. I’m trying out a PC mod for the game that looks like it fixes the movement problem, changes the dodge from a slow clunky roll with no invul frames to a really fast and quick pirouette spin. PRobably still no i-frames, not really sure, but the faster movement and recovery alone makes a pretty big difference. Pretty interesting honestly.
Witcher 3 just had a really great synergy between all of it’s systems making just about any build viable, and with the tightening of combat, hit boxes, and avatar reaction speeds, you have a RPG that supports multiple build types while not constraining and forcing the player to avoid higher level challenges, even ones 20 levels above your current because all it’s systems work together well and ultimately player skills and knowledge is the dominating factor as it should be in this type of game. They really took what they where trying to do in Witcher 2 and fixed all it’s problems while reworking the other sub systems to work in harmony with the main systems a lot better. You have two dodge types for that movement problem I mentioned. Getting surrounded now is pretty much completely your fault. The Potion and toxic systems reworked so the player can stack tons of potions and decoctions with the right builds, bombs are actually worth the time and investment for once, and over all it’s a system that boils down to player skill and decision making with a focus on prep time and enemy knowledge combined with enemies that really make you feel the need to actually make full use of those systems (On higher diffs). Really great system and a really great balance of mechanics and sub systems. [/details]
Haven’t encountered any of the bigger ones yet (only started playing the game last night since I just got home from 3 weeks at the hospital). My most harrowing encounter so far was the Fire Bellowback “boss” in Cauldron Sigma. I had sidequested on the way there and was low on materials for crafting (goddam wire), so it was down to me, some ice bombs, 6 sharpshot arrows, and, thanks to being careless at the start of the fight, an empty medicine pouch. Somehow, I was able to make all 6 arrows count after finding some cover where the Bellowback had trouble finding me, bringing it down twice with a couple of well placed shots to the weak points, before finishing it off.