i dont think anyone said anything about floaty movement at this point, i dont have other complaints for this game until now, my opinion even back on reveal was the opposite lol
but now that i see the wall running it looks floaty, like the feet dont touch the wall or it looks too easy, like the character dosent have any weight, like that gears 1-3 vs 4-5 comparison, also looks off when in combat but probably because you can break animation, respawn is known for having one of the best movement in games so my guess in game it will feel better
Indeed, feels like Dark Souls on training wheels meets a very bare-bones Prince of Persia (so much wallrun..), with an hint of Uncharted/modern Tomb Raider-like zomg cinematic QTE experience to top it off.. Seems pretty linear as well.
TFU was derp all along, but it had the merit of having grandiose force powers to make up for its consoleness, at least it went full retard - not that it was enough to make me finish the first TFU game. I just can't conceive hitting all kind of enemies multiple times with increasingly big HP bars with my lightsaber like it's a wooden stick, it just feels so damn stupid to me.
..I doubt I'll even bother pirating this tbh We won't be getting any other Jedi Knight game ever again
Sorry if I missed this, but did they confirm how much of DS mechanics will be in the game? I'm in particular interested in
1) No quicksaves (if you die you respawn at a certain safe place), and
2) Real risk (if you die and fail some additional test such as a corpse run, you can lose some resources).
Difficulty options are good news. If there was only a single difficulty in this game, I can guarantee that it would be too easy for the vast majority of people on this forum.
Higher difficulty settings here will probably just make enemies spongier rather than smarter, though it's always good to have options. Thing is, with most modern cinederpmatic action games sadly even a heavy dose of customization can't really get rid of the stink coming from the various automatizations and simplistic designs - and this one doesn't look like it's going to be different (it's a Star Wars title engineered to appeal to the nuDisney generation after all). Here's hoping it will have at least some redeeming qualities, although expectations are even lower than thala-sirens' tits.
"We really leaned into creating these four difficulty modes, from Story Mode to Jedi Grandmaster, and they're very different experiences," Magers said. "But also, we're gamers at heart. Respawn is gameplay driven. We wanted an experience that the Star Wars fan that grew up playing all these different games can enjoy. The difficulty modes are the biggest way that we lean into that. We wanted it to still feel like a lightsaber, no matter what difficulty mode you're playing. So one of our core tenants of the difficulty tuning was not changing the number of hit points enemies have based on difficulty. On Grandmaster, you can still kill a Stormtrooper in one hit. What we're tuning is the enemy aggression. We're tuning the size of the parry window, the difficulty of these abilities to pull off. There's a really rewarding mastery loop in those higher difficulties."
So enemies apparently won't be spongier on higher difficulties.
Why can a Stormtrooper on ANY difficulty level withstand multiple sabre strikes... yet die instantly from a laser bolt deflected back at them?
Why does the sabre clip through the floor with no sparks, scorch marks or any indication it is the blade of immense concentrated energy, and not a torch?
Meh. Console tripe written without a care in the world for the source material, only to shovel in as many Star Wars-y 'stuff' in order to sell a generic action game. Replace everything with Tomb Raider, or Uncharted graphics (Nate with a sword), and it would be identical.
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