I've been reading from the people who've played the game so far that the design has been "adjusted" for the controllers and the TV.
Everything from the menus which are easier to navigate with keyb. arrows to the combat system:
no combat styles choosing (high/low stance, fast/slow style), but fast/power attack, like it's made for button mashing
dodge and block with just two buttons, and are not skill-based, all you need to do is lots of clicking
dropping bombs Spliter Cell-style, where you can't just mouse click to dropped them where you want
QTEs and lots of them in boss fighs, GoW-style
journal/skill tree like Bioware did with DA2
highlighting of the items, TV sitting distance-friendly
auto-aim/auto locks
Still waiting for the download to finish from Steam, going really slow.
John, I have read that if you set your desktop resolution to 1080, and leave the game set to whatever res you want to run it at, that works for some people, or try running it in a window.
Also, Avast will quarantine "witcher2.exe."
Not necesarily true.That's too bad since PC games should be designed to be played with a mouse, keyboard and a nearby monitor first and foremost. Any other config options should have second priority. This isn't the case of a game where it doesn't really matter what kind of an input device is used and in which environment it's played, but when it has a significant affect on game design and mechanics, which are simplified to compensate for those defincies.
To be honest, i don't want to f*ck it up by talking way ahead of future performance events since i just fooled around with the introductory parts of the adventure. But i most admit im worried to some extent, because some users where quiet happy with the visuals in the prologue until they advanced to other areas, where performance took a significant nose dive.T Then it fired up the setup screen and I let it auto detect and it maxed everything out at 2560 x 1600 except for the texture memory and the ubersampling...so that made me quite happy. I have not fired up the game yet but I am definitely encouraged. I am probably going to wait and see what more patches get released before I play it in anger.
To be honest, i don't want to f*ck it up by talking way ahead of future performance events since i just fooled around with the introductory parts of the adventure. But i most admit im worried to some extent, because some users where quiet happy with the visuals in the prologue until they advanced to other areas, where performance took a significant nose dive.
Performance leachers are the usual suspects: DoF (gameplay) and its cinematic variety, leaving DoF for just cinemas is ok. Motion Blur, CPR AA solution, SSAO. Biggest culprit isUbber sampling, not worth it giving the throughput impact and its visual difference in relation to ultra preset is not that significant from my point of view. Something that took folks by surprise was that aniso filtering was demanding more than we've being acostume to in recent years/card generations.
Stuff that helps the visuals and are to some extent lightweight are the Bloom, Vignette, lightshafts. Bloom is note worthy because it works in some scenes and detract from others.
I think I need a bit of a primer on how to handle combat as I'm finding it incredibly difficult. I'm at a section where you have to fight 6 guys at one time, 3 are easy guys and 3 are tougher guys. It's right near the part where you come out from the underground area, just after that. I can't seem to beat this part even on normal level. I tried going up the stairs to fight them one at a time but that is fatal beause once a bunch of them corner you then you can'tdodge and get away, and you die. I tried using parry but the tougher guys just seem to slice right through my parry, and the strongest guy kills me in 2 or 3 hits. I tried fighting one guy at a time but with 6 enemies to fight that's almost impossible as one enemy inevitably hits you from behind then I'm insta-killed. I tried using potions but it won't let me meditate to use them anywhere near this area so that's out. I tried using signs which help a little, but you have to run for a while and be really far away before using them otherwise they chop you up really fast. So far the best result for me was the running method, basically single out the 3 weakest guys first and run around like a goofball for ages until I can get a single hit on one of them, then run away again, rinse and repeat. I got them down to two guys before the big dude with the horns instal-kileld me, and anyways the running around method takes forever and is extremely boring to play that way so that can't be right.
I presume I'm missing something here and I don't really understand how combat is handled in this game yet. Any tips? Your character dies extremely quick and in these battles with multiple foes it just takes one single mistake and bam your dead!
I had a hard time with those knights too. I used tons of the sign that blocks damage combined with hit and run tactics. I don't remember if you have any bombs/traps in that part of the game, but if you do, use them. Now that I can see the full skill tree, there are skills for swords that make it possible to hit multiple enemies at once, I suppose that will help with mobs later on.
Asume you are playing on hard?I presume I'm missing something here and I don't really understand how combat is handled in this game yet. Any tips? Your character dies extremely quick and in these battles with multiple foes it just takes one single mistake and bam your dead!
Want to play Demon Souls so much, if at least BandaiNamco allowed a port of Dark Souls for PCDemon's Souls' enemies hit incredibly hard as well, but so does your own character (despite the fact that he/she, unlike Geralt, is supposed to be perceived as weak, tiny and insignificant).