Responses:
3. The scene where a gang member makes a complaint about his legs being blown off. The head is next but the voice line keeps playing still.
I noticed this as well. Dialogue should cut out when head is blown off. Not only realistic... but hilarious. "OH GEEZ MY LE..."
Imho :
First a few gripes:
-As most have already said, I thought the character creator looked a bit ugly and the driving felt a bit(just a bit though and in some places) clunky and without a "punch" for lack of a better word.
- Also, enemy AI seemed really weak to me without coordination, posing no threat(that might be the difficulty).
- I thought the character creator was a bit basic looking. IMO this doesn't "need" to be fancy, but it did stand out.
- I have a lot to say on the driving, but I agree. Will detail more down below.
- IMO the big problem with the AI was they didn't rush you or flush you from cover. This makes things feel like target practice. For example, those gang member dudes, some are probably on drugs. IRL people on drugs often have no regard for their personal safety and act quite erratically in combat.
I know this is going to be horribly unpopular, but please be kind in your thrashing!
I'd like to have (or at least know if it has/is being considered) an option to set "parental" controls.
I don't think that's unreasonable at all TBH. That being said, I could see it being hard to implement.
Here's some.
2. Better smart guns. More mechanical intrigue to them than simply auto-hitting bullets.
9. Less scripted sequences.
10. Less forced companions (that apparently don't do shit and tag along purely for narrative reasons)... and definitely don't make them immortal, hard to kill perhaps, but not immortal.
11. I didn't see looting corpses apart from that scripted spiderbot chip... so that too (and not just ammo and money... they are people they may carry all kinds of shit).
2, I agree. IMO the seeking gun should have a normal fire mode and the secondary seeking mod... but with a cool down/battery.
9. I think the nature of a demo is scripted. But to that point, I do get a sense of rigidity from the dialogue and game world.
10. I felt like the companion dude was a narrative tag along as well. IMO, this stems mostly from the fact that the "charisma" between the two felt very "forced". Geralt/Ciri/Yen/Triss all felt like they had their own approach to Geralt (because they did indeed have a backstory). This felt like somebody you interact with at work... not somebody you have known a long time. Not exactly an easy thing to convey, but TW3 is a good reference.
11. RNG loot on bodies would be nice.
_____________________________________________________________________________________
New feedback:
1. This may seems small, but it really stood out to me. In V's housing complex... the floors were too clean. 1000s of people and the floors are pristine? High traffic areas always have dirt/grime/debris. IMO, dirt/grime/debris on ground level should correspond to the socioeconomic status of the area. Wealthy areas are cleaner, more sterile. Poorer areas are dirtier, but more vivid. If you look at movies like Blade Runner, the future isn't "clean". Mud tracks from shoes, dust, garbage (especially near food/drink areas), scrap robot parts, etc.
2. In regards to driving. It felt very disconnected and sterile. Driving in an open world game isn't easy. How do you make it engaging/realistic without making it a PIA to navigate a bustling city? Thank God I'm not a game dev. Anyways, I found the in car camera to be a little too steady. Things like camera shake and motion blur (if not overdone) can add a lot to the experience. Camera shake at high speed or high engine RPM is a good way to express that you are in a vehicle with moving parts. Rev any fast car and you can feel the engine through your seat. Go 150mph and you notice the wind noise and micro rattling of the car. Racing sims like GTR3, Assetto Corsa, Project CARS, DiRT Rally, iRacing, etc do a great job with car sounds/sensations. Things like turbo waste gate, overrun, brake whine, engine/brake creaking when cooling down, bottoming out, dirt hitting the wheel well, etc. On the visual front, heat distortion emanating from the engine/exhaust, brake glow, turbo/exhaust glow, backfire, Obviously, this is a lot of stuff for a game where driving doesn't look like a central gameplay component. With that said, I think a little bit of this stuff goes a long way to enhancing the player's experience in a vehicle.