Don't care about fantastic gunplay. All I care about are good animations, and weapons that feel like they have impact.I know, and it is a good thing.
Also a good thing. Count in the ability to talk our way out of tense situation via dialog system (yes, because it is an RPG...).
Powerslide and bullet time are mostly for "shooting the enemy dead" as coolish as possible, aren't they?
I fully agree. Yet I see most people in this thread to be mostly interested in "exceptionally" fantastic gunplay, seemingly making everything else the game has to offer an unimportant part, like with statements "If it hasn't exceptionally good gunplay, then I am not interested." The same mentality often comes through in interviews, where most questions are about combat and how many body parts we will be able to shoot off.
Make whatever you want of this, but I find it pretty sad.
Sadly I can't remember, Shadowrun was more popular in my region when I was into pen&paper. But I remember that ANY runner could die by a lucky thrust from ANY hobo with a rusty fork
Not really: bullet sponges and terrible animations when you hit enemies. Weapons don't look bad, though (some have no recoil and are awful, but it's done on purpose since loot is the only thing the borderlands series offer together with childish humor, so you need to make every weapon randomly different):Borderlands 3 supposedly has top tier gunplay
but the enemies are SUPPOSED to be that way explicitly. them being bullet sponges is part of the point.Not really: bullet sponges and terrible animations when you hit enemies.
Yeah. I don't think he said otherwise.but the enemies are SUPPOSED to be that way explicitly. them being bullet sponges is part of the point.
the rest of the game is hyperstylized it isn't trying to give perfect animated representations of realistic hit physics. its a cartoon on purpose.
I guess I'm saying that that alone is a style choice and not an indicator of bad gunplay. its just a style you don't like. the real question is, did it mechanically do what it was supposed to do?Yeah. I don't think he said otherwise.
they could be bullet sponges even with animations when hit. Not top notch, fine. In this case.I guess I'm saying that that alone is a style choice and not an indicator of bad gunplay. its just a style you don't like. the real question is, did it mechanically do what it was supposed to do?
the rest of the game is hyperstylized it isn't trying to give perfect animated representations of realistic hit physics. its a cartoon on purpose.
I never have gotten the pleasure to play Mass Effect. Is that game a good example of RPG gun combat done right?
I mean, the only reason borderlands felt silly was because the entire thing was worked that way. if you put the basic mechanics in another setting it would feel substantially different. what was important is that ti had fluid movement and transitions between moving and shooting. that's something that translates to any genre outside of pure sims, regadless of how they make the guns handle or the animations attached to it.they could be bullet sponges even with animations when hit. Not top notch, fine. In this case.
And I agree that gearbox never said they wanted to make an immersive (= realistic) game, so it's fine. Except for reloading, shooting and some special move, borderlands has little to no animations at all. Compared to CP2077 it doesn't have facial animations, a full dialogue system based on animations (interactive scene system) or the ambition to be immersive. They chose FPP only because they wanted to make an FPS with a diablo-like loot system. That's it. They created the looter shooter genre and their fans are happy with that. Fair enough. Hours and hours of coop grinding to get a randomized loot so you can grind even more to get better loot and on and on... No problems with that, if that's what you're aiming for.
CDPR, on the other hand, have repeteadly stated they wanted to make a story-driven RPG, with freedom of choice in gameplay and dialogues, they went for FPP to maximize the immersion and spent lot of resources for the interactive scene system. Looking at borderlands would mean running in the opposite direction. So if you play a very immersive game but when you start shooting (and looting) it becomes borderlands, we have a problem.
Don't know if I should buy it (Dying Light)
if you want good first person melee, the gold standard is anything Arkane Studios has put out. Dark Messiah of Might and Magic still towers over most in terms of the combat, and Dishonored is a total treat. they're the only studio I can think of that consistently has great first person melee.Regarding FPP melee combat, I think the other polish guys from techland (way smaller than CDPR) did a good job back in 2015:
Regarding FPP melee combat, I think the other polish guys from techland (way smaller than CDPR) did a good job back in 2015:
Don't know if I should buy it or just wait for DL2 coming in spring. :/ I've been told he narrative is really bad.
given how mantis blade looked 1 year ago and all the bad opinions about this year's melee, I think that would be already a great improvement.Hope that's not the best melee FPP can do.
given how mantis blade looked 1 year ago and all the bad opinions about this year's melee, I think that would be already a great improvement.