Are you guys aware of any other demos where we can see some difference in combat playing? I know the English one, the Polish one and the Russian one, and I think the English one comparatively did not do a good job in showcasing brilliant combats...
As far as I can tell it's the same build and the combat didn't receive improvements. The difference here is similar to that in the Polish video - the player is much more aggressive and stays in the thick of things, chaining attacks together, unlike the original 35-min video where the he mainly attacked, jumped back, attacked, jumped back. So naturally the fights seem more intense and they capture more animations; both because he's flowing from one attack to the other and because he's attacking enemies from different angles, instead of just up-front as he did when he constantly jumped back to safety. I also find the dash\dodge move much less jarring here because the player mostly used it in moments that demanded it. So when the action is quick I can actually see the merit in the dodge being this fast.Sorry for being late on Russian demo Topic, but was it the latest build or the same old build of the same demo, shown before? Also what exactly are the improvements in the combat compared to original demo?
Also, I also find the dash\dodge move much less jarring here because the player mostly used it in moments that required it. So when the action is quick I can actually see the merit in the dodge being this fast.
Thanks for explanation @eliharel. Yeah the guy playing in the Russian demo was a lot more aggresive and showed more animations.Same build, as far as I can tell. The combat didn't receive "improvements". At least, there aren't any mechanical additions. The difference here is like that in the Polish video - the player is much more aggressive and stays in the thick of things, chaining attacks together, unlike the original 35-min video where the player mostly attacked, jumped back, attacked, jumped back. So naturally the fights seemed more intense and they've captured more animations. Also, I also find the dash\dodge move much less jarring here because the player mostly used it in moments that required it. So when the action is quick I can actually see the merit in the dodge being this fast.
You can check it out yourself. The combat looks good here.
[video=youtube;S0SDCr7U-wg]https://www.youtube.com/watch?v=S0SDCr7U-wg[/video]
1.I think so far that slower animations would not fit in the game, Geralt in the books is really fast and i think so far that the speed of the animations are good,After watching all three, I have to say I like the Russian one for its drowner fight, bandits fight and water hag fight, and the Polish one for the werewolf fight.
---------- Updated at 09:31 PM ----------
This is my TW3 combat wishlist after watching all three demos (English, Polish and Russian).
1. Slightly slower animations so Geralt's sword move takes up a greater portion, and as a result, his after-attack animation takes up a shorter portion. This way the combat would look actually more fluid and less like Devil May Cry. Currently, because Geralt's sword moves so fast, his after-attack animation feels like a pause to me. The combos feel like "1! 2! 3! 4!" instead of "1-->2-->3-->4," if that makes sense. With slightly slowed animations, Geralt would look as if he is constantly on the same level of agility, instead of bursting into a swing then pauses for 0.1 sec.
I know CDPR wants quicker animations for responsiveness, but I think as long as we can break the animations with dodge/block, it shouldn't be a problem.
2. Backward dodges should be slower or cover less distance. There is no way a person, even a witcher, can backwardly out-dodge a frontal-attacking werewolf.
3. There should be some (even one is fine) new animations for consecutive dodges instead of the same dodge played three times, as seen in the Polish werewolf fight.
4. Geralt sometimes looks as if sliding on the ground when his leg positions change. Perhaps an easy way to work around it is to add dust effects (or splash effects, if in water) along the trail of Geralt's feet, making them look as if having friction with the ground, hence less like sliding.
5. Please add more variety for initiating attacks. This type of attack will be used heavily in initiating fights, in switching targets or even in attacking retreating enemies, and I only see two types of this so far.
6. Geralt should be able to break a wooden shield. For the Wild Hunt's sake he can slice a person in two!
7. I'm not sure if it's an issue, but just in case: dodging, quick blocking and target switching should not reset the combo. Judging by how frequently they are used, their resetting would make it really hard to build up a combo.
8. Geralt's sword is not a lightsaber, and I find it unrealistic that Geralt can redirect a bolt back to its shooter and kill him. It'd be a lot more realistic to redirect a bolt to a nearby enemy and force a block/stagger out of him.
Well, that's all so far. Whether they will be implemented is a whole other question, but I just say my opinions. Ideas guys?
Agreed.After watching all three, I have to say I like the Russian one for its drowner fight, bandits fight and water hag fight, and the Polish one for the werewolf fight.
---------- Updated at 09:31 PM ----------
This is my TW3 combat wishlist after watching all three demos (English, Polish and Russian).
1. Slightly slower animations so Geralt's sword move takes up a greater portion, and as a result, his after-attack animation takes up a shorter portion. This way the combat would look actually more fluid and less like Devil May Cry. Currently, because Geralt's sword moves so fast, his after-attack animation feels like a pause to me. The combos feel like "1! 2! 3! 4!" instead of "1-->2-->3-->4," if that makes sense. With slightly slowed animations, Geralt would look as if he is constantly on the same level of agility, instead of bursting into a swing then pauses for 0.1 sec.
I know CDPR wants quicker animations for responsiveness, but I think as long as we can break the animations with dodge/block, it shouldn't be a problem.
2. Backward dodges should be slower or cover less distance. There is no way a person, even a witcher, can backwardly out-dodge a frontal-attacking werewolf.
3. There should be some (even one is fine) new animations for consecutive dodges instead of the same dodge played three times, as seen in the Polish werewolf fight.
4. Geralt sometimes looks as if sliding on the ground when his leg positions change. Perhaps an easy way to work around it is to add dust effects (or splash effects, if in water) along the trail of Geralt's feet, making them look as if having friction with the ground, hence less like sliding.
5. Please add more variety for initiating attacks. This type of attack will be used heavily in initiating fights, in switching targets or even in attacking retreating enemies, and I only see two types of this so far.
6. Geralt should be able to break a wooden shield. For the Wild Hunt's sake he can slice a person in two!
7. I'm not sure if it's an issue, but just in case: dodging, quick blocking and target switching should not reset the combo. Judging by how frequently they are used, their resetting would make it really hard to build up a combo.
8. Geralt's sword is not a lightsaber, and I find it unrealistic that Geralt can redirect a bolt back to its shooter and kill him. It'd be a lot more realistic to redirect a bolt to a nearby enemy and force a block/stagger out of him.
Well, that's all so far. Whether they will be implemented is a whole other question, but I just say my opinions. Ideas guys?
I would add that the transitions between animations should be fluid and realistic, not choppy like in the demos
It looks far better in the E3 2013 and VGX than in the demos
http://i.minus.com/iEJjQAoYibkR7.gif
http://img.zwame.pt/eagleeye/multi/The_Witcher_3/06.gif
6. Geralt should be able to break a wooden shield. For the Wild Hunt's sake he can slice a person in two!
if wooden shield would be so easy to break with a simple sword slash, why would bandits even bother to carry them.
in reality it is impossible to break shield with a sword, even with hammer or axe.
Really?Although the animations in those gifs are very smooth and fluid, by no means does that make the animations in the game choppy. Seriously after watching all three demos the animation ,in my opinion, is some of the most fluid I have ever seen, not sure how they can really improve on it. What animations looked choppy to you?
Well, I was thinking of breaking it after several strong attacks, and perhaps acquiring a perk for it. In reality it is impossible to slice human into two so easily either
That gets a lot harder to do if the person isn't dead weight hanging taut and also wearing clothing or armor
3. There should be some (even one is fine) new animations for consecutive dodges instead of the same dodge played three times, as seen in the Polish werewolf fight.
4. Geralt sometimes looks as if sliding on the ground when his leg positions change. Perhaps an easy way to work around it is to add dust effects (or splash effects, if in water) along the trail of Geralt's feet, making them look as if having friction with the ground, hence less like sliding.
5. Please add more variety for initiating attacks. This type of attack will be used heavily in initiating fights, in switching targets or even in attacking retreating enemies, and I only see two types of this so far.
cloth makes no difference, also swing is fast so cut will be finished before body will move or drop on the floor.
it is quite easy to cut through flesh, that is why full body armor was so desired in middle ages.
also leather armor was never used, it gave no protection.