Combat in TW2, how does it look?
My thoughts about TW2 combat system are below. What do you think about TW2 combat system and maybye gameplay in general?I'm worried. RED officials mention in several videos that they're aiming for a combat system that is both easy and rather "shallow" those that aren't interested in it much and mostly play for the story (it was actually said that you can go though it all with pure "button mashing"), while still offering a deeper level of complexity for those who are interested in it. But can you pull this off RED? I myself found the first game to be very lacking in this, sure there was a deep telnet sheet, a few gear items to look for and some potions (alchemy wasn't deep enough if you ask me it was no different than say oblivion, and in TW world it should be very important) but most of those ultimately hardly made any difference.I'm the later kind of a player (interested both in a complex ,fun, challenging combat system and a great story), I love "building" my char according to my playstyle, I love a deep combat system that is varied and tactical. Now if you ask me its very easy to appeal to those who aren't too interested in combat, thats what "easy" difficulty is for where everything can die in 2 hits and its almost impossible to kill you.. But really how does it look for TW? The combat system in the first game was "cute" but it was hardly complex, engaging, or very fun TBH. Theres lots of potential now that RED are going for a more action oriented system, and the animations looks extremely cool (while a bit too fast if you ask me, but they said its all not balanced yet) but how deep will the character customization go, how important will things like signs and dodges and parrys and blocks be? I have a feeling that while TW2 combat looks funner than your average "not so bad H&S\ Action RPG" it might turn out to be nothing more than a button masher and like the first game, what pulls him down.Little touches like using the Aard sign to turn off torches are a great idea I think, I hope there'll be many more. Other than that I'm also glad the environment is a bigger part of it all, like climbing ledges and such, the first felt rather limiting (jumping could be great but there are other ways to do this I belive RED had figured them out).
My thoughts about TW2 combat system are below. What do you think about TW2 combat system and maybye gameplay in general?I'm worried. RED officials mention in several videos that they're aiming for a combat system that is both easy and rather "shallow" those that aren't interested in it much and mostly play for the story (it was actually said that you can go though it all with pure "button mashing"), while still offering a deeper level of complexity for those who are interested in it. But can you pull this off RED? I myself found the first game to be very lacking in this, sure there was a deep telnet sheet, a few gear items to look for and some potions (alchemy wasn't deep enough if you ask me it was no different than say oblivion, and in TW world it should be very important) but most of those ultimately hardly made any difference.I'm the later kind of a player (interested both in a complex ,fun, challenging combat system and a great story), I love "building" my char according to my playstyle, I love a deep combat system that is varied and tactical. Now if you ask me its very easy to appeal to those who aren't too interested in combat, thats what "easy" difficulty is for where everything can die in 2 hits and its almost impossible to kill you.. But really how does it look for TW? The combat system in the first game was "cute" but it was hardly complex, engaging, or very fun TBH. Theres lots of potential now that RED are going for a more action oriented system, and the animations looks extremely cool (while a bit too fast if you ask me, but they said its all not balanced yet) but how deep will the character customization go, how important will things like signs and dodges and parrys and blocks be? I have a feeling that while TW2 combat looks funner than your average "not so bad H&S\ Action RPG" it might turn out to be nothing more than a button masher and like the first game, what pulls him down.Little touches like using the Aard sign to turn off torches are a great idea I think, I hope there'll be many more. Other than that I'm also glad the environment is a bigger part of it all, like climbing ledges and such, the first felt rather limiting (jumping could be great but there are other ways to do this I belive RED had figured them out).