Ok, here we go :listen:
Graphics
Indeed it looks like a somewhat upgraded TW2, but in open world. I know the game's still unfinished and unoptimized, and the stream compression surely did its own thing, so apart from some noticable pop-ins I couldn't really judge the real quality.
The lighting looks very well, though.
Dialogue
Similar to what was in TW2, at least in the demonstrated scene. The gesticulation seemed a bit rushed, a bit too quick, but I liked the facial animations. Especially on the woman, coz Geralt is his stoic self. I like how the eyes, nose and forhead worked.
The woman's voice acting was somewhat too matter-of-factly in the situation.
UI
Meditation screen: nothing particular here, a clock to select the time is all that is needed, I suppose.
Preparation screen: the list of items you select from seems to be hard to read, at least after a longer play. I imagine I'd have many items to choose from after dozen hours, and I'm not convinced I'd be able to find what I'm looking for easily and quickly enough. I also don't like the "Recommended potions" tab, the information should be in the bestiary entry - which on the screen takes way too little space.
Inventory screen: grid with items of variable size. Looks fine to me, especially since it's categorized, so I don't have to keep everything on one grid like in TW1. This makes things easier and more readable. BUT: I would still like to be able to sort, specifically by:
- name (when I want to find the item of a specific name)
- weight (so that I can manage my weight limit - which seems to still be present)
- time of acquisition (so that I can see the items I've been given recently)
- value (so that I know which items I might want to sell)
- vital stats (e.g. weapons by the amount of damage, armors by the protection value, etc.)
Best if I could sort both my inventory in full as well as within each category separately, similar to what's in Skyrim, for instance.
I would also like to see stat modifiers when I hover an item, for example how will my attack power change if I equip the weapon.
I didn't like the colors. I imagine I'll be spending a lot of time in various menus, managing my inventory, stats, doing alchemy, reading journal and stuff. The reds and blacks are somewhat depressing, boring and eye straining, plus the bestiary text, for instance, is displayed on the griffin image. This causes some letters (which are too small, by the way) to be hard to read. My suggestions:
- Use calmer, lighter pallette. Like on the forum, for instance.
- Use higher contrast when displaying fonts. The letters need to be as distinguishable from the background as possible.
- Display text on a solid-color background, NOT on images.
- Use larger fonts, or best allow users to set their own font size in options.
It's an RPG, and I imagine there will be a lot to read. Reading from screen is not very pleasurable as it is, so it would be proper to make it as comfortable as possible. Cool looks cannot take precedenae over usability, especially if it will impact user's health (and if it's done badly, the eyes will also go bad in the long run). You don't want players to quit the game because they have a headache.
Combat
The meat of the game. First of all, I suppose the limited time the guys had to present the game required some comporomises. They had to be sure they will be able to play through the whole section fluently and in time. I'm pretty sure the enemies were sufficiently downgraded, Geralt sufficiently upgraded, and Konrad didn't try to use any fancy moves or approaches. This, I think, is the reason for my main gripe with the combat: it's too damn repetitive and grindy.
Although I hoped (still hope) that some of ideas from TW1 will come back, meaning the styles, at least to a certain extent. An idea: how about making a set of stances you select depending on the opponent you face. The stances will allow you to begin, for instance, with a lightning fast strike that would be effective against weakly armored opponents, then, depending on the stance chosen, further hits will follow - because each hits also ends with a stance, which becomes the starting stance for another hit, like described in various fencing tretises. Heavy stance could be designed to dispatch a weakly armored enemy at the price of your vigor, or to stagger or disarm heavily armed foe. We could also have a quick yet relatively weak jab designed to penetrate slits in armor, and make the opponent susceptible to different attacks. And so on, and so forth. That would make the combat more tactical, but would still allow keeping its action fast and fluent. I don't find pleasure in hacking and slashing each opponent, one at a time, for several seconds. It feels like a waste of time.
Besides that:
- the enemies, both bandits and the griffin, seemed slow and lumbering, telegraphing their attacks from a mile away
- I didn't like how when Geralt was cutting the first bandit, the rest simply ignored him
- the bandits simply charged head on incoherently. I do recall something about tactical AI that will try to group and strike from the sides?
- the griffon. It flys, then lands, then WALKS to snap at Geralt. I think it's more about the creature's behavior rather than combat mechanic, it simply doesn't feel like Geralt was fighting with a ferocious and powerful beast. Its movements seemed jerky, lubmering and random.
The Crossbow
I didn't like the overly weird triple shot. I did like that it seemingly took time to prepare another shot.
And I think there'll be more ranged weapon types in the game, judging by the inventory slot called "Ranged weapon" instead "Crossbow".