Some things I noticed in the gameplay footage:
Animations are
dead-on. They're brilliant,
especially the combat animations. It all looks so fluid, responsive and graceful. More than happy with the animations. Goddamn amazing.
Character design. I'm loving the tattoos on this guy.
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They didn't need to be there, but the fact that they are separates his character from the rest and adds to him immensely. I don't feel like I'm talking to Generic NPC Number 56 anymore; I feel like I'm talking to someone who has an actual past behind him.
Also, Geralt's face is a thing of beauty. His beard is just... ahhhh. And let's take a moment to appreciate the three hairs on his head blowing in the wind:
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Yes, they do blow in the wind.
The entire quest seems to have a number of dialogue options as well, which is good especially since it's just one of the many small contracts/side-quests. Wonder what happened to Thomil.
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I like the new inventory. It is not mind-blowing. It is not bloody fantastic. But at a glance (at least for me) I can tell where what is. The only potential problem I can foresee is how you can't go directly from inventory to another section that isn't "alchemy" or "world map" with one click. Other than that, it looks alright.
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In the 35min demo, both "pockets" were empty and I wondered what purpose they served. It now appears one of their uses is for torches. This means torches aren't "automatic", and also means there's a hot-key somewhere that allowed Geralt to instantly access his "pockets".
It also appears Roach is quite... customizable? You can change his saddle, saddlebags, and even horse-binders (whatever those are, sadly I don't know). We've also seen Roach in different videos with different skin colors, so I guess Roach isn't always Roach. Just like in the books hooray!
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EDIT: Most of the following info known for a while by now actually. Missed that somehow. The sword panel above reveals some interesting things. Weapons definitely have level requirements - in this case, Geralt can use the sword because he's a level above the requirement. Weapons also come in different categories: "common", and maybe "rare" or "legendary" etc. There's a range of weapon damage so you won't consistently be dealing the same amount of damage. And finally, durability is conveyed in percentage.
More in another post, because of the limit of five attachments:crybaby: