A new gameplay video has been released.
I think this is best video that they released ever
really nice overall
The game just keeps looking better and better and is turning out to be everything I was hoping for from the start. How will I ever survive 20 more days of waiting to play this gem? Pure torture! My only complaint, is that I only wish that the game world would have been at least 5 times larger. In KCD 2 perhaps?.. Well done and thank you all at WarHorse Studios!
I saw stuff i’ve never expect to be in the game <3
Fantastic video. Very good glimpse of the general gamplay.
Some initial remarks:
- arrow trails have gone(?!)
- pickpocketing minigame
- random encounter during fast travel
- same older minor technical problems (object popup, clothes compenetration)
I’m very satisfied (I’ve preordered two copies). Can’t looking forward to play it.
Nights don’t seem all that dark anymore, makes sense for summer.
okay wow. im pretty impressed i have to say.
just preordered with steam… im so excited
im just worried that it seems there are not so many people in the cities ? Looks quiet emtpy with a lot of space ( on the marketplace for example…) Is this actual build which will get released in this way ?
greets
Moonlit nights… are moonlit.
At new moon, or under storm clouds and trees… pretty dark.
I walked into that.
Preordered! You convinced me to preorder although preorders are against my conviction. Are you happy now you sons of bitches?!
Very nice video presentation, which only scratches on the surface.
Also wonderful chase sequence
@warhorse: How old is the material? Is this the release version without the day-1 one patch?
First the YAYS
- Cuts leave visible blood. Some things I noticed, he seems to bleed out (the blood on the gambeson increases) and somehome the cut disappears (not good, a few seconds later)
- No Arrow Traces
- Very nice fast travel
- Knocking the guard out in bed!
- 11:20 Boiling cauldron liquids @warhorse Thank you for fixing this small bug, will update the respective thread
- 11:50 Rodin has a sword
Nays of Model (I am sure some patches in the future will fix this ;))
- Cumans have no scabbards and everybody else does (@warhorse I hope Melinda also works on the cumans as well, they are like an abandoned child)
- 9:19 No Scabbard for the long knives (@warhorse I hope Melinda also works on this as well)
- No scabbard suspensions
- No staffed weapon (mace, hammer, axe) suspensions
- No quiver straps
- No shield straps
- Bow is still glued onto the models…
Nays
- Chests are closed and opened magically, there is no Hand animation for this.
- Blodd spurts (I know a hit indicator yada, yada) could be more realistic
- Sparks (I know a hit indicator yada, yada) could occur less frequent and more randomized and should be only visible at night or on very rare cases in daylight
- 2:27 No bandaging animation for the inventory Henry
- 4:31 No animation for giving the poor fellow the water
*4:39 The rope does not visibly wind up - 6:11 No dropping animation
*6:36 Chest has two locks but it opens after one lock has been lockpicked (both locks should be lockpicked) - 7:51 Guard has no weapon
- 11:35 No blood on the dagger blade after killing a guard
- No visible hangover animation, there are animation when you are tiered
- 12:41 No visible liquids (no ale is poured)
- 15:19 Missing horse reins of the German knight
**Findgins from other users**
*12.48+ Henry looks like a blindman. Eyes have no focus.(@Grubocap)
Big Nays
- Mercy kills are fully off-camera
- Executioner has no scabbard for his executioner sword, yes there are scabbards for them as well)
- Again off-camera execution
- 2:10/16:16: Scabbard disappears and sword is magically cleaned after a capitulation
- No swords in cut-scenes
The very controversial Nay
The pick-pocketing mini-game
The idea of the game, that you actually grab inside a purse and try to grab items is in ittself not bad. However, it is very unpolished. why?
First the visual feedback:
The lock picking mini-game features a visual feedback of Henry and how he tries to open the lock. The lock depiction for the game is good and transparent, so that you can still see Henry trying, which keeps the immersion alive. The pick-pocketing mini game is not so good. For the following reasons:
1: There are no visible purses (like those in the trailer https://youtu.be/2A2qcJxkmXk?t=38) or other, so there is no target where Henry could put his hand to search for items.
2: The animations, where Henry puts his hand into the purse (opens it if necessary and put his hands into, grabs in the purse and even takes the items out) are not there, so there is only a menu, which suggests, that you have your hands in the purse. The haggling mini-game is different, as the interface represents your mind so its fine and believable but the interface for the game, that represents an active involvement in the process. Without animations it does not serve the immersion. Furthermore, without those animations
3: The kind of used gloves seems not to have a visible determination in the whole process. As the items that Henry feels out are always clear. They should be different blurred according to the handwear (of course the better the practice, the better the result ). Moreover, grabbing with a plate glove should be much more harder than with bare hands, as they make noise.
4: With the invisible purses you cannot cut them in whole as shown in the trailer https://youtu.be/2A2qcJxkmXk?t=37 (the result should depend on different circumstances). But not having this option, which I hoped since Kick-starter times is a letdown.
So all in all this game is in my eyes very unpolished what to do in short
- Visible purses are a must
- Implement animations, so that there is visual feedback
- Implement a blurry object shape according, which becomes more and more unblurry depending on handwear and experience.
- Implement the cutting of whole purses as in the kickstarter trailer (should only be available on different circumstances and the result should depend on different factors)
Like what for example? Everything I saw in this video I expected from game. But I follow the development quite a long time
I Agree, on witcher 3 the cities look truly alive, but the npc’s and the enviroment dont look as heavier as they look in this game, so it may be more difficult to implement more npc’s in the same place doing all different kind of animations? maybe?
NPC’s in Witcher 3 are just wandering around, doing nothing
In this game everybody have job to do
Okay, it’s just 2 things ;D
- Pickpocket minigame
- These dogs (+cab trigger them with meat)
^-^
Which should be more polished but it is a starting point
I think you can also kill them, which will of course make more noise if they are already barking. So the meat is a way out if you did not took them out beforehand or were spotted.
12.48+ Henry looks like a blindman. Eyes have no focus.
The wait was well worth it I see.