The Witcher 3 - Official Xbox One gameplay

People really signing up for the terrible pop in defense force? REALLY?

CDPR cementing their place as king of the jank.

I don't think it's pop-in. It seems like overly aggressive occlusion culling, not for performance but for preventing foliage objects from obscuring combat.

There are some pretty dense forests so I can see why something like this might be necessary. It's a shame that it doesn't seem smartly implemented, though; It should probably have some knowledge of the density of the surrounding objects before deciding if culling objects is even worth it.
 
I must be on planet crazy town, i never had a problem with Witcher 2 combat. Obviously im in the minority.

Nah.. most people were ok with the combat, it's just that there are people who didn't liked the combat and they are very vocal about it.. the combat wasn't the best part in TW1 or TW2, but man, did I have a lot of fun in the arena mode in TW2
 
It's like Fable.

Yeah, because in Fable you would jump great distances between enemies, twirling through the sky right? Animation wise and mechanically it's closest to the Batman games. Just because it doesn't have a critical combo counter doesn't change that fact.

Man I wish people would stop comparing stuff to Batman Arkham that doesn't actually play like Batman Arkham at all.

They even said when they developed TW2 that Arkham Asylum was a huge influence.
 
looks good

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Another video. youtube quality

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The UI is alot sharper looking than the actual game. Is that what they are trying to do with the 1080p claim? The game probably hits 1080p in minority of time but they wanted to check that box I guess.
 
The UI is alot sharper looking than the actual game. Is that what they are trying to do with the 1080p claim? The game probably hits 1080p in minority of time but they wanted to check that box I guess.

The Xbox One can render its UI independently to the game. I believe Dead Rising 3 did it (and I'm sure probably many other exclusive Xbox One games do it also). That means the UI can be an independent. consistent 1080p.

I don't think that's where the dynamic resolution claim comes from. It seems to be a system akin to idTech's dynamic resolution to maintain a framerate (I seem to recall RAGE doing it).
 
the fact that the sub title has to say 1080p, dynamic scaling is everything wrong with this generation. I can't wait for it to be over
lol.

They're taking the Advanced Warfare, idTech approach?

The chance of native 1080p certainly sounds better than 900p. I think more games, even native 1080p PS4 games, should be open to that for the purpose of maintaining the frame-rate.
1080p minimum with dynamic supersampling!

1080pDSS!
 
Oh, and the power of Google brings up this nugget...

http://www.worldsfactory.net/2014/01/23/the-witcher-3-like-batman-arkham-asylum-demons-souls

It’s really tough to describe the combat system, as it is something you have to play and experience for yourself to fully understand. We’re definitely looking at a more fluid combat system with Wild Hunt, where attacking an enemy feels more natural and smooth, unlike older games where you had to lock onto enemies constantly.

What we saw in Batman: Arkham Asylum is a very cool system, and I don’t want to draw any comparisons, but that’s definitely part of the motivation for us. I can make gamers a promise that combat in The Witcher 3 is already fun and that we’re constantly balancing it till we hit that sweet spot.

But I guess I'm imagining things right?

They should have copied Dragon's Dogma instead.
 
Was it confirmed that they are doing dynamic scaling and this isn't just talking about the final scalar converting from 900 to 1080?
 
Yeah, because in Fable you would jump great distances between enemies, twirling through the sky right? Animation wise and mechanically it's closest to the Batman games. Just because it doesn't have a critical combo counter doesn't change that fact.



They even said when they developed TW2 that Arkham Asylum was a huge influence.

It's a better Fable combat.
 
It's basically Arkham Asylum lite, with even less consequences.

I don't see it.

In TW2 you can't fly from enemy to enemy to enemy to... and chain insane amounts of hits without any consequence or danger to you. Enemies can't be too far apart or Geralt can't successfully swap targets,but ends up swinging nothing. If devs said TW2's combat has AA influence then I'm just not seeing it.
 
No, you have not understood me. I downloaded the video and the quality is not what you say

Inspecting details on Windows says video bitrate is 39,808kbps.

Playing the video in VLC player confirms that it hovers around 40k on average.

You're saying this is wrong?
 
The Xbox One can render its UI independently to the game. I believe Dead Rising 3 did it (and I'm sure probably many other exclusive Xbox One games do it also). That means the UI can be an independent. consistent 1080p.

I don't think that's where the dynamic resolution claim comes from. It seems to be a system akin to idTech's dynamic resolution to maintain a framerate (I seem to recall RAGE doing it).

Even so the UI is consistently sharper than the actual game in the Gamersyde video. Wonder how often it actually hits 1080p in game.
 
I don't see it.

In TW2 you can't fly from enemy to enemy to enemy to... and chain insane amounts of hits without any consequence or danger to you. Enemies can't be too far apart or Geralt can't successfully swap targets,but ends up swinging nothing. If devs said TW2's combat has AA influence then I'm just not seeing it.

http://www.worldsfactory.net/2014/01/23/the-witcher-3-like-batman-arkham-asylum-demons-souls

Notice I said Akham "lite" right? You realize that implies it's not identical, but that the core gameplay is more similar than not? And you can literally hit one enemy repeatedly until it dies in TW2 as long as you are in no danger of being hit by another enemy. If you are, you can simply roll > jump 30 feet away to the next enemy. You might want to go back and play TW2 again.

At this point it sounds like I'm not excited about the game, but I am. I was just hoping that they would have fixed the combat to be quite a bit better than what was seen in TW2.
 
Even so the UI is consistently sharper than the actual game in the Gamersyde video. Wonder how often it actually hits 1080p in game.

With reviews coming a week early, there's also a good chance that Digital Foundry has access to a review copy and can get their analysis out before release.

It will be interesting what they can find out.
 
Maybe the boss fights with be an altogether different beast, but every gameplay video with regular enemies has shown the exact same thing. And 99% of the time when someone does the random hop backwards, it's not even needed. It's like they did it because they were afraid that the enemy was going to somehow recover from the infinite stunlock that they are currently in.

Maybe 99% of the stuff you've seen, but I've definitely seen combat against enemies that aren't just punching bags. Theres some gifs in the other threads that are actually pretty impressive. That said, I'm not going to tell you that the combat in the game is good because I have no idea and I'm not about to decide by just looking at some videos against low level enemies in a 100hour RPG.
 
Notice I said Akham "lite" right? You realize that implies it's not identical, but that the core gameplay is more similar than not? And you can literally hit one enemy repeatedly until it dies in TW2 as long as you are in no danger of being hit by another enemy. If you are, you can simply roll > jump 30 feet away to the next enemy. You might want to go back and play TW2 again.

I did play TW2 again just ~week ago. Need put one more playthrough in this week.

Very rarely you can just spam attack enemy to death in one go, they often parry you at some point and swing back. I know roll dodge is OP as fuck in TW2 and gives you way too much mobility, especially when perked and in combination with Quen. Going for attack at wrong timing results enemy parrying you => basically short stun to you => hitting you like truck.

At least on harder diff.

I'm not saying TW2 has flawless combat. It can be awkward as fuck because of delayed hit detection, a lot animation binding going on and such. I just don't connect TW2 and Batman when it comes to combat because to me Batman is a lot more easier game when it comes to combat.
 
I must be on planet crazy town, i never had a problem with Witcher 2 combat. Obviously im in the minority.

Never had a problem with it either, actually liked it. Definitely feels like I'm part of the minority with that opinion lol. Witcher 3 combat looks way better either way, so I am not at all worried on that front.
 
The Xbox One can render its UI independently to the game. I believe Dead Rising 3 did it (and I'm sure probably many other exclusive Xbox One games do it also). That means the UI can be an independent. consistent 1080p.

I don't think that's where the dynamic resolution claim comes from. It seems to be a system akin to idTech's dynamic resolution to maintain a framerate (I seem to recall RAGE doing it).

Any game can run it's UI at a different resolution than the 3D engine, on any platform - lots of games on PC do this, and I assume PS4 can do this too.
 
Very rarely you can just spam attack enemy to death in one go, they often parry you at some point and swing back. I know roll dodge is OP as fuck in TW2 and gives you way too much mobility, especially when perked and in combination with Quen. Going for attack at wrong timing results enemy parrying you => basically short stun to you => hitting you like truck.

At least on harder diff.

I just finished it on Hard again (which is actually much easier than the pre-nerf Normal in some ways) and pretty much every single non boss enemy without a shield could be mashed to death with quick attacks without interruption. I didn't even see the point of the heavy attack on the majority of enemies outside of Endrega's either.
 
I don't think it's pop-in. It seems like overly aggressive occlusion culling, not for performance but for preventing foliage objects from obscuring combat.

There are some pretty dense forests so I can see why something like this might be necessary. It's a shame that it doesn't seem smartly implemented, though; It should probably have some knowledge of the density of the surrounding objects before deciding if culling objects is even worth it.

I agree with you, it's definitely a culling issue...but not having items show up until G walks over them is egregious.
 
I just finished it on Hard again (which is actually much easier than the pre-nerf Normal in some ways) and pretty much every single non boss enemy without a shield could be mashed to death with quick attacks without interruption. I didn't even see the point of the heavy attack on the majority of enemies outside of Endrega's either.

Well at least it isn't as easy as Dragon Dogmas combat, or Skyrims for that matter. Agreed though hopefully they make enemy packs a little bit more hostile.
 
Resolution gate still strong. It's a perception challenge the Xbox One must overcome...:)

Looks nice. As for the differences, we'll get some of that bickering goodness when DF and NXGamer do their analysis.
 
Would someone mind re-hosting the video from Gamersyde? The download from either of the servers is going too slow.
 
Well at least it isn't as easy as Dragon Dogmas combat, or Skyrims for that matter. Agreed though hopefully they make enemy packs a little bit more hostile.

Dragon's Dogma had some of the most satisfying arcadey combat ever though. But yeah, I guess at least it's not TES (which is what I've been saying in other threads), but that's not really saying much.
 
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