The Witcher 3 PS4 gameplay

Like hell he doesn't. Why do you think he kept meditating over and over toward the end of the video? He was trying to get it to stop raining. I thought a video glitch too, at first, until I saw how specific it was, excluding the sky completely and highlighting raindrops on the ground. No, it was definitely something the game was doing. Hopefully something fixed in the day one patch, I can't imagine a problem like that making it out the door in a finished game.

Makes me wonder if reviewers have been fast tracked the day one patch or if they'll review without it.
 
You mean it's harder to estimate if enemy has enough stamina left to fully block you, or? Because yeah, that will be harder to see as there doesn't seem to be fatigue animations for when enemy is out of stamina.

If you don't disable player HP indicator you can still track your own stamina.

edit:

WTB freecam mod

The Bar flashes when you're supposed to parry.
 
The Bar flashes when you're supposed to parry.

Didn't know that, interesting. I wonder if you can just learn to time it from enemy swings. Shame if you can't because if you give me option to toggle HUD elements off then game should somehow telegraph that info through animations etc.

Sure. I imagine you could get good at estimating it, but this isn't like Souls where the windup makes it easier to read.

Yeah, attacks seem to be quick. Even arrows fly fast, dev had hard time getting deflect timing down in Q&A stream.
 
Interesting. So there's no other way to know when to parry? Like when a strike is about to connect?

Sure. I imagine you could get good at estimating it, but this isn't like Souls where the windup makes it easier to read. The bar should also help determine what attacks can be blocked and which must be evaded.
 
I don't get why more games don't visually represent Health/Stamina?

I remember playing Severance (Aka Blade of Darkness) and in that game both were visually represented on your character through both animations and textures.

As you took damage and had lower health your character visually looked hurt, they'd have cuts/bruises over their body that progressively got worse and worse (IE small cuts, to huge gashes on their back, etc). It was an easy and quick way to "See" if you were really injured.

For stamina, if you got low the character slowed down, visibly panted their breathing and just looked "Tired."

This wasn't one just on eplayer character either (like Geralt, but was for 4 different playable characters (A barbarian, knight, dwarf, and Amazonian).

I wish more games did this, that way for people that don't want health/stamina bars we can play with them off and still visually have cue's as to what the general health is and if you or an enemy are low on stamina.
 
Just in a river, so no big waves.

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Lordy, guess I'm in day one then. Nothing like a little underwater/sailing action to push my open world buttons.
 
I get the impression from these videos that these guys are far more interested in playing the game early than they are in just playing the game. Like that one video where the guy ran back and forth over this one spot of ground that he had to interact with, looked to be actually using the sprint button to move faster, but he wouldn't hold still for one little second to stop and see the "X" he had to push to actually interact with it.
 
I get the impression from these videos that these guys are far more interested in playing the game early than they are in just playing the game. Like that one video where the guy ran back and forth over this one spot of ground that he had to interact with, looked to be actually using the sprint button to move faster, but he wouldn't hold still for one little second to stop and see the "X" he had to push to actually interact with it.

Get the right interested people on twitch and you can suddenly make a lot of money. Twitch is all about gaining the right attention and getting the money. Some people play because they want to play and a lot of others jump around with the trends
 
I don't get why more games don't visually represent Health/Stamina?

I remember playing Severance (Aka Blade of Darkness) and in that game both were visually represented on your character through both animations and textures.

As you took damage and had lower health your character visually looked hurt, they'd have cuts/bruises over their body that progressively got worse and worse (IE small cuts, to huge gashes on their back, etc). It was an easy and quick way to "See" if you were really injured.

For stamina, if you got low the character slowed down, visibly panted their breathing and just looked "Tired."

This wasn't one just on eplayer character either (like Geralt, but was for 4 different playable characters (A barbarian, knight, dwarf, and Amazonian).

I wish more games did this, that way for people that don't want health/stamina bars we can play with them off and still visually have cue's as to what the general health is and if you or an enemy are low on stamina.

I agree it would be nice to have more of that.

I suppose its a matter of the insane amount of additional animation work it would take to represent that. Bruises and cuts could only really be shown on Geralts face since you've got a wide variety of gearing options covering the rest of his body. Although they do already have toxicity levels represented in his face which could make it difficult to have both effects being applied. They could maybe have him clutch his ribs or start to hunch over during an idle animation but that could be hard to read if you are actively engaged in combat. So we have to settle for that lame red tinge around the screen when you are critically hurt.

At the end the horse rides off without him...

lol yeah, I'm pretty sure thats because he died from the bleeding effect just as he mashed the sprint button.
 
I don't get why more games don't visually represent Health/Stamina?

I remember playing Severance (Aka Blade of Darkness) and in that game both were visually represented on your character through both animations and textures.

As you took damage and had lower health your character visually looked hurt, they'd have cuts/bruises over their body that progressively got worse and worse (IE small cuts, to huge gashes on their back, etc). It was an easy and quick way to "See" if you were really injured.

For stamina, if you got low the character slowed down, visibly panted their breathing and just looked "Tired."

This wasn't one just on eplayer character either (like Geralt, but was for 4 different playable characters (A barbarian, knight, dwarf, and Amazonian).

I wish more games did this, that way for people that don't want health/stamina bars we can play with them off and still visually have cue's as to what the general health is and if you or an enemy are low on stamina.

I really can't wait until this is standard in games. There's no reason not to do it, I mean the original wolfenstein had it

If you're injured your character should limp and hunch over and limp etc. I'm trying to think of games that have done this well.
 
Depends if they can come up with an unobtrusive way of doing it. With the camera as far back as it is, especially during combat, it would be extremely difficult at best. It's easy to show Geralt limping or something when just walking around, but not so much in combat. Not to the point where the player could instantly see it and react appropriately, anyway. Aside from something like the flashing red border, which the game already does.

It works better when there's something else on-screen to show the effect. A lot of people use Dead Space as an example, but my personal favorite is Ghostbusters, where energy/life/etc was displayed on the proton pack your character was wearing.
 
I agree it would be nice to have more of that.

I suppose its a matter of the insane amount of additional animation work it would take to represent that. Bruises and cuts could only really be shown on Geralts face since you've got a wide variety of gearing options covering the rest of his body. Although they do already have toxicity levels represented in his face which could make it difficult to have both effects being applied. They could maybe have him clutch his ribs or start to hunch over during an idle animation but that could be hard to read if you are actively engaged in combat. So we have to settle for that lame red tinge around the screen when you are critically hurt.



lol yeah, I'm pretty sure thats because he died from the bleeding effect just as he mashed the sprint button.

Actually it doesn't have to just be on their face. In Severance (which was a third person action-adventure game ala Rune/Die by the sword) you found armor/gear just like you do in most rpgs.

They simply applied decals over your gear for the cuts/bruises, as thought he clothing/armor was slashed through, it worked fine and didn't look that strange, you simply assumed the cut was through the armor or gear.

It's just a matter of them making different "health" decals and then applying them to the character when the health is at a certain point, say every 20% level of health, so each time you hit 20% lower health it kicks in new decals that progressively look worse and worse.

You don't even need aniamtions for that, it's mainly the stamina you need the animations for (showing characters tired).

They could simply appply it to humanoids only (so only need to animate it for one model/rig setup and apply the animation to Geralt and all humanoid npc's that share the same model/rigging).

I really can't wait until this is standard in games. There's no reason not to do it, I mean the original wolfenstein had it

If you're injured your character should limp and hunch over and limp etc. I'm trying to think of games that have done this well.


Resident Evil did exactly that, and that was in the mid 90's.
 
From the live stream they said you could get other horses, however they are not permanent, only roach is permanent and comes when you call.

The other horses you can tame with your sign I believe, find them int he wild or maybe even take someone elses.

Blinders you can get as well as saddles (blinders affect the fear level).

Saddles affect the speed. Not sure what else though.
 
Actually it doesn't have to just be on their face. In Severance (which was a third person action-adventure game ala Rune/Die by the sword) you found armor/gear just like you do in most rpgs.

They simply applied decals over your gear for the cuts/bruises, as thought he clothing/armor was slashed through, it worked fine and didn't look that strange, you simply assumed the cut was through the armor or gear.

It's just a matter of them making different "health" decals and then applying them to the character when the health is at a certain point, say every 20% level of health, so each time you hit 20% lower health it kicks in new decals that progressively look worse and worse.

You don't even need aniamtions for that, it's mainly the stamina you need the animations for (showing characters tired).

They could simply appply it to humanoids only (so only need to animate it for one model/rig setup and apply the animation to Geralt and all humanoid npc's that share the same model/rigging).

I'd have to see it, I don't think its anywhere near that easy. Its hard to imagine some fixed decals that sit on top of everything from cloth, to leather, to plate without looking look real dumb. Its easy to slap a 2D decal on an equally flat and basic character model. TW3 models are under far more scrutiny meaning the decals would have to be equally complex without being jarring to see.

Theres also just the practicality of it. You spend so much time looking at Geralt backside, does that mean I have to swing the camera to his front to see how injured I am at a given moment? Or will all of these decals so on his back?
 
I'm tempted. Amazon will have it to me on Tursday morning though, I am undecided...

I was going the Best Buy route but wouldn't be able to play until late Tuesday night...have to go digital now. Plus 10% off = what BB would have been with GCU after tax.
 
The arabic writing on the HUD actually fits the fantasy style of the game quite well.

As someone to whom arabic is a very familiar language,I gotta disagree.

I actually really dislike the way it looks ,but wholeheartedly appreciate that CDPR made the game available for arabic speakers.
 
So far, the last three games that I let myself get really hyped over were moderate letdowns. Dark Souls 2, Dragon Age: Inquisition and Bloodborne. Not that any of them were "bad", but I usually don't let hype affect me like I did with those games.

So now I'll just calmly, heavily breathe until this is released.

Currently finishing up a new TW2 playthrough anyway since I no longer have my old saves. I used to think the combat was decent, but it is actually kind of shitty, and the Kayran still sucks. Hopefully the combat in TW3 isn't just a small upgrade. But I guess anything is better than TES combat.
 
So far, the last three games that I let myself get really hyped over were moderate letdowns. Dark Souls 2, Dragon Age: Inquisition and Bloodborne. Not that any of them were "bad", but I usually don't let hype affect me like I did with those games.

So now I'll just calmly, heavily breathe until this is released.

Currently finishing up a new TW2 playthrough anyway since I no longer have my old saves. I used to think the combat was decent, but it is actually kind of shitty, and the Kayran still sucks. Hopefully the combat in TW3 isn't just a small upgrade. But I guess anything is better than TES combat.

You have high standards then because I was hyped for those same three games and left largely satisfied. Was I fulfilled? Fuck no. But no game can truly ever fully hold up to what one desires.

DS2 had uninspired boss designs
DAI had the really boring MMO-like sidequests to pad out the game, not to mention the main story peaked in Act I.
Bloodborne simply fucked up the online which is a major aspect of these games.

Witcher 3 will most likely left me unsatisfied if one of the endings isn't my Geralt pushing Yennefer into the mud and riding with Triss into the sunset.
 
You have high standards then because I was hyped for those same three games and left largely satisfied.

I only buy 4-6 games annually, and it's not a matter of money.

Looks beautiful. Wow.
Who cares about technical features and some ideas of downgrade when the art direction is so beautiful?

I just hope they fixed the awful bloom issues from the previous game. It could be downright comical at times when people looked like this:

https://www.youtube.com/watch?v=zgxxVBlp4Jc
 
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