@tennmuerti said:
Ok lets get to the real nuts. The melee combat sucks, it's abysmal. Combine the sluggish 30 fps, plus no real lock on, plus the insane inconsistency and rubber banding of you to the enemy and visa versa, sometimes you will leap 10 meters to the enemy and hit them, other times you'll miss point blank, plus the terrain differences, plus the dodge that fails to work half the time, plus an occasional situation when you can get basically stun locked by 2 or more machines in melee just jumping at you 24/7 non stop. I've lost count of the times I've been hit by some leaping machine whose hit box was nowhere near me, but the general mad flailing and jumping can just becomes a mess. After the initial opening hours of the game I've made a general rule to avoid it like the plague. Thankfully the ranged tools you are given are enough to avoid it for 90% of the time. But when you don't avoid it, it blows, bleeeegh :P
1. An additional issue with the melee combat I'm having right now is with the critical strike prompt you get when you stun an enemy. It's wholly inconsistent because the game requires you to be in such a specific spot to get the prompt. This leads to situations where the prompt is flitting on and off the screen and it's basically 50-50 whether you do the critical strike of simple whack them with your puny stick. Given that any melee damage removes the stun, I'm finding situations where I am now facing a fully functioning enemy for no benefit after the game decides I wasn't in exactly the right spot for the critical strike. It's really bad when you are one uneven ground.
2. I think with the enemy hitboxes the problem is twofold. First, your dodge is wholly inadequate to move you out of the way most of the time, even with the upgraded dodge distance. This is a particular problem with the larger machines. No matter what way you dodge, you don't travel far enough to get out of the way of the attack zone because the swipe is so big. The second problem is that enemies seem to have a large amount of tracking on their attacks that means you get hit even when it feels like you should have dodged past them. I've been hit several times by the giant bull machines where I dodge past their charge but they spin nearly 180 degrees at the last second and hit me anyway.
It feels weird because it seems like there are i-frames on your roll sometimes, like Dark Souls, but it works inconsistently.
The inventory/items/loot systems are generally lackluster and are 99% pointless busywork and bullshit.
3. Great. Now you got me started on the menu system and I need to vent - so:
- The lack of ability to sort the inventory is a huge miss. I just want to sort all the things that have no purpose other than selling so I can easily dump them at a merchant, but the game can't even manage that.
- You can sell things in bulk, but for some reason can't buy things in bulk. How does that make sense? It isn't fun when you need to buy a ton of blaze/chillwater/whatever to make ammo and then need to do that one at a time. Again, what the hell were they thinking?
- The item stacks in the inventory are wholly inconsistent and frequently too small. Why does wood stack to 250 but ammo only stack to 50? Why does machine loot only stack to 5 despite it being by far the most common thing you will pick up? And why does the number that shows up when you loot something show the number of filled slots in your overall inventory as opposed to the number of things is the stack you are currently picking up? Do I have enough blaze or not? Who knows, because the game can't be arsed to tell you!
- Going along with this, the game tells you whether an item is needed for crafting or trade, but doesn't list the items. Thus, you cannot tell whether the items still have any use or whether you've crafted everything that mat is used for already. I'm sitting on a bunch of animal mats right now that I may not need, but because they were such a colossal pain to gather, I don't want to sell them because I might need them later.
- Additionally, for how much crap you pick up, the icons in the menu are basically worthless in telling one thing from another. Why does each machine need it's own separate type of lens that takes up an inventory spot? And why do those lenses have icons that are basically the same except for one or two differences? It's stupid and obnoxious given you can't sort your inventory
- The way the game handles weapons is just dumb. Literally the only things that change are the number of mod slots and what types of ammunition a weapon takes. This leads to you carrying around a bunch of essentially duplicate weapons just to get different elemental types. That's really boring, clutters your inventory, and makes no coherent sense. Why do I need a separate sling just for blast damage and a second sling for everything else? They should have made the differences more appreciable i.e. a better sling has more range or a faster load or something. The only purpose for doing things this way is to add bloat to an already bloated crafting system.
I'm really torn on Aloy so far, at times she seems like a good character with fun dialogue and reactions, relateable; others just like a bland video game protagonist number whatever, with no real personality of her own. I think some other people here have already mentioned some of the disconnect between her background versus behavior and it's partially that, partially it might be the choices you are given to make that make her ruberband in my eyes so. Maybe in another setting she would make more sense and if the developers decided whether they wanted her to be a specific defined character and not give you control it would work better, or just relinquish it altogether; this part there part there thing is not quite sticking the landing for me. That said I do really like some of the other characters in that world around her, good job on that front imo.
4. I actually think Aloy is the best part of the game. I don't get where people are coming from when they say she's inconsistent. It feels like those people just weren't paying attention to the story beats closely enough or were skipping cutscenes because I definitely feel like she's got a defined and consistent personality so far. That said, I do sort of agree about the conversation choice thing. The problem is that your different emotional responses never lead anywhere, so the entire exercise of a dialogue wheel is pointless.
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