Played quite a bit during the weekend and here's a bit more I can say about the game:
- once we let go all our hopes and dreams for an Obsidian RPG, as a pure action RPG with simplified mechanics, this systems in the game work great
- exploration is quite fun, there's a lot of verticality and searching for chests and stuff is engaging. Once you hear the sound of loot it's hard to just pass by and I immediately start looking for ways to find the box
- loot in chests is usually not too interesting and the locked ones requiring lock picks are a bit underwhelming
- the writing is not phenomenal but it's interesting enough to keep me engaged. Side quests are rarely typical fedex and it seems there's always some story to discover
- dialog options seem quite well focused on choice and consequence. I did not reload a save to see different outcomes, but it seems some dialogs can go quite different ways
- the graphics are phenomenal and it's the first Unreal Engine 5 game where I can see the benefits of Nanite. No pop in, very high view distance, high quality assets and the city looks believable and is quite large.
- Lumen with hardware ray tracing seems fixed now, with barely any areas or models with noticeable noise. The lighting overall is great
- the art style, in generall, is very nice looking and I like the variety of locations. The use of intensive color is used much more sparsely than in The Outer Worlds
- as with most modern games the poorest looking element is NPCs. Their faces are sometimes modeled great, other times not so much, especially during speech
- UI, in general, looks fine. It's readable, responsive and I like the choice of font (they keps the PoE one). So many games today kill immersion by a not fitting font - like, a fantasy setting and something like Verdana does not work
- being able to meet powerful enemies without level scaling is pretty great. Running away from overpowered mobs was fun
- combat is very fun. The spells, the weapons, movement, it's all pretty neat. Bought a fine arquebus and it's a one shot kill many times but the reloading speed doesn't make it overpowered. Fights are engaging and sometimes quite hard due to number of enemies spellcasting, throwing grenades, shooting arrows or lead.
- the story so far is interesting, though not mind blowing.
- performance: this being an Unreal 5 game, I find it good. Ryzen 5800X3D, 32 GB RAM, RTX 4070 12 GDDR6X, epic detail settings, 1440p, DLSS upscaling set to Balanced and frame generation enabled. Forced DLSS 4 through the drivers and have not noticed any visible artifacts. 120+ fps most of the time, rarely drops below 110, so the true base framerate should be at 60+ without framegen. Going to experiment with DLSS performance tonight - to see if it generates any visible artifacting or if it boosts performance at all. Saw big gains in Cyberpunk 2077 with that, but artifacts around moving objects were too distracting.
So much positivity, so let's now focus on what I did not like:
- I get it that the game doesn't have any NPC scheduling, but the NPCs are mostly static, just standing there. Only a few of them walk around. Being able to steal right before their noses is immersion breaking a lot
- combat doesn't offer much variety, I have a feeling there's not much difference fighting spiders, xaurpis or men
- barely any interactivity on the map except for boxes, which usually contain air
- not counting it as an offensive kind of DEI-influenced pro rainbow flag NPC design choices, but it's funny to see all wise leaders of any kind are women
- some quests require moving across large distances but the world is too static and not "alive" enough to warrant a walking simulator approach like in Skyrims and stuff
- no "walk" key on keyboard+mouse. It's either run or sprint. Quite possibly my biggest annoyance so far. Seeing "my" hands at the corners of the screen all the time while running is a bit disorienting, too
- shooting bows and guns somehow seems "off", visually. Perhaps it's the zoom while "charging"? Not having to worry about ammo feels wrong, too
- I turned the FOV to the max available 105, but I can't help but feel going to 110 would make it spot-on
- the potions/NPC orders/abilities/etc wheel after pressing "E" could be a bit more user friendly UI-wise
- audio, in general, seems fine and the sounds are dynamic enough, but the voices are mastered with a huge compression, possibly even a hard limiter, which makes them sound a bit unnatural and annoying, because the sounds which should be soft are boosted and the explosive ones are barely such
Call me retarded, but I like the game :D