Coming down to the wire,
Zer0wing, think we can pull another thirty pages by Thursday?
Okay, so watching some of these video bites, I'm not really bothered by bugs and substandard hotdog eating animations, but the combat does look terrible so far. Worse than in Fallout 4, with the added grievance that CDPR does not have Bethesda's expansive modding community to fall back on -
if mods fix it, it will likely be a long while before they do.
We already knew it, but I still find it bewildering that CDPR didn't look more to the Deus Ex series for gameplay inspiration. Even if they themselves had long settled that no, they were going to do a different kind of game altogether, they can't have possibly imagined they'd get away without being compared to it, the thematic overlap alone pretty much guarantees the parallel. And say what you want about the original DX combat, you don't need a NATO supply line to pull off a headshot.
Every CDPR designer should be tied to a chair and made to watch Chris Rock on bullet control until they get the picture.
Deux Ex aim control according to skill was so cool. You don't mind abstraction like that if you like playing RPG's. Console cucks would probably have cried about MiSsInG sHOts aT cLOsE rAnGE so now we all have to suffer like we're playing Borderlands or a tacky MMO.
The argument against that is "you have a level of expectation when comes translating player action to character action. The player action ought to be passed to the character unaltered, and stats should only impact the character, not the player. Changing accuracy breaks that implicit contract."
A fancy candy-wrapper on a vacuous argument when it comes to Action-RPGs, because DX's handling skills are well confined in the abstraction that is your character build. The player's natural skills for perception and coordination are still fully involved, whereas other factors which cannot be satisfactorily modeled on the input method (i.e. a computer mouse), such as arms wavering or recoil compensation, are offloaded to the character sheet. It demands careful tuning of the variables, but achieves an elegant marriage between action gameplay and RPG statistics when appropriately balanced.