Does it work with gog release?
You say that as if console games can't have good UIs.console game... what did anyone expect...
well...i dont know... good for consoles?
im saying that, as everyone knows, w2 was designed as a console game from the start.
its a console port from the start - that was just released for pc first.
qtes,
interface
no open areas
they have been blatantly lying about throughout the pr hype before release
...retarded boss encounters with console visual design and mechanics...
and probably a lot of other stuff i dont want to think about anymore.
Get the fuck out and never return.I think it was just fine the way it was.
(...)
The Kayran was one of the best boss fights I've seen in a video game.
well...i dont know... good for consoles?
im saying that, as everyone knows, w2 was designed as a console game from the start.
O RLY? Care to explain why it took a year to come to consoles after the PC version?
its a console port from the start - that was just released for pc first.
It isn't a port if the PC version was made and released first.
qtes,
interface
Been improved in every patch, although I think it was just fine the way it was. It is obviously made for mouse & keyboard, not controller.
no open areas
Flotsam and pretty much all of Chapter 2 prove this is another stupid lie.
they have been blatantly lying about throughout the pr hype before release
Takes one liar to know another, I suppose.
...retarded boss encounters with console visual design and mechanics...
The Kayran was one of the best boss fights I've seen in a video game. The difficulty alone makes it worth praising. The amount of butthurt over that was incredible, and it was actually more from the casual, modern crowd than people who liked older games, where hard boss fights were common.
and probably a lot of other stuff i dont want to think about anymore.
Thinking hurts.
Fortunately fist fights don't have any mechanics to figure out or be aware of so you just click the buttons you're told to.QTEs were in every fist fight
Clicking really fast, although obnoxious, doesn't really count as QTE and was present in games since at least c64 era.Oh yeah...at the start when youre supposed to operate some siege machinery? right?
Yeah, this one was bad and unnecessary, as you were given controls to perform the needed actions manually if the scripting didn't depend on you QTEing correctly.And when the dragons tries to get you the first time...
Disabling QTEs does remove some and simplify the rest. Given that QTEs are such a shitty mechanics (or rather non-mechanics) it's for the better.(i didnt get to the next time at all...) and i think they were thrown into even more places - EVEN THOUGH i tried to disable them in options.
It is obviously made for mouse & keyboard, not controller.
Did I hear "ouch!" after that sentence?Thinking hurts.
Don't. It's really not worth it.Waiting for 75% off~
I thought this way once too, then I remembered that Witcher's icon-based menu with those dozens of dozens alchemical ingredients and all those potions were a pain in the ass since you have to mouse-over each and every one of them to see what their properties are. So for those particular items, a list is preferable. Perhaps it's more trouble than it's worth to create a list for ingredients/potions/recipes/things-that-are-not-very-distinguishable-with-just-a-graphic and a grid for everything else.List menus suck (and they have icons, they could have done a grid-based menu instead!!1), some of the hotkeys and button inputs/conventions are inconsistent, some screens like the character sheet are a complete mess, etc. It's amazing how we went from the very solid and usable UI in the first game to this one. So I guess what I'm saying is "mods already did this" and "they're polishing a turd."
I thought it was funny how you had that large text and wasted space in the list itself but the pop-up description text was so fucking small. Fixed in the 360 version of course.List is much better than grid. The problem is with these console games and their lists that can't show more than 5 items at the same time because you need to read it from across the room, so a full inventory becomes a scrolling nightmare.
Shit man, did we play different games? Kayran best boss fight and interface designed for m&k, how can anyone think this?
Choice. And not a subtle one at all, it was very "BRO THIS CHOICE WILL HAVE MAD IMPACTS THINK VERY CAREFULLY! SRSLY BRO YOU SURE!?!". The way they made 2 act 2's was pretty ballsy though, they had to know that a fair bit of the audience would not see ~1/5 of the game they had created due to not doing multiple playthroughs, not something that is acceptable for most AAA devs ("Everyone should be able to see everything" seems to be the common design choice). Hopefully they can stick with it and give us even more variety based on choices and playstyle in future games.which other game gives you a whole other part with a seperate story line for a huge chunk of the game, based on your choices?