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Bow + Crippler Arrows + Headshots = Win. Just make sure you have plenty of food to refill your stamina bar.
I've noticed the dramatic and slow-mo overhead jump slash does zero damage when it connects if the opponent was hit by the initial attack or has been knocked down. This drags combat out a bit and seems silly that a prone or staggered enemy is invulnerable to the follow up attack.
I have a Logitec G602 gaming mouse and not being able to use 4 of my 6 thumb buttons is disappointing. Will you add more support for this in the future?
Aside from my frustration with the Observatory puzzle design, I'm enjoying the game a great deal. Keep up the fantastic work!
The shield seems entirely useless. I tried using it against several enemies and each time they blew through it immediately. I don't use it anymore (and I just started playing). A shield bash or something would be neat, to temporarily stun the enemy allowing you to get more hits in maybe or something.
Enemies need to be better telegraphed. Can't really tell what's going on and when I do, it's often way too late to do anything about it (because of the lack of animation cancelling).
The combat really isn't fun in this game at all. It's rather tedious and almost seems designed intentionally to deter the player from entering combat at all... which I don't think was the intent.
Also, a question regarding enemies since I'm still starting out.. are there more enemies (not neutral creatures that run away) than just the 5 races and Bleakers? So far I've seen nothing else as I scour around the island.
Where's the sea monsters? I expected a "dun-dun-dun" scare from a shark or something when entering into the sea... but after a little bit I got bored and just swam back to shore. Unfortunate too that you can't swim underwater. Edit: I couldn't help but think of my time in ARK Survival Evolved EA and when entering the river, the shear terror I felt knowing I may be surrounded by piranhas and devoured in seconds if I wasn't quick enough... though sometimes that was necessary to evade a larger threat like a raptor... and that fear was exhilarating and very fun.
EDIT: Additional note about Shields - The game finally notified me about timing my shield block to do a special attack. So that's when I noticed the birds attacking me sometimes had a red telegraph and a yellow telegraph. The red I assumed was unblockable, but the yellow wasn't. Correct. I timed the block on the yellow attack... and while I blocked and successfully unleashed the special attack, the bird actually went through me and my special attack hit the air behind him... What the hell is the point of that?
Animation canceling would certainly help a lot!
I do like the "parry" (perfect block or whatever you wanna call it) and the sprint-attacks you can organically throw in the fight, but beeing locked into combos, when you allready clicked and the enemy fires off a faster attack and you can't do anything to dodge/block is not a fun experience.
At some point in the game it doesn't matter anymore, because you 2-3-shot everything regardless, but the early game feels frustrating and I can understand, that plenty of people ge a refund because the first fights feel horrible.
For example if i want to block immediately after a jump attack I can hit the button at what FEELS like the right time, yet my character will just stand and do nothing as I had hit the button a frame or two too early. Many games allow us to queue the input toward the end of an animation.
Personally I think the slower pace of combat suits the game and simply speeding everything up and making things more fluid might rob the game of some charm.