Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- You still cannot walk slowly by partially moving your left analogue;
- You still cannot have your character turn around, when not locked on, by dragging the left analogue in the direction opposite to the one he's facing;
- Your character still floats forward when falling, rather than just going down vertically: precise platforming is a mirage this way;
- the parry is inconsistent. There's no way to disentangle parry and guard by assigning them to different buttons: it's already a bad idea to have such different actions (the former being finite, the latter continuous) on the same keybind, it's disastruous if the game is not precise enough in telling a single press from a prolonged one. Sometimes you can't attempt a parry when you wanted to, other times your character will start the parry animation when you wanted to guard a single incoming attack;
- if you don't assign a separate input to the Run action, and you just leave it to the prolonged press of the dodge button, you won't be able to sprint/swim faster underwater: because once underwater the prolonged press of the dodge button will instead make your character dive deeper. The issue can indeed be solved by remapping the controls before taking the plunge, but it's another thing that's on the user to solve.