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There using bow and arrows you have to hit certain targets by adjusting the bow's direction and strength. Or else some doors to progress further will not open. Also the platform on Athena's stage before the last key will appear only if you hit a platform far away by using the map.
Certain secret passages for sidequest require also precise aiming.
On Keyboard and Mouse controls this is very easy and you can aim exactly where you like.
But while using the gamepad, right thumb stick lacks the sensitivity. I had to switch to kb/m in those areas
Have a look at your controller & make sure it's not damaged & if it's possible try to recalibrate the analog sticks as the lack of precision could be the fault of a dodgy controller, maybe also try reinstalling the controllers driver.
Please elaborate further. The game's combat seems fine to me.
I like the game. I just ythink it copuld be better. My question was simple. Will there be updates to the fighting mechanics? Can you answer that question?
http://www.ign.com/articles/2015/02/05/apotheon-review
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Eurogamer sez:
"t can take a while to get to grips with the myriad attack options that the game offers - particularly where aiming ranged weapons is concerned - but even once you've grasped the basics, combat is never quite as satisfying as it could be. The sprites look lovely, but feel oddly weightless. This means that when combat gets hectic - as it inevitably does - it's easy to find yourself swinging blindly in a morass of characters, unsure as to what effect you're having.
The answer, of course, is to avoid such scrums but that's not always possible and even when it's just you against a single enemy, contact lacks the beefiness needed to really underpin the otherwise admirable move set. It doesn't help that selecting weapons and items relies on a slightly clunky method, where you flick left and right through different categories with the d-pad, and then scroll up and down to find the one you want. Under pressure, it's too much of a scramble and you'll find yourself wishing for fast access equipment slots for your favourite weapons." and "If it played just a little tighter, Apotheon would be brushing up against greatness"
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'It’s a pleasingly varied arsenal with a wonderful associated vocabulary, and yet it’s difficult to navigate and in actual combat the blows and parrys aren’t nearly as satisfying as they need to be. Picking your weapon involves selecting a number key and scrolling to the correct weapon if you’re on mouse and keyboard, or tapping on the D-pad and scrolling if you’re on a game pad. It’s clunky and time consuming, meaning I ended up just trying to make sure I had broadly useful weapons and potions selected in each category because selecting the right thing often took more time than was feasible in combat. " from Rock, Paper, Shotgun
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I never said the game sucked. I said it needed work on the fighting mechanics. Looks like I'm not the only one who thinks that.
This right here sums up pretty much what was intended with the combat system design. The fact that you have to adjust your own position in relation to your enemy's position, the type of weapon youre using, and other environmental factors is what we think makes the combat interesting. It's not a "click button to sword" type of game. Simply hitting an enemy is a learned skill, and not just a given. The combat is awkward because being good at it takes some time and learning, and practice. We tried to capture some abstract essence of real fighting, which is awkward and clumsy sometimes. Sometimes you miss. Sometimes a strike isn't at critical as it couldve been if youre opponent wasnt dancing all over the place. It takes some practice to figure out when to strike and where to stand.
We understand that the combat system isn't for everyone. Some people want straight forward "if enemy is in front of me, and I attack, I hit enemy" type mechanics that are more common in these sorts of 2D combat games. Some of these reviews reflect that. And some make other valid points with problems in regards to UI or 'feel'.
But the problems youve voiced are essentially the combat system working as intended.