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1) Fixed (11/18) After defeating War in the tutorial, when the game transitions to the new zone (after the cutscene and movie sequence), it seems that the game is being locked to 30fps (it's still outputting 60fps, but it is most definitely not rendering 60fps). At first I thought it was simply a performance issue with the little glade where you enter (it's been spruced up quite a bit), but the degradation persists as you play on into Tri-Stone; to restore 60fps, all you need to do is exit back to the menu and select Continue (you don't even need to quit and relaunch the game). I was able to verify that this also occurs for the transition to the second world zone (after the cutscene and movie at the Tree of Life), but it doesn't occur for manual transitions (when you take the portals to travel to the other zones) or when in-game V-sync is disabled.
2) When selecting a save file to load after launching the game, a short sequence runs with a recap of the latest story point, and partway through it, the audio suddenly gets environmental effects applied to it. This seems to correspond with loading (as soon as the little blue icon fades, the reverb kicks in), and it isn't something that occurs in the original game.
3) The game appears to be using the same texture filtering as the console versions (anisotropic 2x?). I can understand not wanting or being able to add new options to the menu, but maybe the default level could be increased on PC to 4x or even 8x (I can't remember the last time a game had such a low default when the setting itself wasn't customizable)? (Of course, it's still better than the original regardless.)
4) IIRC, in the controller interface, it's possible to rotate Death in the inventory screen (and maybe the character screen), but this is something that was never added to the keyboard and mouse controls. I don't think A or D have any use inside the menu screens, so maybe they could be used for rotating Death left and right?
5) Also, I believe it was possible to zoom the overworld map in the controller interface, but this could never be done with keyboard and mouse. Maybe the scroll wheel (or - and =) could be used for zooming in and out on the world map?
6) I've been seeing quite a few chests that are only spawning gilt when opened. It doesn't necessarily seem broken (most chests do still give loot), and I know there are supposed to be changes to cut down on the quantity of "junk" items that get generated, but there are enough chests that haven't given me any items (just in the first world zone) for it to be noticeable. I honestly can't remember exactly how it was in the original game, so I'll just say that it feels lame when you get a chest that doesn't give any items (and then it keeps happening).
7) It seems that the border color for possessed weapons (around the item icon in the inventory screen) was changed to a light golden color from the heavy orange of the original. In practice, this is making it difficult to distinguish between possessed weapons and normal weapons (which have a white border). The additional highlight (when the weapon is equipped) is still the old deep orange, and they also appear orange in the shop interface, making it possible that this wasn't intentional (also, none of the other item colors appear to have changed). Regardless, I think the old orange worked much better (it took me a while to realize I had even picked up possessed weapons, as they just weren't visible in the inventory).
http://steamcommunity.com/sharedfiles/filedetails/?id=552091205
8) In the character and inventory screens, when playing with mouse and keyboard, trying to scroll any of the text boxes (for descriptions) using the scroll arrows (they don't really show up, but they're there) is comically slow. Since the mouse wheel doesn't work for scrolling anywhere in the game, you always have to click on the thumb and drag it around to finish reading a description. (The scroll bar arrows do appear to work normally in the stats and move list screens, however.)
9) In the skill screen, it's typically not possible to scroll skill descriptions using the mouse and keyboard controls. Although you can highlight different skills (using the arrow keys or mouse), attempting to manipulate the scroll bar in the description box clears the selection (which clears the description). The only way to scroll a description here is by first bringing up the pop-up menu, which requires you to first have a skill point (as long as the menu is open, the selection is locked, and you can scroll the description). This is a longstanding issue with the keyboard and mouse interface (it's never worked right).
10) In the shop screen, when using the mouse and keyboard controls, there are large buttons corresponding to the controller button icons that don't quite work right (they're just large empty squares). The buttons next to the Buy/Sell tabs (corresponding to the LB/RB icons in the controller interface) do toggle between Buy and Sell when clicked (the same as just clicking on the tabs themselves), but the button next to the item categories (corresponding to the RT icon) does nothing when clicked and actually steals focus from the item list, making it impossible to navigate the list using the arrow keys (you have to restore focus to the list first by switching categories or clicking one of the items). This is an issue from the original game, but these buttons have always annoyed me, and it would be nice if at least the useless RT one could be removed (there is no LT button for whatever reason).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090896
11) In the store interface, when using the mouse and keyboard controls, if you click on an item to buy or sell but choose No in the confirmation dialog, the item list loses focus, meaning you can no longer use the arrow keys to navigate up or down the list of items (you can restore focus by changing categories or clicking an item in the list with the mouse; the arrow keys are useless until you do so). This doesn't occur if you click Yes in the confirmation dialog, however (presumably because it automatically re-selects the first item in the list). It would be nice if clicking No in the confirmation dialog could restore focus to the item list so that the arrow keys can continue to be used for navigation.
12) When navigating the chronicle with keyboard and mouse controls, if you hover the cursor over one of the category buttons at the top of the screen, it highlights. If you move the cursor left, right, or up from the button, it loses the highlight (as expected); if you move the cursor down, however, the highlight remains (even though the cursor is no longer in a position where clicking would activate the button). In practice, this means that a lot of the time two buttons are showing up as highlighted (the active button, and the one whose highlight is stuck because you hovered the cursor over it briefly) when working in this screen (it's quite a frequent occurrence to have the inventory and skills buttons both highlighted when I'm managing inventory).
13) The health and wrath per kill weapon properties sometimes fail to proc when killing an enemy (you don't gain any additional health or wrath). After a little testing, I believe this may occur when the fatal damage comes from the elemental damage property on the weapon (instead of the basic attack damage). I'm not sure if this affects any other properties, nor how it may impact the effectiveness of the weapon in general (when compared to a weapon that has no bonus elemental damage).
14) When activating the radial menu using keyboard controls, it would be nice if hitting Tab again would work to dismiss the menu. Sometimes during combat it gets brought up accidentally (if you hit Tab instead of 1 when trying to use a health potion, for instance), and although you can dismiss it by clicking as long as none of the buttons are selected, it's more often that one of the action buttons will have been highlighted (since you weren't intending for it to come up), forcing you to use the Esc key to dismiss the menu (there's no other way to get out of it that I'm aware of). Since you have to move your hand to hit Esc, this means you will get thrown back into combat while still needing to reposition your hand to be able play effectively; if Tab worked to also dismiss the menu, you wouldn't need to move your hand at all, allowing you to more easily continue on when the game un-pauses.
15) When hanging on a wall ledge, some of the abilities in the radial menu are displayed as active (meaning they should be available for use), but selecting them doesn't actually do anything (this occurs at least for Reaper Form and Soul Splitter). This doesn't have any significant impact, but it can be confusing when you acquire the Soul Splitter ability, since you may try to cancel it while one of the spirit forms is hanging on a ledge (and it just won't do anything until you switch to the other form or return to the ground).
16) When Achidna's Fangs are equipped, any attack that scores a critical (from scythes, the claws, or even gun weapons) will restore a portion of health (unlike health steal, wrath steal, or some of the other unique properties, which only apply to the weapon being wielded). This gives you free healing in the event that you don't often use secondary attacks (not that it can really compete with health steal, which still feels overpowered), as well as provide some benefit during the gun sections on Earth and in the DLC (Gorehammer criticals can basically give you full health).
17) When a scythe has health steal or wrath steal, performing an execution completely refills your health or wrath (whereas most attacks return only a small portion corresponding to the damage dealt, this just seems to exploit the way executions are done behind the scenes). I think it's one of the main things that really destroys late-game balance (once you reach Level 18 and start getting these weapons, a lot of the challenge of the game is just over if you pair them with high execution chance).
18) When Ghorn is killed in the Crucible (he appears in Wave 24), he gives the Mace Maximus weapon (the same weapon received after killing the "real" Ghorn in the Scar). The level is low enough that I don't think handing out multiple copies of it necessarily matters, though it is a bit odd to have the item description window pop up in the middle of a Crucible fight.
19) When riding an elevator, the camera focus doesn't update as Death moves up or down. This means that when an elevator descends the camera quickly shifts to looking straight up, and when ascending, the camera soon points straight down. This is a minor annoyance with mouse-look (I'm not sure how it behaves with a controller) as you have to constantly fight to counteract the automatic motion (or just let the camera point at nothing until the elevator stops). (Focus mode actually performs reasonably here, keeping the view updated without too much jitter, but you can't look around this way.)
20) If you click the left and right mouse buttons simultaneously when playing with mouse and keyboard controls, the game begins to behave as though the right mouse button were being held down (meaning you continuously perform charged secondary attacks). Even if you're in one of the menus when you click the buttons, it will still occur once you've returned to the game, and you need to click the right mouse button again to get it to stop (you may also need to click the left mouse button to restore the ability to make basic attacks); I've had this happen several times by accident (it requires precise timing, but obviously it's something that can just happen when playing normally).
21) When the Black Demise unique scythes are equipped, using a wrath potion doesn't restore any wrath (wrath generation from all other sources seems unaffected). Healing potions continue to function normally, but you need to switch weapons to be able to use wrath potions again.
22) After obtaining Death Grip, whenever you approach one of the hooks, you have the ability to use it even when Death Grip isn't active (the prompt appears automatically, and the glow around Death's hand changes to show that it's temporarily active). If you don't use Death Grip when prompted this way, however, the glow often sticks around permanently regardless of the active ability (if you have one of the portal abilities active, you actually get the glow from both, and if you use Soul Splitter, the Reaper statue has a glow on its side around where Death's hand would normally be), requiring you to manually swap to Death Grip and then back to get rid of it.
http://steamcommunity.com/sharedfiles/filedetails/?id=567450324
23) Although the online functionality was removed, the Tomes Shared stat is still listed in the stats screen (I don't think it's tracking anything anymore, so it will always be 0). A count for the number of enemies killed with guns would have been a neat substitute.
24) When using keyboard and mouse controls, after learning any of the Harbinger skills, the ability bar starts showing up (above the mini-map) during combat, even though it serves no purpose (unlike the controller interface, there's no way to set the abilities that show up here, and the buttons it shows for the four slots can't be used to activate the skills).
25) When fighting the Avatar of Chaos, if you bring up the pause menu during the cutscenes between the fight's stages, the boss health bar reappears and stays there for the whole cutscene (it gets hidden when the scenes start, and it normally stays that way until they end).
26) After clearing the Crucible, when you're climbing the last column on the way to face the champion, there is no texture where the vines meet the wall (you can see the end of the vines snaking out, but the walls are just black there).
http://steamcommunity.com/sharedfiles/filedetails/?id=568523012
27) The unlock screens for the DLC campaigns are showing up again after defeating some of the later bosses in New Game+ even though they're always accessible in the second playthrough (you can start them at any time).
28) At some point past Level 22, the Midas Touch special ability of Belial's Trident starts affecting all heavy secondary attacks as long as it's in the inventory (any successful heavy attack has the chance to give extra gilt). (I'm not sure of the exact level where it changed, but I know it doesn't happen in the first playthrough.)
1) During the introductory cutscene at the start of the game, there's a certain formation of ice crystals that is causing unusual highlights that show through the terrain (any part of the terrain that obscures the model is showing a bright outline corresponding to the obscured portion). This makes the starting cutscene look a bit odd at certain moments (there are just these impossibly bright sections of terrain as Death is riding into the wastes; at first I thought it was a shadow bug, but it's actually these crystals bleeding through the terrain). There is also one group of these crystals in the playable part of the level that displays the same issue (as you move the camera, any time the model is obscured by the terrain, it will cause a white glow on that terrain).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090860
http://steamcommunity.com/sharedfiles/filedetails/?id=552090874
http://steamcommunity.com/sharedfiles/filedetails/?id=552090837
2) When approaching the Fortress at the beginning of the game, a few of the steps on the right side are untextured (the vertical portion of step is just a black band). Not a big deal at all, but it was a sad little detail to have right at the start.
http://steamcommunity.com/sharedfiles/filedetails/?id=552091189
3) During the cutscenes at the end of the tutorial, it seems that any time the camera is focused on a character, frame rate falls by a significant amount. Almost everything holds at a steady 60fps (even the action sequences), but when there's a close-up of Crowfather or Death, the game seems to struggle (it looks like SSAO is really doing a number on the sequences here). This is something that comes up in various sequences throughout the game (during cutscenes or conversations when there's a close-up of a character model); this is just the first.
1) Fixed (11/16) Outside the Drenchfort, there are several large corruption growths that are floating in the air. Because the models are only textured on the exterior (the interior is just transparent), you just see a broken model floating above you.
http://steamcommunity.com/sharedfiles/filedetails/?id=552090723
2) Fixed (11/16) Similar to the above, there's more corruption growths floating in the air above the small glade where Oran is placed. Luckily, they're far enough away that they don't appear to show up in any of the cinematic sequences, but they're still visible as soon as you look up (again looking awful, as you can see through into the interior of the model).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090741
3) Fixed (11/16) And yet again, there's a corruption growth near Blackroot's location that is placed in an awkward spot, allowing you to see it floating in the air when riding back from the Drenchfort (it's too high up). Additionally, there's a small mass of corruption on the little cliff close by that is just hanging in mid-air (it's too far out).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090767
http://steamcommunity.com/sharedfiles/filedetails/?id=552091035
4) In the Drenchfort, in the first room where you need to dislodge one of the spheres to unlock the door granting entrance to the main part of the fort, there are a couple of rock formations floating in the sky. The first is directly above the corner of the room opposite the barred door. The other is actually unloaded most of the time, but if you climb up to the shadow bomb and move the camera around, you should see the other formation load in across the way (it will load in and out as the camera moves around, along with the previous formation).
http://steamcommunity.com/sharedfiles/filedetails/?id=552091061
5) Also in the Drenchfort, some of the foliage here keeps cycling between the different shading (the monotone shading used before the objective is complete and the colored shading used afterward). This cycling happens as the camera moves (either from moving the character or just manually looking around), causing the foliage to flicker (it just goes back and forth between grayscale and color). This issue affects several parts of the dungeon, though it's easiest to see in the room just before the main chamber (with the ball you need to blast down to unlock the door), and it happens both before and after the grading changes (from restoring water flow).
6) After completing the quest to restore Oran's legs and arms, he reassembles and stands up, but there seem to have been changes made to the glade where he's located and he actually floats above the ground now (he appears to snap back to the terrain during cinematic conversation, but in normal gameplay he's just floating in the air).
http://steamcommunity.com/sharedfiles/filedetails/?id=552091021
7) Fixed (?) When getting the first heart stone in the Foundry, there's a small pit filled with lava where you need to activate and ride a construct to progress. In the center of the pit is a large group of corruption growths with a bunch of untextured surfaces (the crystals themselves are fine, but the black sludge has no textures). Surface shaders are still running, though, so it does look especially weird.
http://steamcommunity.com/sharedfiles/filedetails/?id=552090789
8) On top of the large dam structure in the Foundry, there are columns to either side that aren't capped, letting you see through into parts of the model interiors (it's especially noticeable on the lefthand side, as there's a place where you can actually see outside the level).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090960
http://steamcommunity.com/sharedfiles/filedetails/?id=552090989
9) After waking the Guardian in the Foundry, the Tri-Stone area permanently changes, and there are a couple of trees that are left just floating in the air (the one to the left is actually always there, but it seems to have different rules for loading and isn't visible from as wide an area as the new one).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090807
10) If you return to the Foundry after waking the Guardian, there's a small passage that opens up off the flooded room that doesn't load until you get close (you just look out into the skybox). (You have to take the farther tunnel; the near tunnel leads directly into the room, and it will have loaded by the time you emerge.) Even after it finally loads, the lighting for the far wall never loads in (the door left standing is mostly black with some awful banding across its surface).
http://steamcommunity.com/sharedfiles/filedetails/?id=552090914
http://steamcommunity.com/sharedfiles/filedetails/?id=552090932
11) In the Scar, there are a few groups of constructs that are visible before they spawn (they appear to just be sticking out of the ground), and whenever their spawns do trigger, it seems that you're immediately able to execute them (they spawn in with the indicator already flashing overhead) even though they appear to have full health.
12) When mounting the chain of one of the rideable constructs, as the camera shifts to the new view, sometimes the construct is made translucent and remains that way until you remount it or otherwise force it to be redrawn (it doesn't affect anything, but it looks strange when you return and can partially see through the construct).
http://steamcommunity.com/sharedfiles/filedetails/?id=555991315
13) In the scenery to the east of Tri-Stone (past the blacksmith's terrace), there are some rock formations that have a visible gap (the farthest formation doesn't extend very far down, so you can see it floating with part of the skybox underneath).
http://steamcommunity.com/sharedfiles/filedetails/?id=560037630
14) Along the path to the Foundry, a couple of the rock formations off to the east appear to have some sort of texture defect (there's some colored marks across one of the surfaces that don't look like they should be there). It doesn't have a significant impact here, but I don't know if these models are used anywhere else in the zone (where it actually could be more noticeable).
http://steamcommunity.com/sharedfiles/filedetails/?id=560037700
15) After clearing the Foundry, if you pass through the Forge, part of the exterior rock wall is loading into the lava pit (you can see it pop in as you get near if you're coming from Tri-Stone). It looks like it's just the exterior surface (all you see is a flat plane with a rock texture on one side extending from floor to ceiling), and it doesn't seem to happen prior to waking the Guardian.
http://steamcommunity.com/sharedfiles/filedetails/?id=560037664
16) If you attack the training dummies in Tri-Stone with weapons that have elemental damage or special properties, it's actually possible to kill them (they can no longer be targeted). (Strangely, you can never see them take damage, but they eventually just die anyway.) This can make it difficult to test out some of the unique weapons (once you kill all the dummies, you have to quit and reload or fast travel to get them to respawn).
17) Just past Vulgrim in the Weeping Crag, there's a spot at the base of the waterfall that you can jump down to. If this is the first time in that playthrough Death has entered the water, the tutorial text for swimming comes up, but the substitutions don't work (instead of seeing the RMB icon and Space, it just has BADREPLACE:CMD_SWIM_DOWN and BADREPLACE:CMD_SWIM_UP, presumably because you can't actually use swim controls in this spot).
18) To the right of the entrance to the Verdant Hollow, there's a tree that's floating way up off the rocks there (it doesn't look so bad when the corruption's still there, but it all gets cleared away after the Guardian fight, leaving the tree just hovering in the air).
http://steamcommunity.com/sharedfiles/filedetails/?id=567450180
19) In the cave through the small well in the Charred Pass, the lighting for the ceiling looks pretty bad (some sunlight from the surface is bleeding through, and then the ceiling and upper part of the stalactites just turn black).
http://steamcommunity.com/sharedfiles/filedetails/?id=567449971
20) To the right of the small well in the Charred Pass, there are some pillars next to a small tree that you can jump on, causing you to get trapped if you fall down behind them (you need to fast travel or quit and reload to get out).
http://steamcommunity.com/sharedfiles/filedetails/?id=567449962
21) Just west of the pass leading to the Scar, there's a large fallen tree, and it's actually possible now to walk underneath its base, allowing you to get to the edge of the level (if you fall off the map here, the game will eventually decide to just kill you, which counts as a combat death).
http://steamcommunity.com/sharedfiles/filedetails/?id=567449947
22) Once you get to the entrance of the Cauldron, you can no longer actually see the volcano. You can hear it, and the flaming lava rocks streaking through the sky visibly come from where it used to be, but there's just nothing there now (you can still see it in the distance when you're farther away, and it does reappear once you enter the dungeon).
http://steamcommunity.com/sharedfiles/filedetails/?id=567449985
23) After lifting the cap on the Cauldron, the lava visuals inside it and under the grate leading off toward Tri-Stone get enabled, but it appears to just be standard lava now (instead of pooling in the center and flowing off to the west, it just bubbles and shifts around like the normal tiles).
24) Passing through the entrance of the Shadow Gorge, there's a small crevice in the rock wall there (behind the second set of small bushes on the right side) that will cause you to get trapped in a falling animation if you get too close to the wall corners (there are two spots; the one to the right can actually get Death to partially clip through the map, though he doesn't seem to fall all the way through).
25) In the hallway leading to the room with the lever to unblock the water flow on the western side of the Drenchfort, there are a couple trees that are floating in the corridor (they just clip through the ceiling). As well, there are a few trees in the scenery just to the north (visible through the large hole in the wall and from the lever room) that you can see are also floating in the air.
http://steamcommunity.com/sharedfiles/filedetails/?id=567449645
http://steamcommunity.com/sharedfiles/filedetails/?id=567450025
26) When leaving the Drenchfort, you can see that the lighting for the rocks of the pass leading to the fort doesn't get loaded in until you get fairly close (all through the passage out, you just see a wall of black rocks ahead of you). (It actually does load if most of the rocks are offscreen to the right, but it's unlit at most angles when you're far enough away.)
http://steamcommunity.com/sharedfiles/filedetails/?id=567450010
27) In the central chamber in the Shattered Forge (where you find the chest with the hammer), the bottom of the underwater section appears to be completely dark (there's no lighting on Death or the terrain when you swim down there). (All the other underwater sections in this dungeon have normal lighting.)
28) At the northern end of the central courtyard in the Nook, there's a large tower in the scenery off to the west that doesn't seem to have any lighting (although the rocks and trees around it are lit, the tower itself is mostly dark).
http://steamcommunity.com/sharedfiles/filedetails/?id=567449789
29) Outside the Scar, to the right of one of Oran's limbs, there's a section of the rock wall that doesn't have any collision, allowing you to walk outside the map (you can get to the edge of the level this way, and if you fall off, it will count as a combat death when the game finally kills you).
http://steamcommunity.com/sharedfiles/filedetails/?id=567756690
30) When going to collect the final heart stone in the Foundry, in the chamber just to the south (where Kharn throws you over the gate), there's a hole in the ceiling that doesn't have any lighting. At certain camera angles, some lighting does load in (there are supposed to be rocks up there), but most of the time it just appears to be a black void.
1) In the second world zone, there are a number of puzzles that require using rotating lanterns to activate and deactivate certain doors and devices. Often, rotating the lantern won't correctly activate the appropriate object on the first try; you need to rotate it at least once more and then return to the intended direction for it to register (occasionally, you have to do this multiple times to get it to work). This was an annoyance in the original game as well, and I've already had it happen three times in the Arena (the very first place the lanterns are encountered) in this re-release (I can't remember if you can actually trap yourself this way, as sometimes it also fails to deactivate whatever you rotate away from).
2) On the ride to Serpent's Peak, just as you cross the bridge, there's a group of floating rocks and debris in the scenery to the right that has bad loading behavior. When you get close, the debris disappears entirely, and as you continue west, one of the large rock formations vanishes as well (normally I wouldn't bother, but both of them also get unloaded when most of the upper portion is offscreen, leading to some blinking when you're just running past using mouse-look).
http://steamcommunity.com/sharedfiles/filedetails/?id=552091226
http://steamcommunity.com/sharedfiles/filedetails/?id=552091238
3) After getting the quest to defeat the champion in the Gilded Arena, leaving the arena causes the map marker ("Summon the Arena's Champion.") to show up in weird places (it seems to depend which objective you're on). (After placing the first animus stone, for instance, if you warp to the Tree of Death, the map marker for the quest shows up on the very left edge of the map instead of over the arena.) If you return to the arena, the map marker will begin to display at the correct coordinates again (but only for as long as you stay in the dungeon).
4) When collecting the final animus stone, when you go through the secret room that rotates around, the ceiling on that side isn't closed, so when you're ready to return, you end up seeing through the level in the corners.
http://steamcommunity.com/sharedfiles/filedetails/?id=552091259
5) Along the path to the Soul Arbiter's maze, there are a few rock formations along the west wall (and a couple on the eastern side) that are strobing while the camera moves (they repeatedly flicker, occasionally persisting even after the camera stops). This also affects one of the large floating formations (off the map to the south), which you can see flickering when you stand on the west cliff near Judicator's Tomb, as well as a few small formations north and east of the tomb entrance (these are all fairly noticeable as they continuously strobe while you're running around).
6) When traveling toward the Soul Arbiter's maze and around the Spine region, nearly all of the formations placed along the edges of the cliffs there can be scaled, letting you reach the larger rocks that have no collision (you just fall inside and get stuck). There's also a place immediately past the gate leading to this region where you can fall through the map by jumping on the rocks (which will count as a combat death once the game decides to kill you), and a couple corruption growths outside Judicator's Tomb where you can get stuck in a permanent falling animation (you get wedged between the crystal and rock and never land), forcing you to quit and reload.
http://steamcommunity.com/sharedfiles/filedetails/?id=553500535
7) When collecting the second soul in Judicator's Tomb, during the mini-boss fight with the Tormentor, I was able to finish the combat with an execution. Afterward, however, the boss health bar remained on the screen (showing full health), and it stayed there until I opened the chronicle (it was finally gone when I returned to the game).
8) Once you've gathered all the dead lords and return to the Eternal Throne, a cutscene runs where you're transported to the City of the Dead and given the Soul Splitter ability. After this cutscene ends, the ability to fast travel remains disabled, even after you've opened the gate to the city (you can even leave and wander around the zone, but you still can't fast travel). Exiting to the menu and reloading seems to immediately restore the ability to fast travel.
9) The Psychameron skybox isn't displaying correctly. Previously, there were jagged cliffs that could be seen in the distance, but in the re-release there are simply solid polygons intersecting the sky. (This is especially noticeable during the cutscene where Achidna is revealed, as the camera looks directly up toward the affected area when she's skittering overhead.)
http://steamcommunity.com/sharedfiles/filedetails/?id=556786470
10) The lighting for the exterior of the Eternal Throne (on the eastern side) is incredibly dark in the re-release. It's impossible to really make out any details on that side of the ship, and the darkness helps highlight the places where the ship doesn't fit together (there are gaps and large transparent sections where you can see through into some of the interior details); also, the terrain directly underneath the ship is almost solid black in one spot (it definitely looks strange when you go stand in it).
http://steamcommunity.com/sharedfiles/filedetails/?id=556805431
11) After clearing Phariseer's Tomb, when you need to summon Phariseer to exit the chamber, the tutorial text for ordering summoned dead lords to use highlighted objects remains on the screen indefinitely (even after you leave the dungeon). I'm not sure exactly how long it stays up for; dying or quitting to the menu and reloading will clear the text.
12) When first entering the Kingdom of the Dead and crossing the bridge toward Leviathan's Gorge, there's a floating rock formation off to the east that is visibly moored by two chains, but the chain on the left never appears to be attached to the rocks (from nearly every angle, you can see it just floating on its own). (Also, if you go far enough south and look back toward the chains from the cliff edge there, you can see a couple doors just floating down there.)
http://steamcommunity.com/sharedfiles/filedetails/?id=561338206
13) In the City of the Dead, there's a particular wall decoration that has an awful low-resolution texture with a diagonal seam running through it (it also appears to have no normal map). Most of the similar props have decent textures of skulls or bones and such, but this one is just a blurry mess. It appears in several places, but it's easiest to see in the exterior section just past the elevator trap (where you have to outrun the ascending platform), as it's used along the walls there and on the spires off in the distance.
http://steamcommunity.com/sharedfiles/filedetails/?id=565393344
14) In the Gilded Arena, there appears to be a flat black polygon (a 2D plane) intersecting the roof of the entrance building, visible from the exterior sections of the arena (it extends out both sides of the roof but can't be seen from the inside). (It's easy to spot when scaling the walls around the arena, and its shape and size change as you move the camera.)
http://steamcommunity.com/sharedfiles/filedetails/?id=567450357
15) When moving to the eastern edge of the Spine (near where one of the relics is placed), if you look back west at the rocks behind the cliffs there, you can see that there is no lighting for them (a large section of the rocks there are just black).
http://steamcommunity.com/sharedfiles/filedetails/?id=567450346
16) Near one of the large floating rock formations in the scenery off the northeast end of the Spine (across from the entrance to Judicator’s Tomb), you can see a chain prop that seems to just be floating in the air (it doesn't appear to be attached to anything). (The formation is moored to the nearby rocks with a strand of corruption, and the chain hovers just above that.)
17) After killing Gnashor in New Game+, the chest that spawns in the arena is empty (in the first playthrough, it gives the Chaos Fang scythes). (To my knowledge, this is the only empty chest in the game.) It should probably just drop random treasure, though it could also give another copy of the scythes (they level up with Death now, so they'd still be useful if you didn't keep them from the initial playthrough).
18) When collecting the second soul in Judicator's Tomb, the doorway outside the room with the key (required to open the way to the tower) doesn't have any lighting when the door's not open (you can see it load in when you open the door, and then it gets unloaded when the door closes).
19) After defeating Achidna, when Death performs the execution (in the cutscene that starts at the end of the fight), it looks like a gray rectangle is showing up (along her abdomen and chest) instead of the expected wound as she falls (there does appear to be blood when Death strikes, but it's just a solid gray patch by the end of the sequence).
20) In the central chamber in the City of the Dead, as you take the open passageway to the west, the lighting for the pit in the corridor beyond loads in and out as you move the camera around (at some angles, it just turns black), which is especially noticeable when you need to bring the lantern through here and get it to the other side (since you need to put it down, jump across, then look back to grab it).
21) On the third floor of the City of the Dead, the entranceways to the north and south of the central chamber aren't correctly lit around the edges. At the northern door, the lighting does load in if you stand by the east wall and look west, but at most angles it's completely dark (even though there are light sources on either side of the door). And to the south, lighting only loads in while the door there is open.
22) Outside the entrance to Judicator's Tomb, there's a large black polygon (a 2D plane) loading in above the door when you get close (it spans the whole width of the entryway). (It loads from far enough away that you can see the entire thing pop in, though it isn't visible from inside the tomb.)
23) After taking a couple steps inside Judicator's Tomb, the lighting around the doorway is getting unloaded, and if you turn around, you can see that the terrain there and the edges of the entrance are turning completely black (rather than just matching the normal shadows in the rest of the area, there's no lighting at all anymore).
After further play (and with the latest betas), I haven't seen a lot of change in the behavior, though I've noticed that summoning ghouls and crows and using reaper form is a real catalyst for stutter (I'm not sure why, as the game doesn't typically stutter when just fighting things, even with the floating damage text and combo counter). Another example I encountered in the late game: during the Crucible, there's momentary stutter noticeable if I'm moving the camera around every time the counter updates, meaning every second without fail. Also, I've observed that the frame rate actually stays at 60 almost the entire time during gameplay, even when there's noticeable hitching in the action or camera response (indicating it really is just the old issue with frame pacing). (I have occasionally seen stuttering while traveling the map, but this seems to occur mostly in corridor-like areas, and I suspect the game is actually streaming level data, which to me is a forgivable place to deliver inconsistent frame times.)
However, even the original game seems to display much of the same behavior when I play it now. IIRC, the game may have actually been decent when first released, but issues quickly began after one of the initial patches that fixed the V-sync and added some graphics options (I remember the game shipped without the shadow quality setting at least). The last time I played the game (in late 2013), the stuttering issue was quite severe. I had a Radeon 5870 (1GB) back then, and it was necessary to utilize the common workarounds (basically use RadeonPro to either limit frame rate to 30, which completely eliminated the stutter, or alleviate the problem by setting the flip queue to 1 frame) just to be able to play the game. Now with a GTX 680 (2GB), the game basically seems to run at a locked 60fps, except there is still brief stutter, most common when something occurs that also causes the UI to update (essentially, the Deathinitive Edition feels about the same as the original version, except maybe a little smoother and a lot prettier).
Even if I turn off V-sync, the game seems to perform about the same (the frame rate obviously increases, but the pacing issues seem to persist as described above); the stutter does feel a bit briefer perhaps, but it's definitely still there. In any event, that's been my experience with the re-release so far, and obviously different systems are seeing different results (some better and some worse, it appears), but it seems clear that this version of the game retains the same frame pacing issues as the original.
I'm not sure if this matches what anyone else is seeing. This was really the one thing I was hoping they would be able to resolve in the Deathinitive Edition, and although it's unfortunate they don't seem to have been able to do that (at least not yet), I guess I'm lucky enough in that the game is smooth enough for me now that I can play without any external workarounds (I don't like using driver overrides, and I think the game is in a good enough state on my end that I'm not forced to do so).
1) Going through the Ivory Citadel, after clearing the first stream and moving to the western side of the tower, there seem to be a few spots that cause a severe impact to frame rate. When you drop down to the bottom floor of the central spire and go out to the platform (where the angel ambush triggers), looking back up at the spire causes frame rate to drop below 30. Then, running along the wall, when you climb up to the platform with the vertical wall sections that need to be raised and lowered as part of the portal puzzle, some camera angles cause frame rate to hover around 30. Finally, once clearing the second stream on the top level of the spire, if you stand by the portal and look back at the glowing orb, frame rate again plummets to under 30fps. (The game typically runs for me at a locked 60fps with V-sync on; this is really the only place during normal gameplay where I've seen such a drastic change in frame rate, and sticking around the affected regions here causes the GPU fan to spin up by quite a bit.) This appears to be consistently reproducible for me (even after clearing the dungeon).
http://steamcommunity.com/sharedfiles/filedetails/?id=554703474
http://steamcommunity.com/sharedfiles/filedetails/?id=554703597
http://steamcommunity.com/sharedfiles/filedetails/?id=554703646
2) When fighting the sycophants in the Ivory Citadel, if you get an execution on one of them, they can occasionally teleport just before you perform the execution, causing the resulting animation to play with an invisible enemy (the execution is successful, but you can't see the sycophant). It looks awkward when it happens (especially if you manage to get the cutscene version), and you're able to see that Death's animations don't quite line up right (it's also disappointing, as this is the only place in the game you get to fight them).
3) In the outdoor chamber just past the room where you fight the sycophants (with a portal and one of the glowing orbs), there are several breakable objects whose pieces don't seem to be affected by friction when you break them (the pieces just freely bounce and slide around, lasting for quite some time). (At first, I thought there was something here that was generating its own gravity, which would have been way cooler.)
4) Like the above, the breakable pots in the Death Tomb in Lostlight don't respond to friction, so they glide around the floor and slide down the stairs for a while (these pieces didn't appear to stick around as long, though).
5) At least when playing in a 16:10 resolution, white lines are showing up above and below the video played during the confrontation with the Archon (during the cinematic sequence after returning from the Ivory Citadel). The screen fades out to white before the video plays, and it appears the different ratios leave part of the white background visible for the whole duration.
http://steamcommunity.com/sharedfiles/filedetails/?id=556767717
6) The ledges at the northern edge of the platform at the base of the Crystal Spire aren't closed on the ends, which allows you to see through to the terrain and skybox (definitely a minor detail, though it can look odd when you're running past as the ledges are fairly sizable).
http://steamcommunity.com/sharedfiles/filedetails/?id=562911050
7) The lighting for some of the rocks near Vulgrim's location in Lostlight are strangely dark (the trees and smaller formations have normal lighting, but the larger rocks are much darker, turning almost black at the point closest to Vulgrim).
8) Just south of the bridge to the Crystal Spire, the rock wall bordering the small platform there seems to have unusually dark lighting (it looks strange when you grab the Book of the Dead page there, as the ground and surrounding details have normal lighting).
9) When going to collect the first part of the rod on Earth, after you pass through the small building near the courtyard where you arrive, there's some ruined buildings across the street that you can enter. The ceiling inside has no collision, so if you scale the debris here, you can see through the level, and there's a spot where you can actually jump outside it (though it looks like there are places you can walk out of bounds, there's no collision, so you'll just fall off the map and trigger a combat death).
http://steamcommunity.com/sharedfiles/filedetails/?id=570406631
10) After reaching the bridge when collecting the final piece of the rod on Earth, if you look at the first large hole on the lower level, you can see a window floating in the air there (the window has collision, so you can jump over to it, but you can't get back up once you do).
http://steamcommunity.com/sharedfiles/filedetails/?id=570406672
11) After reaching the third level of the Ivory Citadel, when you pass over to the eastern side and enter the small room there (where you have to jump down into a little pool), the lighting around the doorway is getting unloaded when the door closes (if you look back, the entire wall turns black; you can't even see the door anymore). (If you open the door again, the lighting will load back in, but only for as long as the door stays open.)
1) During one of the puzzles in Shadow's Edge, you need to have the two Soul Splitter forms pass a shadow bomb through a portal. When looking to throw the bomb into the portal, however, you can't really see the other form; all you see is the visual glow of that particular form's color. It still works correctly (the targeting reticle indicates that there's something there to aim at), but it took me a moment to confirm that I was seeing the other form (at first, I thought maybe I had left him standing in a bad spot, as the little purple smear wasn't really visible).
http://steamcommunity.com/sharedfiles/filedetails/?id=555021611
2) Inside the first room of the Black Stone, the scenery to the west is dominated by some large 2D props of rock and corruption that don't look very good (the resolution is decent, but the static corruption is especially noticeable because it doesn't have the shaders that run on the normal geometry).
http://steamcommunity.com/sharedfiles/filedetails/?id=567450474
Even loaded the Beta nothing changed.
I really want to play this game. I hope a solution can be found soon
There are some cosmetic and minor issues with some of the asset changes, but the only major issues are the combat crash and the lighting and performance issues introduced in the beta patches.
Obviously, I wish Gunfire had been kept on for a few more months to do some extra polish (since they're members of the team that created the game, they had the ability and skill to go in and actually do content changes), but the game itself is complete (and it's not any less playable than the original version).
They still need to fix the combat crash, the issue with lighting switching in and out in some areas (introduced in an early beta), and a performance regression (introduced in the last beta). Other than those, the game is in fair shape as-is (it's still the best version of Darksiders II, even if it's not perfect).
The original version of the game had worse issues. The save corruption issue (causing unavoidable stability problems), as well as the poor performance that the game is notorious for (which they've at least made effort to address in the beta patches, and will hopefully be resolved in the DX11 patch).
Deathinitive is easily the best version of the game. It looks the best, and it plays the best.