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There’s a lot to be said about “The Witcher 2”, from a deep and involved story set in an intricately detailed fantasy world to the polished gameplay and hefty combat. It’s not a perfect game, but the criticism that can be levelled at it does little to drive it from the spot at as one of my favorites. In this review I’ll point out the things that the game does really well, and which I’ve really enjoyed, as well as the things that stand out to me as small blemishes on an otherwise great experience. I’ve read plenty of game reviews where determining if the game is recommended requires reading all the way to the end. I wouldn’t be able to do that here even if I wanted to. This game gets an easy recommendation. As the Xbox 360 version of the game and the upgrade to the “Enhanced Edition” for PC came out on April 17 2012 I suppose I could call this a 2012 game of the year candidate. Though I didn’t play the original PC version in 2011, I think it’s fair to say it was up there with Skyrim and Deus Ex: Human Revolution as one of the best of last year as well.
categories: game, story, xbox 360, reviews, port, assassination, conspiracy, quick time events, the witcher 2, sequel, assassins, kings, enhanced edition, customization, action, rpg, mature, sex, nudity, stealth, choice, gray area
I'm really looking forward to this game. I think the art direction looks good and I think the gameplay looks solid. That said, the real reason I'm starting this thread is to rant about one thing I'm seeing in the videos that really kind of bugs me. It's the contextual highlighting. It's causing something of a stir on the official channels as to whether it should be optional or configurable, and I have to say, I'm starting to agree with those who say it should be configurable ideally, or at least optional. As far as I can tell I've identified three kinds of indicator highlighting:
- Doors / Vents - These appear to have a permanent highlight regardless of player angle, so long as the player is close enough. "Close enough" is defined as something around 20 feet away, as far as I can tell.
- Boxes / (Other Items?) - These appear to have a highlight when the player is within the ~20 foot distance, but are also only highlighted when in the approximate area of the crosshair. I would say about the middle third of the view horizontally, and about the middle third vertically is the approximate area in which the items will highlight
- Enemies do not appear to highlight, but instead the crosshair turns red when drawn across them.
categories: game, contextual, highlighting, dumbing down
We have fully entered the age of Downloadable Content (or DLC) for video and computer games. Developers can now continue to deliver on the story, give us new missions or maps to play on, new items and weapons, or even put armour on our horse. There is often a price to be paid for this content. Is it worth it?
categories: game, commentary, gaming, dlc
Compiling a map with regularly configured VRAD can cause some problems. This guide should help you avoid some of them.
categories: tutorial, source engine, lighting, shadows, configuration, static, prop, compile
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