First off, I love this game, loved TQ and look forward to the Xpac with excitement. However I do have suggestions for a few things.
When I picked this game up. I was very excited to find out you could use rifles/pistols and ultimately Dual-wield pistols. I really enjoy this type of gameplay from past experiences and movies just for the overall coolness and badass factor. I feel like those factors are lacking a bit with GD’s take on it. The Rifleman stance is about as basic and barebones as it can get. I would like to see a rifle butt move be integrated. I would like to see some type of lever-action maneuver built in possibly. I found it hard to believe there was no disengage/feint/roll maneuver in the entire game; seems integral to good ranged playstyle. The rifle animation is not bad, but its too repetitive and basic. Melee attacks vary frequently between several different animations, this acknowledges the fact that people are not robots that perform a task the same way endlessly. I would like to see this same idea implemented for ranged weaponry.
And now back to Dual Wield pistols. Have you ever actually looked at the character when they’re shooting two pistols? It just looks rigid, stilted and awkward if you even sidelong glance at it; again repetitive animations, the person(male characters anyway) just props themselves up as if a broom was surgically grafted to their spine, sits back on their heels and repeats the same lackluster animations over and over(like the aforementioned robots that we are not). Please I beg you rework the animations for Dual-wield ranged and 2handed ranged to look more appealing and less like automation. All this entails is adding a few different attack animations and making Dual-Wield pistols look cool the way they ought to. I realize this is not a crucial issue with the framework and fluidity of the game but nevertheless it is something that I would really like to see change for the better. For inspiration, I recommend watching John Woo’s Hardboiled Starring Chow Yun-Fat. Thank you for the great game. Please take this into consideration.
I don’t think base game animations need tweaking but it’d be nice if we get bows, spears and other stuff in the sequel
I’d love to fight zombies with Pitchfork
Guess it’s too late for animation tweakings… but yeah I think this has been a legit request from the community… so thanks again for reminding us… definitely a must have feature for future projects then…
@Chthon am playing a lot of witcher lately… so please put that pitchfork away I dont want it hurting my character:rolleyes:
A few tweaks maybe. For instance, Blackwood bow gives boost to panettis, a strange combination from the start but the animation is weird, frames alternating between holding bow and using both hands to cast. Would feel less ridiculous if the missile was cast with the bow attack animation in that case. Or if casting something like aether ray, the bow/rifle could be held in some kind of trail carry position in the other hand.
Likewise if holding wand/dagger offhand the offhand vanishes and reappears as the spell gets cast with the offhand. Some kind of casting animation with the mainhand would be nice without interrupting the offhand image, as though you are using the wand/dagger to cast the spell.
Anything to make the casting animations more fluid with equipped weapons.
Attention to little details like that would be a huge improvement for some item/ability combinations.
Character does look somewhat wooden with dual wield, and it gets exaggerated when firing downward, like down a flight of stairs. Character stands stiff as a board firing straight ahead and the discharge moves down the slope at an angle from muzzle.