Yeah, I still like it, but it did open a bit too much. And the whole snowy area was annoying as hell with all the mines and the archers on buildings and eh.. It was a chore to go through, especially when taking a break and coming back, forgetting about the mines and just losing health just cause.
The map design is good, apart from some ridiculously long ladders and slow elevators. Exploration is much more satisfying thanks to it's no map nature just like proper Dark Souls game.
BUT the mentioned snowy area is one of the most trolliest moments in gaming, DS2 Blight Town was walk in a park compared to this bullshit. It's like the designer's only objective was: "I WILL MAKE THEM SQUIRM!"
EDIT: I saw one stream from this area after beating it and apparently they nerfed the mines damage, making them fewer and also much more visible.
Well I'm still on release version and will stick with it for the original intended experience
* Slight adjustment to the invincibility frames during Wuchang’s get-up animation after being knocked down. This is to prevent players being punished during the get-up animation and to improve the game experience at early stages of the game.
* Sped up Wuchang’s healing animation slightly to ensure players have enough time to heal. The recovery animation after drinking can now be cancelled with a dodge, enhancing the strategic element.
* Made adjustments to animations, values, and level design for certain NPCs and AI.
* Addressed the issue causing audio playback stutter on certain hardware models.
* Revised descriptions for some equipment, items and add/revise certain audio lines.
* Fixed an issue where certain keys could not be set in the key binding menu, and where some key changes could not be saved after re-binding, such as, left shift, left ctrl, left alt.
* Fixed the issue where the Buddha statue could disappear from the player’s inventory when force-quitting the game after it is placed in the Palace Hill of Chapter 1.
* Fixed an issue with the combo-based Benediction and Jade Pendant not functioning correctly in NG+ cycles.
* Addressed issues with certain terrain that can cause the player to become stuck.
* Reduced elevator waiting time and fixed the issue in Chapter 5 where the elevator may trap the player at its destination.
* Reduced impact resistance for some lower-level enemies.
* Fixed an issue where super-sampling resolution would apply incorrect parameters when using the highest settings on high-end machines.
* Other minor fixes.
Crash Fixes
* Fixed an issue where changing screen resolution under certain conditions could cause the game to crash.
* Fixed shader-related errors that occurred with certain NVIDIA graphics cards.
* Fixed a GPU crash caused by certain semi-transparent assets in extreme scenarios.
* Fixed a crash caused by unnecessary rendering calls in specific scenarios.
* Fixed a crash caused by GPU hangs under specific conditions.
* Fixed a crash that could occur with a certain probability at the end of map loading due to animation blueprint concurrency.
Finished it in 45h with lvl ~110, release version. Somehow managed to get the true ending without using any guides just by exploring and a bit of luck.
Thanks to the auto-evade spell it wasn't too difficult but still was fairly challenging.
Honestly? Overall a great game, one of the best soulslike ever, enjoyed it much more than Lies of Pi or Lords of the Fallen, heck even DS2
I finished it yesterday and it left me with a bitter taste. There are some nice bits, but there are too many underlying issues that take away from the experience.
BUT the mentioned snowy area is one of the most trolliest moments in gaming, DS2 Blight Town was walk in a park compared to this bullshit. It's like the designer's only objective was: "I WILL MAKE THEM SQUIRM!"
EDIT: I saw one stream from this area after beating it and apparently they nerfed the mines damage, making them fewer and also much more visible.
Well I'm still on release version and will stick with it for the original intended experience
I'm also still on an older version, since I don't want to have forced resolution scaling enabled. I don't know which version has nerfed mines. If I get hit, it's more than half of my health gone. Still, I had no problems with them. You can just dodge them. Once you trigger them, you can immediately dodge and there will be no damage. There was a really maddening part of that level there for me. I lost some 50.000 xp in the mines with that instakill status effect thing.
Game is getting review bombed, again. This time for the reverse reason than the last time.
1.5 patch changed the story to patter to the people that review bombed it in the first place, now people that don't like the changes are bombing it instead.
Really a wild ride, with this one. Good thing that I've no idea what is happening with the story, anyway.
Imagine being so dumb as to change the whole fucking game like that to some lesser version and not even letting you choose which version you want to play. Blowback is expected. If i owned it i'd pester steam for a refund.
Initial impressions were far worse, but it ended being a fun and memorable experience.
I went into it blind, no guides, (almost) no internet help. The whole game was played on 1.3 patch. No performance boost by forced DLSS, no censure. Hard mode encounters. But I did use no fall damage mod. Mainly for skipping elevator rides to the bosses.
Honglan was hardest boss by far. Not having enough tools, being early in the game, and not knowing mechanics was big hurdle to overcome, after that game was easier, but still challenging for some bosses. I used Long Sword/Axe for first chapter, then I moved to Spear/Axe. A few difficulties during the exploration, but besides that, progression was fairly smooth. I did miss on an early Axe by a silly mistake, and ended relying on Halberd for whole game. It's damage was low, but being able to switch to it on one mana was big. Its clash mechanic also made a few bosses quite trivial.
Area in fourth and fifth chapter were more on rails, and didn't have a lot to do in favour of exploration. They were brief enough not to dampen the mood too much, still I much preffered openess of previous areas. Secrets, different paths and wonders of exploration were the main highlight of the game for me. Initial open area, snow area with towers, even maze like jungle, were fantastic.
Story was bad, I've had no idea what was happening, or why I'm fighting some people. Likewise, the NPC's were a big mixed bag. Boatman, dragons, catholic priests. It felt like you needed to know Chinese legendarium to get something out of it. Funny thing was getting Sign of the Cross emote, which was refreshing and weird, and I ended up blessing everyone just in case. I missed two end game boss encounters. Both because of an obscure reason. It turns out that you must summon companion during a specific boss fight for the quest to continue correctly. I hate it when games do this. It's there so that you try to beat the game again, but in the end it only encourages playing with a walkthrough. One obscure dialogue choice, and you're down the path of bad ending. On the other hand, regular secrets are all fairly simple, no Soulslike secrets where you need to bash invisible walls.
Graphics are very high fidelity, but mostly souless and repetitive in design. A few areas did stand out, though. There were some performance problems early on, but they really went away for the end game. It's usually that starting areas are better optimised, not here. Music was also bad, but I must again say that it is exploration that brings this game really to the front.
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