Controls are terrible. Aiming with sticks is just retarded. Console derpas have no idea what aiming is. Add on top of that the input lag of 30fps, and it's really terrible. It was terrible for RDR1 too. We play these games despite terrible controls.
I don't think aiming with sticks is problematic, probably because you are barely playing console games.
It only bothers me when playing multiplayer games like CoD etc, but for single player I don't care. And I know what you mean, I had been confused when trying Quake 3 on Dreamcast and on PS2 back then, after playing these on PC for years. Confused as in : aiming the sky, aiming the ground, aiming the walls....
Then after getting used to it, I was almost as good as with a mouse.
That being said, the biggest problem isn't the controller, but rather the 30 FPS... Trust me, if RDR2 was 60 fps on consoles, controls would be much better.
60fps certainly helps, but it doesn't solve the inherent inefficiency and imprecision of analog stick aiming. I do use the controller on PC. Aiming is "almost" as terrible as consoles, and everything runs 60fps on my PC.
I died by a bear on the horse. I had so much ammo, I figured it's a matter of a few shots to the head by the shotgun. Sure, it might be, but you have to aim to the head first, and that's hard on horse (and off horse too).
It's not such a slow paced game when you have wolves, bears or multiple people on horses chasing after you
The point I gave up on was trying to hit a snake on horseback with a bow. ~10 arrows later, I figured it wasn't worth fighting a control scheme anymore
But if you hit it at the end then you can say to yourself, well .. not everyone can do it or have patience like me
It only bothers me when playing multiplayer games like CoD etc, but for single player I don't care.
Yeah, i'd never play something like CoD on a console, or ever really, but i prefer gamepad even on PC for games like this. GTA was fine and i'm sure this will be too.
I've set dead zone to zero, aim sensitivity to two notches below max and auto-aim off (I actually had more trouble getting headshots with auto-aim). I seem to be doing very well with the gamepad, considering I stopped playing shooters on consoles because I suck at aiming.
I like how I can flank people, the gunplay is great IMO. It feels awesome when you get to someone from the back and headshot him
I'm not really blown away by the game atm, I've played 2 hours or so, but I see why it's special. Everything has some kind of weight to it and it just feel correct, not gamey. My main gripe would be the NPC faces, not very good.
Looking at the graphics critically, they are somewhat a mixed bag for me. The coupling of strong art design and cool tricks, the engine is capable of delivering beautiful environments, for the most part. But the devil is in the details. Shadows are especially terrible in spots, and mediocre overall. Even coming from GTA5 and Assassins Creed Origins on PC, where much higher shadow techniques exist, this is really jarring to me. The so much praised dynamic penumbra here very easily breaks under close inspection: rather than truly blurred shadow map, they just render the same shadow map with lower alpha and some offset. In other places, due to the low resolution shadows overall, crazy artifacts appear where shadow should be. Vegetation, while overall well done, is often noticeably low-poly, making trees in particular look low quality. A tessellation pass on that geometry would have done wonders here. Something in the reflections is also very off to me. Not sure what it is. It seems to me the SSR implementation is at an odd angle, or at an odd offset, causing the reflection to appear very odd in my eyes. A tall mountain is reflected much shorter due to the angle. Coupled with the usual SSR visual nonsense at many camera angles, I am saddened that they chose to go with SSR. In GTA5, reflections were achieved by rendering the environment only into a very low resolution cubemap. They could have pushed this effect further by rendering also environment objects (such as animals and people) into the same cubemap.
In their quest to market this as a 4K title on both XOX and PS4P, so many concessions have been made, it's really sad. Had they targeted a much more easily attainable 1440p resolution, coupled with a good temporal anti-aliasing solution, many of the above mentioned concessions could have been resolved.
What especially saddens me is that this game and its artistic direction would shine on PC, where a much more powerful hardware exists, and the engine could be unshackled from these garbage machines.
What is likely unrelated to hardware is the regular Rockstar animation quirks which are very off-putting and in a world as well realized as this, create a very uncanny valley feeling. I am talking about the sudden animation chops, frame jumps, object pop into place, etc. Funnily, I don't remember these bugs in Max Payne 3—that was a very well animated game; clearly a lot of attention and love went into animating Max Payne 3, a game with much lower scope than RDR2. But regardless of scope, these issues are jarring to me. Setting a high bar for animation and world feel is a double-edged sword; by raising the overall quality of animation and transitions, their quirts are much more apparent. Out of all the bickering I can do on the graphics, these animation issues are the most annoying to me, and the most disappointing.
I've set dead zone to zero, aim sensitivity to two notches below max and auto-aim off (I actually had more trouble getting headshots with auto-aim). I seem to be doing very well with the gamepad, considering I stopped playing shooters on consoles because I suck at aiming.
Most important setting is aim acceleration, set it all the way to the right, since aiming is extremely sluggish on default setting, like in GTA5.
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