Technically speaking, on PS4 the only noticeable framerate issues I've had has been with most busy and detailed cinematics, the game itself has played smoothly for me when no other applications have been running in the background, which is genuinely impressive given the visuals and scope of it all.The Witcher 3: Wild Hunt Language availability
The characterisation and writing is just brilliant across the board, and the natural lighting and general aesthetic attention to detail is pretty bloody extraordinary. I even sort of like how sometimes slightly uncooperative your trusty steed Roach can be, it gives him that bit more personality. Gwent is fun in its own right too, hoping to rake in some coin with that at some stage (though will probably get my arse handed to me then!). The world really is beautiful to look at and listen too, and I'm finding myself not wanting to fast travel at all. although I wouldn't try and tackle the harder settings myself just yet that might be a touch too infuriating.Īs for the rest of it, the proper flesh & blood of RPGs, the presentation and storytelling is just absolutely amazing. I think it's a good thing to have to really consider whether you can feasibly take those enemies up ahead on, or should just avoid them till you're stronger, that adds a strategic element, and it'll give the game added satisfaction longevity for yous too, it'll feel far more rewaring in general. It should feel reasonably perilous, that adds to the overall sense of adventure, and whether that's through trying to adapt to a slight sense of clunkiness (controlling a kind of knight decked out in heavy armour should be a little bit clunky! haha) or just a mad difficulty curve in general (like Demon's Souls, for me), you should persevere on normal, just as the designers intended for most players, especially given how wonderfully helpful the save system is on this, and the easily skippable cutscenes and dialogue. The 'just story' setting may well be the best way to take it all in with a bare minimum of gaming frustration to interrupt the narrative flow, but unless you really are utterly unable to progress after 30+ goes at a certain part, I wouldn't recommend that approach at all. Only managed to kill the griffin after like 7 attempts or something, but it's the first Witcher game I've ever played though, so I was expecting a challenge of some sort, and am kind of glad I'm not just breezing through it all. It's just a completely different process.īeen playing this for a few hours last night, on the normal setting. It all eats at the games performance, so they don't really know how well a game will perform if they give or take any of these modern elements. Today is different, as there are so many more different assets involved like pixel shaders, advanced lighting etc. This method is counter-intuitive, and this model actually has more polygons than Mario's model used in Mario Sunshine, a gen above this. Notice the floating cuboid sections that make up his limbs. Here's a pic of Mario's model from Mario 64 for an example of that. They were then improved on later as development went on. Models were built in sections, or blocks, and pieced together at the joints.
The reality is, every game gets downgraded in the optimisation stages.īack in the day, when devs only worked on the actual game model first, the process was very different. They may still be rendered in real time, but they aren't the same LOD model as the in game one you actually use when playing the game, so when people eventually see that, they just think its been downgraded. Whenever they want to quickly showcase a game in production, they just use these high def models that get used in cut scenes. The difficulty lies in making a model that looks detailed, but is lower poly. They can just model something in high fidelity and port it to a game. The reason for all these games looking the part in the early stages these days is simple: devs now have the same kind of modelling tools to produce assets that are on the same level of big budget CGI film. Pity the game was shite despite how good it looked. It's one of the only few examples of that happening. The reveal trailer for The Order did end up being the actual game though, or at least looking exactly like the reveal.