Played about 2 hours yesterday, there's a severe lack of polish and most gameplay elements take some getting used to (due to some frustratingly non-descriptive tutorials), but it feels like the potential's there for a really good game. Whether you want to drop $60 USD for some "potential" though is completely up to you.
In terms of polish, there are issues pretty much across the board. Poor facial animations, uneven voice acting (and strange inconsistencies with recording quality), translation oddities in text entries, the combat feels janky with its sticky lock-on and simple yet somehow unintuitive directional system, performance issues for some users and bugs and crashes everywhere. Crashes in particular are compounded by a non-standard save system which requires an expensive in-game item for a normal save and forces the user to rely on a chapter-by-chapter autosave system. Lost a bit of progress thanks to that.
I don't know if I can recommend it as of yet, the problems are pretty blatant and I'm not sure all the issues can actually be resolved, but as I said it definitely feels like the game can be really good, there's a foundation of great ideas here.
[QUOTE=RichyZ;53129262]combat probably should've just been something like chivalry but better honestly[/QUOTE]
that's what mordhau is going for
while i appreciate what they're trying to do with kc:d, they bit off a bit more than they could chew with the goal for realistic combat, and it definitely shows considering there are still a lot of inaccuracies present (the most obvious one being the fact that cuts are effective against plate armour)
overall it ends up being a misrepresentation of medieval combat tied to super clunky gameplay mechanics
This seems like the type of game that will be fare more enjoyable after the devs put out some patches. I sincerely hope that the developpers are actively working on fixing the bugs and also optimizing the performance a bit.
Also I laughed at the huge 21 gb day 1 patch.
That's fucking huge.
The claims that some questionable design decisions were made for the sake of realism seems disingenuous when you then see things like arrows giving off bright white tracers
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