Highest Rated Comments


CyberP146 karma

They all are.

CyberP14 karma

"We'd like to get away from the D&D-style stats"

I'm going to need to hear more on this.

CyberP13 karma

Hello! Things are looking good for the future.

Feel free to answer only what you are comfortable with:

  1. How do you plan to innovate combat in terms of melee mechanics? The old simplistic ways still present to date in games such as Skyrim no longer cut it.

  2. Will interaction systems be based upon the improvements made in Arx Fatalis (the most advanced Immersive Sim in terms of simulated interaction IMO)?

  3. What is the final word on the magic system: UU interface rune clicking, Arx rune drawing, or something else?

  4. Do you intend to take simulated interactivity to the next level with UA?

  5. Is there anything from the original set of games that in retrospect you'd like to move away from? Puzzles, platforming, secret areas, NPC interactions, RPG systems, orienteering/exploration in a vast labyrinth, no handholding, simulation, I hope it all is retained, only expanded upon.

CyberP12 karma

I fucking KNEW it!

:D

CyberP11 karma

Devil May Cry doesn't exactly have "simple to control combat enhanced by flash animations". It is far more complex than traditional real time first person melee combat and the animations only follow player input (i.e there are no automatic takedowns when health reaches < 10% or whatever as in Skyrim).

People say that third person by default can do melee combat better, and I may be inclined to agree, but First Person games can do a lot more than the majority currently do, barring Blade/Chivalry as they are making some progress in that regard.

Anyway, yes, I want to see progress here: blocking & parrying actually being a core aspect of the combat, kicking (but not exaggerated as in Dark Messiah), grabbing, dodging, feigning attacks, jumping attacks dealing more damage but leaving you at risk as you recover...just throwing around ideas.