Post by triam505 on Jun 29, 2018 5:49:05 GMT -6
Overall really enjoyed the demo. Game recognized my PS4 controller, ran fine, and I didn't encounter any noticeable bugs.
Here are some notes and recommendations:
Cutscene lipsync:
I usually don't pay attention to lipsyncing and for the most part the cutscenes are fine. But Mirriam's constant 0-shaped mouthing is very noticeable. In that case, I would honestly prefer if there was no lip-syncing and the models interacted "telepathically" and without mouth movement. Having the just the 3D models on the sides is preferable to sub-par lipsync.
The mask removing hats and vise versa without notice:
Accessories interfering with each other without notifying you is annoying. I though that there was a bug that kept unequipping my items until I realized that equipping a hat removes my mask. I'm assuming the reason for that is because those items appear on Mirriam's model so there might not be a way to keep both of those equipped. But in that case it should give me a notification that what I'm trying to equip will unequip other items.
Visibility:
Admittedly this is more a fault with me as much as the game, but I walked past Lindsay, and the lever that opens the castle, twice before finally seeing them.
Lindsay just appears there at some point and she isn't placed on my path through the area. Placing her on the left platform would make her more visible and you can just walk past her if you want to ignore her.
As for the lever, I approached it from the underside (rat tunnel) and couldn't see it when I came up because there was a pillar in front of it. When I walked past it I didn't see the interaction prompt because I was already moving and looking at the other side of the screen.
Also I think the background in general could be a little darker and more contrasted.
Fast travel between areas:
Even with how short the demo is I never returned to the village, because I didn't want to walk all the way there and back again. I ended up beating the final boss before loading the game again and going back to turn in the quest.
Menu selection option:
I've seen this type of option in some JRPG games.
The pause menu remembers what you were looking at when you closed it. For example: if you scroll down to "inventory" and then "ether" and then close the menu; when you pause it will have the same options highlighted. This might be more convenient for some, but it makes using the menu very frustrating for me. I'd rather know that pausing and going down twice will take me to "inventory", instead of having a selection that is different every time I open the menu.
Sword slash appears but does no damage:
A few times when using a great-sword (Flamberge) when I do a jumping attack close to the ground, the "whoosh" of the attack would appear, but it wouldn't do any damage. I'm guessing that landing would interrupt my attack before it connects, but note before the VFX appears.
And after reviewing my video it appears that getting hit at the start of the swing would cancel your attack, but the "whoosh" still comes out.
And here's a recording of my playthough if anyone is interested:
Here are some notes and recommendations:
Cutscene lipsync:
I usually don't pay attention to lipsyncing and for the most part the cutscenes are fine. But Mirriam's constant 0-shaped mouthing is very noticeable. In that case, I would honestly prefer if there was no lip-syncing and the models interacted "telepathically" and without mouth movement. Having the just the 3D models on the sides is preferable to sub-par lipsync.
The mask removing hats and vise versa without notice:
Accessories interfering with each other without notifying you is annoying. I though that there was a bug that kept unequipping my items until I realized that equipping a hat removes my mask. I'm assuming the reason for that is because those items appear on Mirriam's model so there might not be a way to keep both of those equipped. But in that case it should give me a notification that what I'm trying to equip will unequip other items.
Visibility:
Admittedly this is more a fault with me as much as the game, but I walked past Lindsay, and the lever that opens the castle, twice before finally seeing them.
Lindsay just appears there at some point and she isn't placed on my path through the area. Placing her on the left platform would make her more visible and you can just walk past her if you want to ignore her.
As for the lever, I approached it from the underside (rat tunnel) and couldn't see it when I came up because there was a pillar in front of it. When I walked past it I didn't see the interaction prompt because I was already moving and looking at the other side of the screen.
Also I think the background in general could be a little darker and more contrasted.
Fast travel between areas:
Even with how short the demo is I never returned to the village, because I didn't want to walk all the way there and back again. I ended up beating the final boss before loading the game again and going back to turn in the quest.
Menu selection option:
I've seen this type of option in some JRPG games.
The pause menu remembers what you were looking at when you closed it. For example: if you scroll down to "inventory" and then "ether" and then close the menu; when you pause it will have the same options highlighted. This might be more convenient for some, but it makes using the menu very frustrating for me. I'd rather know that pausing and going down twice will take me to "inventory", instead of having a selection that is different every time I open the menu.
Sword slash appears but does no damage:
A few times when using a great-sword (Flamberge) when I do a jumping attack close to the ground, the "whoosh" of the attack would appear, but it wouldn't do any damage. I'm guessing that landing would interrupt my attack before it connects, but note before the VFX appears.
And after reviewing my video it appears that getting hit at the start of the swing would cancel your attack, but the "whoosh" still comes out.
And here's a recording of my playthough if anyone is interested: