Posted May 15, 2015
I recently beat Risen (third time, though I remember little of my previous two playthroughs).
I quite enjoy this game but I feel like some things were done worse than previous games (Gothic 2).
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First, the Soft-Targetting.
In Risen there's a kind of soft-lock on feature that lets you focus on an enemy and circle-strafe them. This is a helpful and necessary feature, but- Gothic 2 let you toggle a hard lock-on! Since you could toggle it at the press of a button it was ideal and didn't get in your way when you wanted to focus or switch targets. Sometimes the soft-lock gets in your way because you don't want to focus on a certain target, and sometimes it breaks seemingly at random. It's a real problem when your target switches in the middle of an attack-chain when you're trying to finish off a target and instead you just throw yourself in the center of a group of enemies.
Second, Proximity-Triggered Attacking.
In Gothic 2 you could judge when to avoid or block an enemy attack by the animation they made, but in Risen it's frequently the case that you're getting hit before you can even recognize that the enemy is attacking. Attacking seems to be triggered purely by proximity and either the proximity varies or it's really, really difficult to properly judge the distance.
The suddenness of attacks is the reason why shields are so wholly superior to dodging. You CAN dodge attacks but it's not nearly as reliable.
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I can say I do think the progression of melee weapons (ranged weapon progression seems quite boring and I haven't tested magic recently enough) is quite interesting. A level or two of a weapon skill can completely change the way you fight- which is how it should be!
But I either couldn't get the timing down well (like I said enemy attacks are incredibly sudden) or counter-attacks just aren't very good.
I quite enjoy this game but I feel like some things were done worse than previous games (Gothic 2).
===
First, the Soft-Targetting.
In Risen there's a kind of soft-lock on feature that lets you focus on an enemy and circle-strafe them. This is a helpful and necessary feature, but- Gothic 2 let you toggle a hard lock-on! Since you could toggle it at the press of a button it was ideal and didn't get in your way when you wanted to focus or switch targets. Sometimes the soft-lock gets in your way because you don't want to focus on a certain target, and sometimes it breaks seemingly at random. It's a real problem when your target switches in the middle of an attack-chain when you're trying to finish off a target and instead you just throw yourself in the center of a group of enemies.
Second, Proximity-Triggered Attacking.
In Gothic 2 you could judge when to avoid or block an enemy attack by the animation they made, but in Risen it's frequently the case that you're getting hit before you can even recognize that the enemy is attacking. Attacking seems to be triggered purely by proximity and either the proximity varies or it's really, really difficult to properly judge the distance.
The suddenness of attacks is the reason why shields are so wholly superior to dodging. You CAN dodge attacks but it's not nearly as reliable.
===
I can say I do think the progression of melee weapons (ranged weapon progression seems quite boring and I haven't tested magic recently enough) is quite interesting. A level or two of a weapon skill can completely change the way you fight- which is how it should be!
But I either couldn't get the timing down well (like I said enemy attacks are incredibly sudden) or counter-attacks just aren't very good.