Witcher was designed with a 2008 desktop in mind; DBTS was ahead of its time and severely restricted by 1998 hardware (and peripherals) ~but they managed it anyway :trophy: .
I would not want a copy of DBTS' combat; but would love a system that were derived from it, but built for today's machine. There is a mod/ hack that lets DBTS work with a Wii controller, and its incredible.
* The backflips are entirely player & entity choice. What impresses me about the system is the physics based combat. You have to hit them, and they have to hit you, and you have to manually block or dodge their attacks.
** What not to do with Fallout: Do not write this off and ignore it... Look at the way this game was designed and see if it can influence some aspects of future melee combat in FO4 & TES6.
I would not want a copy of DBTS' combat; but would love a system that were derived from it, but built for today's machine. There is a mod/ hack that lets DBTS work with a Wii controller, and its incredible.
* The backflips are entirely player & entity choice. What impresses me about the system is the physics based combat. You have to hit them, and they have to hit you, and you have to manually block or dodge their attacks.
** What not to do with Fallout: Do not write this off and ignore it... Look at the way this game was designed and see if it can influence some aspects of future melee combat in FO4 & TES6.
That much is something I completely agree with; TES games you seem to hit anything on-screen most of the time irrespective of whether your weapon could possibly have hit them, provided you're within your weapon's range.
..just btw the combat model i preferred was the Witcher 2, released in 2011, not the 2007 original. I appreciate I miscommunicated that in the previous post.