Agreed. I really enjoy being able to one hit enemies that made me shit my trousers a couple of hours ago. The rats I killed for that innkeeper when I arrived shouldn’t even be worth my attention during endgame.
That could also be done by having improved techniques to quickly dispatch the rats without needing to also scale up the character’s toughness so their bites are less effective.
It’s really superb, I can’t say enough, I hope you enjoy it as much as I have. Don’t skip the side missions, they’re great too. I was sad to leave the Vatican. Let’s hope they continue to make these new Indy games!
Just make sure you have GPU that can do ray-tracing, since it’s one of the first games that requires hardware support for this feature. If it can, the game will likely run very well and look just as good.
There’s a modified .exe that will allow you to enable full ray tracing on a 10gb 3080. I tried it last night and it worked pretty well, getting between 40-70 FPS on the area under the Vatican and the sequence going to Ciaro. You just have to set DLSS to performance and the texture pool to low (note, this doesn’t mean that textures will be low quality, just the cached amount is low so you may see some pop in at times).
Oh awesome, I’ll check this out. I’ve been playing the last couple days and the game really is good. Been running it great without rt and am almost done with the Vatican
Correctly done level scaling should be optional. Like in Dark Souls 2, after you defeat a boss of an area, you can use a special consumable to increase the difficulty of that area to NG+. And it’s stackable, too. That was one of DS2 unique mechanics I’m actually sad they didn’t add in DS3 and Elden Ring, because sometimes I don’t want to restart the whole playthrough in NG+.
Level scaling is usually used to make development easier, so making it optional would require the extra work to come up with appropriate enemy strength and the eoptional scaling effect on top.
The thing is, this is likely going to affect their sales to some degree.
As a parent, you may have age lock on your child’s account, or search games by rating, or just not know what this game is when asked to buy it but judging by rating.
I don’t know how significant of an impact that is, but it’s unfair.
I think they’ve done them a favour in a way. If this was day one then it might hurt them but they’re past the point of like 90% of their sales I bet, and now pegi looking like incompetent dinosaurs is just a free second wave of social media exposure
The only one I know that might fit the bill (not really) is Pillars 1. When you’ve done a lot of the side content, you’ll be overleveled, and in the final act the game asks you if enemies should get scaled to your level, so there’s still a challenge. But that’s still optional and you’re not forced to do it.
The Elder Scrolls, infamously. Since they are open-world games, they use heavy level scaling so you can explore wherever you want from the very beginning.
It was alright in Morrowind. There, your level just controlled which enemies appeared, so you wouldn’t encounter high-tier daedra in the overworld until your level was in the teens and you actually stood a chance.
Oblivion utterly fucked it up by having everything scale to your level. You could revisit the starting area and a normal bandit would be wearing a full set of magical heavy plate worth tens of thousands of gold while demanding you hand over twenty coins to pass. Combine that with a weird player leveling system that punished you for picking non-combat skills or leveling up as soon as you could, and people loathed Oblivion’s leveling mechanics.
Skyrim’s scaling was somewhere in the middle, which lead to combat being inoffensively bland the whole way through.
It’s in a weird halfway position, though it’s less cRPG and more action RPG with each iteration. The character creation in Daggerfall wouldn’t be out of place in a tabletop game.
It's generally implemented in a way that takes away fun. If a game had fun fights that were always intended to be strategic, it'd be ok, but when you have to kill identical mob after identical mob to progress in the plot, i don't see the point.
i remember getting bored and annoyed near the end of oblivion.
I like it, but only as an alternative to very good balancing with very slow power scaling. Unless I’m playing a superhero game, I don’t want to one-shot starting enemies once I’m higher level.
This is all tied to my preference for immersion above all and my tendency to fiddle around in a game pretending I’m playing a TTRPG rather than rushing to the end.
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Aktywne