u/Revo94

My thoughts from the previews so far

Witcher 3 with it's expansions to this day is still one of my favorite games of all time. I have played it for hundreds of hours. The best side quests in any game ever, incredible musical score, art direction, world design, enemy variety, writing, characters and even though the melee combat was subpar even back then (don't forget at the time of Witcher's 3 release we didn't have many great third person over the shoulder melee combat in games however there were still exceptions like Bloodborne, Middle Earth Shadow of Mordor e.t.c) the devs team still found ways to approach the combat in interesting ways like different oils, bombs, potions, signs, swords, decoctions depending on the monster and enemy you faced. I explained all that because the game is being developed by the old og Witcher 3 team. I will now express my concerns for Blood of Danwalker from the previews and what things i found interesting but also what things can be improved further even though some are more difficult to change at the end of development.

First of all the game has an interesting mix of the medieval era and vampirism which i find very interesting to explore because most vampire projects we see are mainly focused on gothic or pure fantasy or Victorian settings. Also each of the main villains has this unique backstory and them each been from a totally different era and civilization makes this very interesting. The time limit thing i think if it is implemented correctly it can work for the game very well so we will wait and see about this. I believe the side quests and writing will be strong based from what we have seen and the game being developed by the Witcher 3 devs. Also world building and exploration so far hasn't caught my eye too much like the Witcher 3 and i feel like one of the reasons is that this game is somewhat less focused on fantasy so variety in encounters and exploration in different regions could be a bit limited. I want to see more in terms of meaningful loot and gear progression. Witcher 3 had an interesting and progressive gear and loot system. UI and inventory seems very similar to Witcher 3 and it's ok i guess. I didn't mind the UI and inventory of Witcher 3 and the later patches of the game had improved it a lot. As for Blood of the Dawnwalker the UI on the game when playing the game (not managing and opening the inventory and map) like when you fight, i think it needs a bit of improvement. For example the bars of the enemies health and the status effects can be improved because right now they feel a bit "arcady" if you know what i mean. The map itself when you open it, feels and looks great and the points of interest i don't mind them personally but either i like them. I am sure the musical score will be very good and already has this same Witcher 3 vibe but i want to hear some new compositions too because if it is identical it will not have something to stand out. The use of U5 Engine as for the art direction feels very well implemented and it doesn't look the same as 90% of the games. I think the devs put some of their own spin on it to distinct it from almost all games that look kinda the same using it and that's a good thing.

My main concern for the game so far is the combat, rpg elements and progression. We had a good glimpse of the skill tree showing the stats and skills you can unlock and improve based on xp points and i must say am a bit disappointment from what i saw. The only drawback for the Witcher 3 for me was the melee sword combat and the skill tree that most of the upgrades were straight up meaningless stat grinding with basic numbers going up like +10% that plus that (like for crit damage for example) 20% the other (for bleed damage for example) and so on. I believe a game is more interesting when it finds better ways to approach the skill tree progression like new abilities either with different sword melee combat moves, different movesets or casting new spells and magic as well as defensive mechanics. The second main point of my concern of the game aside from the skill tree as i mentioned just before is the melee sword combat. The games have evolved with time so much that many games now offer incredible fluid combat while keeping it grounded and offering different ways to approach it based on movesets or skills. I feel like the only criticism from players for the Witcher 3 was of this exact reason and the devs could and should improve this in this game.

So to sum it up for the positives, i have faith in the devs based from what we have seen and their skill in creating interesting stories, quests, great writing, world exploration, musical score and art direction but the main weakness so far from the game from what i have seen is the melee combat, skill system and progression as well as i need to see more on the loot and gear system. UI can be also improved especially in battle encounters.

reddit.com
u/Revo94 — 23 hours ago

What the Hogwarts Legacy sequel needs to add to get from a good game like the 2023 game to a great one and a possible game of the year contender

With the rumors of Hogwarts Legacy sequel being revealed this year (possibly at the summer or at the game awards at the latest) and a potential release next year I think this is a good time to express my view for the game and some key points of the 2023 game and what needs to address to become a true RPG experience rather than the action-adventure feeling that you got from the 2023 game.

First of all i must say the positives that the first game gave us. Great art direction, musical score, open world exploration outside Hogwarts, decent fast paced combat and great use of the U4 Engine alongside some interesting character driven side quests.

However it loses points to some very important staff that i am going to address that make the game incomplete and not deep enough. Having played recently (about 6 months ago) Hogwarts Legacy i still feel like that Chamber of Secrets (i played it on release back in the day in PC) is still to this day the best Harry Potter game by far because it did some major important things better and that says something considering it's a 24 years old game. I will analyze some key aspects of it and afterwards what Hogwarts Legacy sequel can do to rise to an all time great game.

Chamber of Secrets had an interesting Famous Witches and Wizards Cards card collection quest, meaningful castle secrets where the castle wasn't just a map to walk through, it was full of hidden wall panels, trapdoors, and puzzles that required specific spells like Alohomora or Lumos to uncover. Moreover there was House Dueling Tournament where there was a dedicated club that you could climb the ranks to be the best duelist. Quidditch where you could actually play, knock into opponents, and catch the Snitch. The "House Point" system where there was a constant sense of competition. Earning points felt rewarding, while being caught by Prefects at night actually mattered, as it could cost Gryffindor the House Cup. It also had trading currency. The Bean Trading. Flavor beans weren't just collectibles, they were a currency. You could trade them with other students for things like potion ingredients or rare Wizard Cards and the final cherry on top. Interactive Classes with Spell-learning. You had to complete timed challenges or navigate dungeons using your newly learned magic to "pass" the class.

Now to what Hogwarts Legacy sequel must do or at least try to add:

  1. Playable Quidditch: This is the most frequently requested missing feature. While it was excluded from the first game to focus on other mechanics or avoid competition with Quidditch Champions, fan demand make it a top candidate for the sequel.
  2. Morality and Karma System: Players want choices to have actual consequences, especially regarding the use of Unforgivable Curses. Including a system where choosing a dark path results in different endings, NPCs reacting to your reputation, or even facing punishment like Azkaban would be cool.
  3. Enhanced Castle Exploration and Mystery: In the 2023 game the castle often felt like a facade with few interactive elements. The sequel should include more secret passages, hidden rooms not marked on maps, and a greater variety of unique puzzles.
  4. House Points and Championship: Adding a meaningful House Point system that rewards or punishes player actions—tied to classes, Quidditch, and the moral system—is a major key for improving immersion.
  5. Dueling and Mini-Games: Expanding the dueling clubs into full-scale House Tournaments. Adding classic mini-games like Wizard's Chess or a new collectible card game to provide more to do within the school walls would be great.
  6. Deeper Side Quests and Branching Paths: To increase replayability, they should include more house-specific quests and a narrative that allows players to specialize in certain "career tracks" like becoming an Auror or an animal caretaker.
  7. Meaningful Loot: Overhaul of the gear system to stop the constant "clothing grind" and replace it with unique rewards that actually change how you play.
  8. Wand & Animagus Skills: Beyond cosmetic wand handles, different wand cores that affect combat stats and better build variety. Moreover an Animagus questline that lets you transform into an animal for stealth or travel would be great addition too.
  9. Better companion options.
  10. Expanded Magical World with more magical creatures and a top priority is including Dementors and using the Patronus charm to fight them off.
reddit.com
u/Revo94 — 24 hours ago

What the Hogwarts Legacy sequel needs to add to get from a good game like the 2023 game to a great one and a possible game of the year contender

Having played Hogwarts Legacy i still feel like that Chamber of Secrets (i played it on release back in the day in my Windows XP Gaming PC) is still to this day the best Harry Potter game by far because it did some major important things better and that says something considering it's a 24 years old game. I will analyze some key aspects of it and afterwards what Hogwarts Legacy sequel can do to rise to an all time great game.

Chamber of Secrets had an interesting Famous Witches and Wizards Cards card collection quest, meaningful castle secrets where the castle wasn't just a map to walk through, it was full of hidden wall panels, trapdoors, and puzzles that required specific spells like Alohomora or Lumos to uncover. Moreover there was House Dueling Tournament where there was a dedicated club that you climbed the ranks to be the best duelist. Quidditch where you could actually play, knock into opponents, and catch the Snitch. The "House Point" system where there was a constant sense of competition. Earning points felt rewarding, while being caught by Prefects at night actually mattered, as it could cost Gryffindor the House Cup. It also had trading currency. The Bean Trading. Flavor beans weren't just collectibles, they were a currency. You could trade them with other students for things like potion ingredients or rare Wizard Cards and the final cherry on top. Interactive Classes with Spell-learning. You had to complete timed challenges or navigate dungeons using your newly learned magic to "pass" the class.

Now to what Hogwarts Legacy sequel must do or at least try to add from most of the things listed here:

  1. Playable Quidditch: This is the most frequently requested missing feature. While it was excluded from the first game to focus on other mechanics or avoid competition with Quidditch Champions, fan demand make it a top candidate for the sequel.
  2. Morality and Karma System: Players want choices to have actual consequences, especially regarding the use of Unforgivable Curses. Including a system where choosing a dark path results in different endings, NPCs reacting to your reputation, or even facing punishment like Azkaban would be cool.
  3. Enhanced Castle Exploration and Mystery: In the 2023 game the castle often felt like a "facade" with few interactive elements. The sequel should include more secret passages, hidden rooms not marked on maps, and a greater variety of unique puzzles.
  4. House Points and Championship: Adding a meaningful House Point system that rewards or punishes player actions—tied to classes, Quidditch, and the moral system—is a major key for improving immersion.
  5. Dueling and Mini-Games: Expanding the dueling clubs into full-scale House Tournaments. Adding classic mini-games like Wizard's Chess or a new collectible card game to provide more to do within the school walls would be great.
  6. Deeper Side Quests and Branching Paths: To increase replayability, they should include more house-specific quests and a narrative that allows players to specialize in certain "career tracks" like becoming an Auror or an animal caretaker.
  7. Meaningful Loot: Overhaul of the gear system to stop the constant "clothing grind" and replace it with unique rewards that actually change how you play.
  8. Wand & Animagus Skills: Beyond cosmetic wand handles, different wand cores that affect combat stats. Moreover an Animagus questline that lets you transform into an animal for stealth or travel would be great addition too.
  9. Better companion options and romance options with friendship and connection levels.
  10. Expanded Magical World with more magical creatures and a top priority is including Dementors and using the Patronus charm to fight them off.
reddit.com
u/Revo94 — 5 days ago
🔥 Hot ▲ 86 r/videogames

With the anticipation of the Black Flag Remake in two months I think it's great timing to rewatch this goated series again after almost a decade

u/Revo94 — 5 days ago