@calvincfb: I have not, but I'm not necessarily referring to the combat. Shifting some variables around to make the game more punishing would help make that more challenging (though I don't know if more challenging would make the combat more fun), but the whole way exploration and discovery works in the game operates a bit like Skyward Sword. It's over-saturated with information, UI elements and exposition which tells me where to go so I don't get lost.
This isn't really a fault of the design, but the art direction. Like, theoretically I should be able to follow bloody footprints by myself but the art direction doesn't make them visible enough, so you have a dedicated witcher senses button which turns everything into a smoky red color that you follow. The whole detective/ witcher senses aspect of the game is a bit too, well coddling.
Some people prefer this approach where they can get to where they want without getting lost but I find it's a bit too much information. The game definitely has a habit of giving the player too much information. It asks you to find treasure, but then proceeds to tell you where to look, guiding you to a circumference as if following directions is too difficult that they need another layer of UI on top of it.
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