Players return to the post-Apocalypse in the sequel to 2010's Darksiders, this time as former protagonist War's fellow Horseman of the Apocalypse, Death, the pale rider, who seeks to resurrect Humanity to clear his brother's good name.
No, I'm not talking about the autocentering that seems to bother PC users so much. That was addressed in Patch #3. I'm talking about the FoV: the camera is extremely close to Death, to the point that it makes combat x10 harder because I just can't see around me. It only gets worse when you're facing larger enemies or fighting in a very narrow place. Or both at the same time, as it so happens during the Soul Arbiter's Maze. Yeah, the camera moves a bit away from Death during combat, but it keeps the same stupid angle of viewing that completely blocks your peripheral vision. It focuses too much on what's happening right in front of you, but next to nothing on what's happening behind and around you.
I'm trying to like this game, but, so far, I'm enjoying it a lot less than what I enjoyed Darksiders I.
Can't say i had this same problem. Enemies sometimes get off-screen yes, but somehow that never impeded my ability to kick the everliving shit out of them.
But i generally have a very good sense of spacial awareness of the environment and the objects in it. So when enemies are off screen i still know their approximate relative position. /shrug
I never use the lockon unless I'm fighting a single target. That really seems to help me. I did the same thing in the first game, and the camera has felt similar for both.
I never use the lockon unless I'm fighting a single target. That really seems to help me. I did the same thing in the first game, and the camera has felt similar for both.
This. Unless fighting a single enemy (like a boss) don't use lock on.
I never use the lockon unless I'm fighting a single target. That really seems to help me. I did the same thing in the first game, and the camera has felt similar for both.
This. Unless fighting a single enemy (like a boss) don't use lock on.
Yeah, fighting one enemy at the time is usually a walk in the park. I've actually stopped using lock-on most of the time when I realized how hard it was to lock onto the target you wanted when you were surrounded by many enemies at the same time. The thing is, fighting without lock-on in these situations makes abilities like Teleport Slash very hard to aim (not that using lock-on makes them easy to aim, since you have to let RT go to press RB). I was fighting the Soul Arbiter a couple of hours ago, the part where he summons one of the those electric knights. Trying to keep tabs on what both of them were doing at the same time was a nightmare. I tried using Teleport Slash once or twice to get away from their path quickly, but the game assumed I was trying to attack the one I wasn't able to see. And then you have to add the fact that the camera sometimes gets closer if you happen to pass over a wall... It makes combat a lot harder than it actually is. There are even times when I'm fighting one enemy, I try to evade and I lose track of it, because the camera
@Tennmuerti said:
Plus like you said the camera does pull back.
But not enough, IMO. I don't have any problem with the combat per se. Pulling out combos and shit? Easy as hell. But when I get mauled by enemies I couldn't even imagine were there... in Apocalyptic, it hurts. It's something that could be easily solved by increasing the FoV, really, which is extremely low in general:
I mean, I like the game. It's better than the first one in some aspects, worse in some others, but I generally like it. The combat is fluid and, most of the time, precise. But it's these little annoyances that bring down my overall impression of the game...
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