
This shows you where you will be swinging. Whenever you lock on to a hostile character (assuming the game actually realizes that combat is happening) the cross-hair turns into a star with a red line. When it doesn’t, there’s not a lot of feedback for what you’re doing wrong. When it works the way it should, it’s highly satisfying, strategic combat. This creates a world that’s easy to get lost in.Ĭombat: We’re The Knights of the Round TableĬombat is a weird beast. Everything on a graphical and art direction level is top notch. The world feels sufficiently wet when it’s raining or dry when it’s not. Each wrinkle or scar hinting at a story to be told. The facial animations of main characters are all rendered with care. The lush green foliage, the running rivers, and the building architecture leaves this world feeling lived in and real. The good news is that the fidelity of the graphics are outstanding. I guess he was coming to terms with the fact that he was never going to open anything locked. I reloaded one time, but when it happened again, Henry ran off to do other more important things. He just stood there in like a placeholder animation. Instead of being able to ask for more, the teacher was locked in place and wouldn’t move or talk. I failed enough times that I guess I ran out of lock picks. Miller, who rescued you, takes you around to the back and tells you to open a chest. My favorite glitch happened during the lock picking tutorial (which I’ll have plenty to talk about later). Frames of animation were skipped and things are just not moving accurately. Instead these drops just make everything seem jerky. It drops below 30 constantly, but not in a game breaking way.

Several times, NPCs would walk through my character and the camera while I was having a dialogue with another NPC. The sheer amount of times I got hung up on a ledge, stuck in a bush, or even unable to climb a stair is astounding.



Performance-wise, this game has as many bugs as an Elder Scrolls or Fallout game.
