![]() ![]() Victor’s basic skills can be tweaked and augmented by a selection of two Demon powers-powerful spells with effects that summon meteors, unleash explosive shockwaves, or draw down a roving pillar of fire. Played with friends in co-op multiplayer, it’s a damn fine time. To be clear, Victor Vran is not as great as any of those games, but it’s not bad, either. Victor Vran’s combat requires more involvement than click-click-clicking through Torchlight, and its sense of whimsy separates it from the (sometimes) self-serious Diablo. But I think it’s more accurate to imagine it as Bastion strutting around in a campy Van Helsing cosplay. It is like those games in some ways: there are levels to grind through and loot to find and weapon skills to chain together. Like any ARPG, Victor Vran keeps getting compared to Diablo and Torchlight. He explodes so violently that the skeleton next to him explodes, setting off the next one, until the entire group has been reduced to a pile of calcium after one hit. I equip the monstrous two-handed warhammer and take aim at a nearby skeleton, the first of an advancing horde. So I would say that gamepad gives about 70-80% good experience, while keyboard and mouse gives like 50-70% of the same experience.Īnd by my opinion, I think that developers should improve the animations, make characters turning rate limited and add some new animations like shotgun/grenade launcher reload.Just in time, I open a treasure chest and find the preposterously named Zealous Executioner’s Hammer of Luck. The overall movement is way nicer with the gamepad than with keyboard and mouse, but it is clearly seen that aiming is way easier with mouse than it is with gamepad, especially when you need to aim to specific enemy in the growd or behind other enemies. Using swords, hammers and so are far more satisfying with the gamepad than it is with keyboard and mouse, grenade launcher in otherhand is nicer with mouse because accuracy. Why I haven't liked to use shotguns at all as they just feel and look unpowerful BB gun. It is like firing the shotgun, no reload animation, no recoil animation etc, it is just a guy holding a gun and sound goes "bum bum". Same thing is with the animations (as I started thread about it) that they are more about keyboard and mouse in mind, as you can't so quickly move mouse around character as you can do with gamepad to move zik-zak and as there is no animation for turning etc, the character looks just jumping from one side to another without any limitations, and it just looks "cheap". But with gamepad it is just totally different experience. As with mouse you can just point exact direction and then just estimate range. So to design the grenade launcher for the gamepad, it would require that there would be a crosshair on the landing position, and by holding attack longer, the crosshair would move further to give you the look where to fire. Not a big problem but with grenade launcher it basically is. And you need to compensate to get good angle so they would roll on the enemy.Īnd then comes that I haven't found the "Shift" for gamepad, so I could stand still and attack without moving. The grenades bounce and roll based the terrain, and you need to be super careful to aim correctly by looking the launcher in hand to do so, because if enemies are on the slippery slope edge, grenades likely roll to wrong direction. Otherwise gamepad does nothing.Īnd if you look some of the weapons like grenade launcher, its aiming is not at all as nice as it is with mouse. So the menu and everything works with the gamepad (steam controller in this case) but I just need to go controls and change from Action to gamepad. I can see that the Victor Vran was not designed gamepad in mind, as everytime I launch it, the game says that I should enable the gamepad from options as it has reversed to keyboard+mouse combo. Why I have the memory that Victor Vran got the gamepad support only after the release? I suggest everyone use a controller for this game. Originally posted by KamisamaLolz:Yea controller just feels as intended. ![]()
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