I'll have to just disagee one last time here.
The hands going through the ledge could absolutely, definitely and decisively be fixed because it's a 2D game world, with known, constant ledge heights and, at least on PC, walk speeds with a keyboard.
If they fixed the problem in the case of one ledge, it would be fixed across all ledges.
With the hands, it's not so much 'clipping', in the sense that clipping occurs (badly) every time you try to push against a wall. With the hoist animation - every single time - they go right through the platform, which is because their position is incorrectly maintained through the animation. This is akin to Abe being positioned so that his ankles touch the floor. It could have been avoided, 3D or not. This specific issue (one of many) is blatantly obvious in Rupture Farms when the camera is below Abe and when you add up 100 problems like this across the spectrum of animation, you get something decidedly second rate.
Since animation is what gives you feedback on what you're doing, animation IS gameplay. I promise that the gameplay would feel tighter if the animation did. You would feel that you have precise control over the character as you did in 2D.
If the gameplay feels passable now, it would have felt sublime with a razor sharp animation system.
And nobody can defend Abes feet not keeping contact with the ground. Its not defendable.
It is not my job - or any *customers* job as an end user to make the distinction of what is causing the problem - JAW need only be aware that the final animation experience is lacking.
Your mileage may vary as I said. That's fine. The issues persist.
I will never raise this complaint again but hope that it is remedied in Exoddus.
All other things about the game, sans sound, have exceeded my expectations. Thank you JAW. The reason I want this fixed is because the finish line for perfection was so close with this game to me.
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