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Teleniel.1809

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  1. I feel the OP's pain, I had 2 problems with the LW4 missions myself (although I attribute them to being full-Zojja decked out) The SWARM at the asura gate, I felt like I was not getting supported by my NPC allies and was not comfortable rushing through that many hostiles to complete the task. I did it without dying, but I didn't feel like it was something I could approach and was frustrated by it.Scruff 2.0, I finished... I didn't even dye to the normal fight, but I truly feel that there was not much in the way of guidance as to how to proceed in a fight you are timed on. I did not die but I wouldn't say I survived (downed to red circle) from the final barrage. Given the achive related to it I would have prefered that those kinds of attacks be telegraphed from the fighting we did and not feel like they were coming from left field about how to survive it all.
  2. Overall I enjoyed the video, however I don't think if I saw JUST the video I'd feel I know anything about the game I didn't know before. In a scene by scene Showing Balth is a bit of a tease. We know who he is, but to a new player he just looks like a guy in cool armor, and it might not land right after they've started that they can't play as him. That being said gorgeous shot/backdrop to open the video.Showcasing the Jackal mount for walking through the desert is a great intro, but showing it using the sand-portals/blink would be a great teaser as some have said about the unique/engage mount abilities.I would pan a little wider to show the waterfall under the domed city.The running on the pipe looks very Assassin's Creed, how did he get there, why did he go there. If you wanted something with unique places to explore, at least for me it would resonate more if we saw a character walk through a mirage glamour and 'reacted' to what only they could see.I enjoyed the scene(s) where we see the Jackal engage it gives an active feelI think the shots with the character engaging Balth give a strong feel, but they make you feel like it's you alone. It could be used to show that while you do play alone, there are others there to help you. Having a variety of friends to assist the hero would make sense in this second shot. Our good old pals which show up at the end are nice to see but they aren't obviously WITH our hero.I think the weaver look at the end is a nice tease about some of the combat graphics, and flows well into balthazar looking like he 'awakens'I know I said the video didn't make me feel like I knew anything I didn't before. In 1 minute you can only get across so much but I feel the key points to address (regarding PoF and not GW2 as a whole) Integrated mount system as a means to more than just fast-travel (4/10, we show traveling, but not combat-engage or special action, so what's so great about them?)New/Beautiful places (8~9/10, I think some of the stunning details of locations are left out, but that might be to include wonder while you play)Enemies: Balthazaar/Forged (2/10, I just don't feel he comes across well)Enemies: Joko/Awakened (7/10, The charging our geared up dark zombie on a mount looks cool but there is no context. There really doesn't need to be though)New Specializations (6/10, I noticed weaver, and it had a flashy scene but it wasn't emphasized as different/new)The comments that flow on the screen I think are more distracting than helpful through the video, maybe wait until near the end and have them drop down, or flood in with a yellowish grainy sand tone to fill the screen which brushes away to reveal the GW2: POF logo like it was uncovered. I would say some of the comments to cherry-pick to be readable dripping slowly before the flood might be along the lines of: Dangerous new enemies9 new specializations5 huge new mapsAfter the screen is filled with sand-grey comment-particles drop this in red to lightly outline the logo You don't have to take them on alonegust of wind effect reveals the GW2-POF logo on a sand, white or black background. ok I'll stop now because at some point here I'm sure this sounded like rambling!
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