tmp7704 wrote...
Based on that designer interview i think they're after something much simpler -- to give the player visceral feel and satisfaction of being able to burn the **** down. And i just don't think it's going to really work out like that for them. Because having played the very same fight already from the other side the player has it firmly in their mind that even if the Alienage gets destroyed etc, what happens next is the Wardens come and stomp the darkspawn flat on their way to archdemon up in the tower. And they can't change that even with the "alternate universe" schtick because if the final fight with the archdemon is to happen, then it means the Wardens must beat the darkspawn on their way there. And that's the one fight you might be allowed to actually win, but i wonder if it won't be "too little, too late".Sandtigress wrote...
I can actually see where they're coming from for this - in the "real" timeline, the Warden prevents the complete destruction of Denerim. In the AU, you'll be successful at destroying the Alienage, etc. and the emotional impact would be from you witnessing what you were able to prevent.
Well, this is what I'm referring to when I say victory at the Alienage
As a fan of the Dragon Age story, you can't help but feel powerful as
your ogre tears through the defenders' barricades. When your emissary
sets fire to the great tree in the elven alienage, you can't help but
understand the emotional impact that that would have had on that
community.
There's no solid reason to think that you're going to lose all those battles - the Wardens might have taken a different path to the top of Ft. Drakon than they do in the "real" timeline. After all, we only go through the Market and the Alienage because that's where the game guides us. There's more to Denerim than just those two places.
I'm just saying I'm willing to see where they go with this, and it, for me, could be an interesting look.




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