A Better Battlefield (Game Informer article)*** The story and characters tend to take center stage when discussing any RPG, but they are only part of what made Dragon Age: Origins such an enjoyable experience. The game’s tactical combat system allowed players to utilize their part members’ individual strengths to turn the tide of battle.
Dragon Age II is as much about keeping what worked well from Origins as addressing what didn’t, which is why players can expect a similar emphasis on abilities, spells and character customization. The three base classes – warrior, - rogue, and mage – make the transition to the sequel, though the team hopes to refine each one to create more distinct play styles.
“Warrior, mage, and rogue are archetypes for a reason, but I don’t know that Origins delineated them enough. It didn’t create enough space between them. A rogue dual-wielding was just a warrior with less armor in some cases,”
Laidlaw admits. ‘What I want to do is make sure that you fell like this unstoppable juggernaut, a lithe super-ninja, or field artillery.”
A large part of creating a unique sensation for each class is ensuring that the ability tress accommodate a wide range of tactical options. Origins had a lot of abilities, but some of the tress (particularly for mages) were of extremely limited usefulness. In Dragon Age II, the team is focusing on adding depth rather than breadth to the feats your characters can perform.
“What we want to do is give the player more depth of choice,”
Darrah explains. “So you might really like the fireball. We’re going to let you customize and enhance fireball itself, so by the end of the game you’re actually tailoring that spell to the way you want it to be.” While this approach could mean fewer abilities in terms of sheer numbers, it also allows you to make more meaningful decisions and craft Hawke according to your preferred tactics.
Enhancing the strategic possibilities on the battlefield is the other major way Dragon Age II is adding depth to the combat. Similar to the spell combinations from Origins, all of the classes can combine abilities for specific advantages. Before, players could only combine magic – like casting fireball on a greased area. Now, a warrior may sunder an opponent’s armor, and when a rogue comes up to perform backstab, the combination of the two abilities will create an additional effect that is more than the sum of the two individual attacks.
Hopefully, this approach will result in players exploring more options in combat instead of relying on a handful of standby abilities (crushing prison is returning, by the way) By emphasizing teamwork and depth, the battles in Dragon Age II should feel even more varied and satisfying. “I want you to be up in enemies’ faces,”
Laidlaw says. “I want you to be taking heads off, and I want everything to feel faster – but more importantly, responsive. If I tell someone to go kill, I want them up there and fighting immediately.”
Edit: Added *** (Game Informer article)***
Modifié par [User Deleted], 22 octobre 2010 - 12:23 .