1UP Dragon age hands-on
#26
Posté 18 août 2010 - 01:52
#27
Posté 18 août 2010 - 02:12
1) spartan environments to focus on characters------trad------working on textures costs money and need a lot of time we are focusing on a cheap rushed action game.
2) framed narrative will let you see the consequences of your actions----trad-----working on a world map costs money require time.
I'm starting to thing that this game'score will be around 5/10 like the ones received by darkspawn chronicles.
what a shame.....Another EA victim.....
#28
Posté 18 août 2010 - 02:25
#29
Posté 18 août 2010 - 02:25
#30
Posté 18 août 2010 - 02:29
Mysot_Stormrage wrote...
The way people are talking makes it sound Hacky/Slashy
incorporating more exciting action and defeating more foes does not mean you have to punt tactics. Simply increase the number of enemies and make the tactics system more fluid.
#31
Posté 18 août 2010 - 02:33
Brockololly wrote...
The whole tracking of dialogue choices sounds interesting- I just hope that just because maybe you choose a sarcastic choice a bunch early on that doesn't mean that maybe an angry choice or something gets locked off later on.
Nope. You can "switch" your dominant personality if you pick different responses enough. Tracking personality affects those times when a line is forced (so the line used might use your dominant tone) or when you're selecting a choice that isn't reflective of tone ("I'll help you" isn't reflective of tone-- so in that case you're not adding to your personality tracking but the response you see could vary according to your dominant personality. In that case a roguish player might see "Sure, why not? It's not like I had anything else to do.")
I say "might" and "could" because we don't use dominant personality in every situation-- sometimes a neutral tone will do just fine, but this is our way of allowing the player to choose the tone they favor and inject some personality into the PC without having a whole list of options every time you need to make a choice.
Having a dominant tone also comes up in other situations, but we'll get to that.
I'm not caring for the art direction or their desire for more austere environments- I thought the environments in Origins were already fairly simple and boring mostly, whats DA2 going to be like? Hopefully we'll see more in some gameplay.
Personally, I think austere means clean and uncluttered. I know you guys have only really seen the Blightlands so far (ready for something else, yet?) but to me the new areas look quite striking. Part of it is the new lighting system (as a non-artist I had no idea what a difference that makes until I saw an Origins level using the new lighting) and part of it is the stylistic choice the artists are making. If one simply isn't open to the idea of something different, however, I guess it might be hard to accept. It took me some time to warm up to it, myself, but I'm a bit of a design curmudgeon.
I just hope there is some solid exploration in DA2- from most of the previews it seems like its all combat then talk, comabt, talk, switch to Varric and Cassandra, then combat, talk...
That's because they're playing the game's introduction.
One question I have though is with the exaggerated flashbacks- how does inventory and such work there? Or just in general with the flashbacks? Will our inventory constantly be emptied or generically restocked throughout each of the flashbacks?
I'm not sure what you're asking. I think you're making an assumption which I'm not following, and asking a question based on that? Either way, I doubt the flashbacks work quite like you think they do.
#32
Posté 18 août 2010 - 02:33
Vandrayke wrote...
Mysot_Stormrage wrote...
The way people are talking makes it sound Hacky/Slashy
incorporating more exciting action and defeating more foes does not mean you have to punt tactics. Simply increase the number of enemies and make the tactics system more fluid.
Lets hope, I tended to like having to strategize in Hard Mode cause EVERYTHING was almost a one hit kill on your party if you weren't pausing every second to plan lol
#33
Posté 18 août 2010 - 02:36
David Gaider wrote...
One question I have though is with the exaggerated flashbacks- how does inventory and such work there? Or just in general with the flashbacks? Will our inventory constantly be emptied or generically restocked throughout each of the flashbacks?
I'm not sure what you're asking. I think you're making an assumption which I'm not following, and asking a question based on that? Either way, I doubt the flashbacks work quite like you think they do.
I think he is worried that the inventory won't transfer into flashbacks, because they would happen in the characters mind or another time, so having the same inventory would be bollocks.....
Modifié par Mysot_Stormrage, 18 août 2010 - 02:37 .
#34
Posté 18 août 2010 - 02:48
David Gaider wrote...
I say "might" and "could" because we don't use dominant personality in every situation-- sometimes a neutral tone will do just fine, but this is our way of allowing the player to choose the tone they favor and inject some personality into the PC without having a whole list of options every time you need to make a choice.
Having a dominant tone also comes up in other situations, but we'll get to that.
Sounds interesting- is there some metric to tell what your "dominant tone" is? Or would that be too much like paragon/renegade points?
David Gaider wrote...
Personally, I think austere means clean and uncluttered. I know you guys have only really seen the Blightlands so far (ready for something else, yet?) but to me the new areas look quite striking. Part of it is the new lighting system (as a non-artist I had no idea what a difference that makes until I saw an Origins level using the new lighting) and part of it is the stylistic choice the artists are making. If one simply isn't open to the idea of something different, however, I guess it might be hard to accept. It took me some time to warm up to it, myself, but I'm a bit of a design curmudgeon.
I'm all for new lighting and am actually excited about that- the lighting in Origins really detracted from the levels. Personally, if the Deep Roads had some more dynamic lighting with heavier use of shadows and such, I think that would add so much atmosphere and make dungeon grinds like that a bit less monotonous. But yeah, I'm tired of looking at the desert-like Blightlands.
David Gaider wrote...
I'm not sure what you're asking. I think you're making an assumption which I'm not following, and asking a question based on that? Either way, I doubt the flashbacks work quite like you think they do.
Ok, what I'm assuming is that the flashbacks (maybe?) work like this: Like in the intro where Varric is saying how Godlike Hawke is at carving up darkspawn then it cuts out when Cassandra calls Varric out. My question is this: Say in that exaggerated sequence you pick up the Sword of a Thousand Truths and some other amazing loot. That loot would not transfer over in your inventory once Varric picked up with the "real" narrative of Hawke escaping Lothering, right? Sort of how in Origins when you leave the Fade, all of the Fade versions of potions and such disappear?
And then along the same lines, when the narrative skips ahead in time by years (if thats how it works), would my Hawke keep whatever gear or loot he had in his inventory between that time jump? So if Hawke at the end of chapter 1 or Year 1 or flashback 1, has 50 sovereigns, and a Sword of Almighty Ass Kicking +1, when the narrative picked up again in Varric's next flashback sequence that may be a couple years down the road for Hawke, would I still have 50 sovereigns and the Sword of Almighty Ass Kicking +1? Or would that gear get replaced maybe and its disapearance chalked up to the passage of time or something? Namely, would Hawke still be stomping around with the exact same loot and gear even if the narrative skips ahead a year or so?
Modifié par Brockololly, 18 août 2010 - 02:52 .
#35
Posté 18 août 2010 - 02:49
... like in the next week?
#36
Posté 18 août 2010 - 02:50
Does this mean we'll see recycled areas from Origins?David Gaider wrote...
Part of it is the new lighting system (as a non-artist I had no idea what a difference that makes until I saw an Origins level using the new lighting) and part of it is the stylistic choice the artists are making.
I kid, I kid.
#37
Posté 18 août 2010 - 02:51
#38
Posté 18 août 2010 - 02:52
#39
Posté 18 août 2010 - 02:54
Brockololly wrote...
Sounds interesting- is there some metric to tell what your "dominant tone" is? Or would that be too much like paragon/renegade points?
A metric? You mean like an on-screen "personality meter"? No-- tracking personality choices occurs under the hood, so to speak.
#40
Posté 18 août 2010 - 02:57
... Mass Effect 2 has one...Mysot_Stormrage wrote...
I haven't seen a game demo since like......freelancer lol
#41
Posté 18 août 2010 - 02:59
dark-lauron wrote...
... Mass Effect 2 has one...Mysot_Stormrage wrote...
I haven't seen a game demo since like......freelancer lol
Really? That's impressive (I usually don't keep up with these things) Most of the PC game mags I used to follow stopped putting demos on their discs in the early 2000s and started putting previews and gameplay trailers instead *shrug*
Modifié par Mysot_Stormrage, 18 août 2010 - 03:00 .
#42
Posté 18 août 2010 - 03:00
David Gaider wrote...
Brockololly wrote...
Sounds interesting- is there some metric to tell what your "dominant tone" is? Or would that be too much like paragon/renegade points?
A metric? You mean like an on-screen "personality meter"? No-- tracking personality choices occurs under the hood, so to speak.
Well something along the lines of the approval system- some sort of numerical indication or way to quantify what cumulative personality your Hawke was taking. I'm not a big fan of shoving the mechanics and such on screen, but sometimes its better than keeping them hidden and ending up confused as to why things are playing out a given way...
Gameplay vids or developer walkthrough vids like Origins had early on would likely clear up soooo much with this game:wizard:
#43
Posté 18 août 2010 - 03:01
David Gaider wrote...
Brockololly wrote...
Sounds interesting- is there some metric to tell what your "dominant tone" is? Or would that be too much like paragon/renegade points?
A metric? You mean like an on-screen "personality meter"? No-- tracking personality choices occurs under the hood, so to speak.
You mean I won't have something to gauge if burning a little girls cat and stomping her face is good or bad! ? What will I do?! How will I make moral choices!
#44
Posté 18 août 2010 - 03:02
They are lazy!Mysot_Stormrage wrote...
Really? That's impressive (I usually don't keep up with these things) Most of the PC game mags I used to follow stopped putting demos on their discs in the early 2000s and started putting previews and gameplay trailers instead *shrug*
Or it is a conspiracy... either way it's bad, BAD I tell you!
Oh, oh no! They are here, Oh my god, run, RUUUN!!!
...
RIP dark-lauron
Edit :
Modifié par dark-lauron, 18 août 2010 - 03:02 .
#45
Posté 18 août 2010 - 03:03
#46
Posté 18 août 2010 - 03:04
#47
Posté 18 août 2010 - 03:05
#48
Posté 18 août 2010 - 03:05
Or does it mean something else...
#49
Posté 18 août 2010 - 03:05
It's the first bit of good information I got in the last month about DA2 in fact...The Hardest Thing In The World wrote...
I'm not sure about the rest of you but from the article, I thought things sounded great. I especially like the more focus on the characters bit.
#50
Posté 18 août 2010 - 03:06
The Hardest Thing In The World wrote...
I'm not sure about the rest of you but from the article, I thought things sounded great. I especially like the more focus on the characters bit.
I agree, its the poeple that make up a fantasy universe afterall, not the environment. I don't play legacy games for the graphics anyays, I play them for compelling characters.





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