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So, I played alpha demo.


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#151
Chrumpek

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Dunno bout you but I hate the combat system from wow and I loved it in DAO - I mean in DAO I felt like my character actually hit that guy with a blunt mace in the face. In wow all weapons went straight through the models and felt like all were swinging weapons cutting wind,



So If that feels in that matter than I dont like it.

#152
Sylvius the Mad

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axa89 wrote...

Here's the thread where Gaider confirms it.

We'll see how it works.

My first impression of DA2 hangs in the balance.  If my character design fails right out of the gate I'm going to be very angry.

#153
Hulk Hsieh

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Sylvius the Mad wrote...

axa89 wrote...

Here's the thread where Gaider confirms it.

We'll see how it works.

My first impression of DA2 hangs in the balance.  If my character design fails right out of the gate I'm going to be very angry.


I don't see how anyone can mess up balance worse than in DA:O and DA:A.

#154
axa89

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Hulk Hsieh wrote...

I don't see how anyone can mess up balance worse than in DA:O and DA:A.

I don't think that's the kind of balance he's talking about...

Anyway, Gaider said that these three personality traits matched, more or less, those present in Origins.

Modifié par axa89, 19 septembre 2010 - 07:36 .


#155
Sylvius the Mad

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axa89 wrote...

Anyway, Gaider said that these three personality traits matched, more or less, those present in Origins.

The ones in Origins didn't matter, though, because th player was unaware of them.

#156
Stalky24

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Chrumpek wrote...

Dunno bout you but I hate the combat system from wow and I loved it in DAO - I mean in DAO I felt like my character actually hit that guy with a blunt mace in the face. In wow all weapons went straight through the models and felt like all were swinging weapons cutting wind,

So If that feels in that matter than I dont like it.


youre talking about two different things, gameplay and animation quality.

#157
axa89

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Sylvius the Mad wrote...
The ones in Origins didn't matter, though, because th player was unaware of them.


And now he's aware of them because of the icons, which are there to allay the uncertainty of the paraphreses. This, at least knowing what tone your PC is going to use, should please you...

Modifié par axa89, 19 septembre 2010 - 09:40 .


#158
Koralis

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Rubbish Hero wrote...

Jade Empire had pretty bad combat from what I played recently. It's about the closest I have seen of Bioware reaching "awful" territory. Definably there weakest RPG I think. Perhaps the combat works well on the xbox, with the mouse and keyboard, it sucks.



It was fun, but limited.  For the tough fights, there were simply too many combat styles that just didn't work.   Styles that stun  were always useful.  Bad planning I guess.


After I get tired of Civ V I may have to replay Jade Empire again.  :)

#159
HTTP 404

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Sylvius the Mad wrote...

HTTP 404 wrote...

I have faith this will be worked out for the PC.   Im just glad they are making the console in mind for the console and the PC in mind for the PC

This only works if the characteristics that make a quality game differ from platform to platform.

Do they?

I don't find that they do.  I enjoy the same features regardless of platform.


It can differ in terms of control of the game.  keyboard and mouse versus controller.  Tactics are much more difficult to micro manage on console games.  the camera angle and distance is different on the console DA than on the PC.  Console DA was almost an afterthought on control.

not quite sure what you mean by features...

#160
Sylvius the Mad

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axa89 wrote...

And now he's aware of them because of the icons, which are there to allay the uncertainty of the paraphreses. This, at least knowing what tone your PC is going to use, should please you...

No, you miunderstand.  The intended tone of the writers is a limitation I'd like to avoid, and in DAO I could do that because that intended tone was unknowable to the players.

In DA2 they're adding those intent icons, and that robs me of the freedom to deliver the lines however I'd like.

Of course, the voice already does that, so given the voice those intent icons are valuable, but ideally I'd like to disable both "features".

#161
Seb Hanlon

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Sylvius the Mad wrote...

axa89 wrote...

And now he's aware of them because of the icons, which are there to allay the uncertainty of the paraphreses. This, at least knowing what tone your PC is going to use, should please you...

No, you miunderstand.  The intended tone of the writers is a limitation I'd like to avoid, and in DAO I could do that because that intended tone was unknowable to the players.

In DA2 they're adding those intent icons, and that robs me of the freedom to deliver the lines however I'd like.

Of course, the voice already does that, so given the voice those intent icons are valuable, but ideally I'd like to disable both "features".


You do realize, of course, that the other characters' responses to the player character's lines -- the real, in-game consequences of your dialogue choices -- are based solely on the tone that the writers intended. It could not be otherwise. The game is forbidden from reading your mind under the San Diego Electronic Entertainment Protocols of 2006. :whistle:

I can't imagine how confusing it must be to play the game, speaking the lines yourself in your own head, reading a jokey, sarcastic tone into a line the writers thought of as an aggressive choice, and then having your conversation partners misinterpret your world-weary sarcasm as hard-assed determination. I suppose it would make for a unique play experience.

If this doesn't happen often, I suppose it's a credit to our writers that the Origins dialogue choices strongly imply the proper tone. The freedom to deliver the lines as you like is as equally present as the freedom to write in your own dialogue choices. You can do it, if you've got paper and a pen handy, but the game will always react in the way the writers imagined the line written and read.

#162
PaulSX

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I hope there is a downloadable demo available for PS3 :(

#163
SonRyu

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Look, I really dont know what to expect of this game. But after the god awful DLCs (and no, I will never forgive you for witch hunt) I really am hesitant about DA2. Gonna have ot wait for reviews and forum chat to really see. Best I can promise you BioWare. And thats honestly more than you deserve

#164
Morroian

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Seb Hanlon wrote...

I can't imagine how confusing it must be to play the game, speaking the lines yourself in your own head, reading a jokey, sarcastic tone into a line the writers thought of as an aggressive choice, and then having your conversation partners misinterpret your world-weary sarcasm as hard-assed determination. I suppose it would make for a unique play experience.


Yep, to me that is just as much suspension of disbelief breaking as having a paraphrase not properly convey what ends up being actually said.

#165
Lorianno

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slimgrin wrote...

Mike Laidlaw wrote...

Camera distance/tactical/etc control was disabled on all demo builds of DA2. We're still futzing with it.


Way back...camera should go waaaaaaay back. 


QFT.

An option to have a baldur's gate distance view would be fantastic.

#166
Bryy_Miller

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SonRyu wrote...

Look, I really dont know what to expect of this game. But after the god awful DLCs (and no, I will never forgive you for witch hunt) I really am hesitant about DA2. Gonna have ot wait for reviews and forum chat to really see. Best I can promise you BioWare. And thats honestly more than you deserve


Um, it's a video game. "Forgive"? "More than you deserve"?

#167
Brockololly

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Seb Hanlon wrote...
If this doesn't happen often, I suppose it's a credit to our writers that the Origins dialogue choices strongly imply the proper tone.

True- but its also about being able to read the whole text of the response in Origins and seeing all of the dialogue options against each other. That makes it easier to judge intent. Whereas (I'm guessing) with the icon system in DA2, you have to piece things together from the paraphrase and guess whether the angry fist icon means Hawke is going to verbally berate an old lady or simply talk in a slightly mean tone.

Seb Hanlon wrote...
...but the game will always react in the way the writers imagined the line written and read.

No doubt, but again with player VO you're taking away different shades of inflection in how a given sarcastic, diplomatic or aggressive line may be read or interpreted. Obviously the reaction from the NPC will be the same, but having Hawke frothing at the mouth in anger at someone versus being slightly ticked off is a big difference in perception as to how you want to RP your PC.

Or especially with romance lines- I'm sorry but I have yet to see a player VO game dealing with romances not come off as weird, corny or creepy. The sex scenes in Origins were awkward, but watching Shep vocalize pervy romance lines in ME2 was a thousand times worse. At least in Origins, again, its all in your head, so you can have your Warden sounding as dorky or suave as you want.

Maybe DA2 will change my view on player VO, but in every game I've played with it thus far, it does more to detach me from the game experience than add anything to it of value.

Modifié par Brockololly, 20 septembre 2010 - 05:02 .


#168
Sylvius the Mad

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Seb Hanlon wrote...

You do realize, of course, that the other characters' responses to the player character's lines -- the real, in-game consequences of your dialogue choices -- are based solely on the tone that the writers intended.

Yes, David has said as much,

It could not be otherwise.

I'm not sure that's true, but I'll accept BioWare's expertise on the matter.

I can't imagine how confusing it must be to play the game, speaking the lines yourself in your own head, reading a jokey, sarcastic tone into a line the writers thought of as an aggressive choice, and then having your conversation partners misinterpret your world-weary sarcasm as hard-assed determination.

It's not confusing at all.  It just makes the companions look entirely different from what the writers intended.

Think about that.  The lines written by the writers, delivered by the voice actors, have an entirely different effect on the protagonist based on the player's intent on a previous line.

That's a tremendous amount of customisability.

I suppose it would make for a unique play experience.

it makes for a varied play experience where every different character I play meets a slightly different Alistair and a slightly different Morrigan and a slightly different Loghain.

If this doesn't happen often, I suppose it's a credit to our writers that the Origins dialogue choices strongly imply the proper tone.

It happens all the time, because implication doesn't exist.

The freedom to deliver the lines as you like is as equally present as the freedom to write in your own dialogue choices. You can do it, if you've got paper and a pen handy, but the game will always react in the way the writers imagined the line written and read.

Sure, and again, those reactions are a strength of the game.

But now I'm worried about losing the freedom to assign tone as I see fit.  Since DA2's protagonst is voiced, there are only so many different ways each line is going to be delivered, and I'm sure whatever that number is it's a lot smaller than infinity.

#169
foodstuffs

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Seb Hanlon wrote...
The game is forbidden from reading your mind under the San Diego Electronic Entertainment Protocols of 2006. :whistle:


Comedy Gold right there.

I can't imagine how confusing it must be to play the game, speaking the lines yourself in your own head, reading a jokey, sarcastic tone into a line the writers thought of as an aggressive choice, and then having your conversation partners misinterpret your world-weary sarcasm as hard-assed determination.


I can't tell you how many times I picked a response and got a completely different reaction than expected, all because of how I read it, because of what I thought it meant. 

I suppose it would make for a unique play experience.


I believe that is his goal.

EDIT:  I think I'm one of 2 or 3 people on these boards that generally agrees with Sylvius.

Modifié par foodstuffs, 20 septembre 2010 - 08:16 .


#170
FieryDove

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Brockololly wrote...

Or especially with romance lines- I'm sorry but I have yet to see a player VO game dealing with romances not come off as weird, corny or creepy. The sex scenes in Origins were awkward, but watching Shep vocalize pervy romance lines in ME2 was a thousand times worse. At least in Origins, again, its all in your head, so you can have your Warden sounding as dorky or suave as you want.

Maybe DA2 will change my view on player VO, but in every game I've played with it thus far, it does more to detach me from the game experience than add anything to it of value.


Ugh, that reminds me...don't talk to Jacob at *all* as femshep. Enough said.

I agree with your player vo and detachment statement 1000 times over.

#171
Rzepik2

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Lol.

Jacob Taylor romance - the ultimate argument against the voiced protagonist.

#172
Reikilea

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Lorianno wrote...

slimgrin wrote...

Mike Laidlaw wrote...

Camera distance/tactical/etc control was disabled on all demo builds of DA2. We're still futzing with it.


Way back...camera should go waaaaaaay back. 


QFT.

An option to have a baldur's gate distance view would be fantastic.

Tactical view/camera stays. EA said it on presentation. They just didnt have it into alpha demo.

#173
Brockololly

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FieryDove wrote...
Ugh, that reminds me...don't talk to Jacob at *all* as femshep. Enough said.

I agree with your player vo and detachment statement 1000 times over.


Dear God- sexual predator Shepard *runs away in terror*

#174
Seb Hanlon

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Brockololly, Sylvius, thanks for helping me understand how you play the game.

#175
HopHazzard

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Rzepik2 wrote...

Lol.
Jacob Taylor romance - the ultimate argument against the voiced protagonist.


I never understood why people hated Jacob so much until I did his romance. And it wasn't even so much anything he did as it was what Shepard became around him. In terms of role playing that was the only time in either game that I felt like Shepard got away from me.