you might wanna read it
new pcgamer preview
#1
Posté 18 septembre 2010 - 03:21
#2
Posté 18 septembre 2010 - 03:39
I realy dont see how Im gonna sleep when this comes out
Modifié par Mubar, 18 septembre 2010 - 03:39 .
#3
Posté 18 septembre 2010 - 03:54
#4
Posté 18 septembre 2010 - 04:02
#5
Posté 18 septembre 2010 - 04:07
Still no information on companions, this makes me sadface.
#6
Posté 18 septembre 2010 - 04:08
GodWood wrote...
-sigh-
Still no information on companions, this makes me sadface.
This.
#7
Posté 18 septembre 2010 - 04:11
#8
Posté 18 septembre 2010 - 04:13
What the shizzle?!
Seems like Varic manages to rise to the top quite phenomenally from a simple merchants guild member on Hawkes adventures, lest this has been mentioned before and I just missed that part.
#9
Posté 18 septembre 2010 - 04:15
#10
Posté 18 septembre 2010 - 04:15
MoneyDeluxe wrote...
"the dwarf king Varic"
What the shizzle?!
Seems like Varic manages to rise to the top quite phenomenally from a simple merchants guild member on Hawkes adventures, lest this has been mentioned before and I just missed that part.
Could just be the writer being factually incorrect.
He does call Hawke "Hawk" for the entire article, after all.
#11
Posté 18 septembre 2010 - 04:16
MoneyDeluxe wrote...
"the dwarf king Varic"
What the shizzle?!
Seems like Varic manages to rise to the top quite phenomenally from a simple merchants guild member on Hawkes adventures, lest this has been mentioned before and I just missed that part.
I think he took the "merchant prince" thing and rolled it around in his head.
#12
Posté 18 septembre 2010 - 04:16
axa89 wrote...
I suppose the people here have only read the title, pity. It's an interesting article, from someone who loved dragon age and was skeptical about da2.
Why would you think that? The not reading part, I mean, not the interesting part.
Modifié par errant_knight, 18 septembre 2010 - 04:18 .
#13
Posté 18 septembre 2010 - 04:18
#14
Posté 18 septembre 2010 - 04:19
The one thing that irks me a bit is they spend paragraphs talking about the combat, when it could be done in a couple sentences or one paragraph. Then they brush off the loot, exploration, progression, dialog, etc... questions and lump them into one sentence. Stinks like marketing to me.
#15
Posté 18 septembre 2010 - 04:20
#16
Guest_distinguetraces_*
Posté 18 septembre 2010 - 04:20
Guest_distinguetraces_*
But come on, though..."going by the name of Hawk" ... "the dwarf king Varic." Seems like every article gets this stuff wrong.
Editors should do their jobs, but maybe Bioware could also provide a "quick and dirty guide to character and place names" on a little three-by-five card in the marketing packet?
Modifié par distinguetraces, 18 septembre 2010 - 04:23 .
#17
Posté 18 septembre 2010 - 04:21
Harcken wrote...
The one thing that irks me a bit is they spend paragraphs talking about the combat, when it could be done in a couple sentences or one paragraph. Then they brush off the loot, exploration, progression, dialog, etc... questions and lump them into one sentence. Stinks like marketing to me.
I'm guessing they played the same demo that everyone else has, which means they don't have a lot of information about the loot, exploration, progression, and dialogue.
#18
Posté 18 septembre 2010 - 04:22
#19
Posté 18 septembre 2010 - 04:23
I don't really panic when seeing these sorts of previews though. Perception plays a big part in how people present things. This guy seems to have the perspective of "YAR. I hit things fast! Now I don't have to read as much YAR! MMMM GOOOD." But that says as much about him as about the demo he's watching. Some milquetoast bastard such as myself may still find character identification and immersion in a world of paraphrases, tone and voice over--that YARman game journalist may not see. After all, he's viewing what's there differently than me because his focus is diffferent.
I've seen a lot of evolutions in DA2 that seem like good idea. Instant action in combat. Good. Combos for non-mages: good. The idea that it helps for players to feel like their party comp is part of a plan or approach to coming battles: good. Spell customization: good. Putting more distance between rogues and warriors: good. A 10-year span so that you can have moments like were in DAO's ending cards play out in the game: good.
Lines like “I still wanted to keep that element of RPG, that sense of exploration,
progression, sidequests, looting, all that stuff is key, and losing that
would be a shame. To me, this is really exciting because we can get
even less linear, and less predetermined.": good.
My hope is that the framed narrative will allow more branching in the middle of the game than Origins had--more variety in additonal playthroughs.
At the end of the day, though, the heart and soul of Dragon Age, for me, was the immersion. The identification with the Warden (or perhaps Hawke in DA2), camaraderie with party members (heightened by party banter and camp downtime), further character customization through choosing a romance. Well, that's to be determined. I like to think that Bioware's writers care about these things too and want them in their game and are trying to get those things into the game. I suspect they can pull it off whatever the tools they're given to work with (dialogue wheel or not, voice over or not). So for those reasons I tend not to read too much into the impressions of a game journalist. Being addicted to the game, I'm prone to obsess over every little scrap that comes out. But...experience also tells me that relying on the perceptions of others that are watching and playing demos...is an exercise in self-abuse that often ends up not having been informative as you thought it might have been.
#20
Posté 18 septembre 2010 - 04:24
Pritos wrote...
This sound awesome to me, can't understand the disappointment.
Then you've been reading posts on this forum extremely selectively.
#21
Posté 18 septembre 2010 - 04:27
Excellent post, Giltspur. I hope you're right, I really do.Giltspur wrote...
All of the fears may prove to be right. Bioware may have indeed lost their mind. It seems unlikely given the writers being the same, but it's always a possibility.
I don't really panic when seeing these sorts of previews though. Perception plays a big part in how people present things. This guy seems to have the perspective of "YAR. I hit things fast! Now I don't have to read as much YAR! MMMM GOOOD." But that says as much about him as about the demo he's watching. Some milquetoast bastard such as myself may still find character identification and immersion in a world of paraphrases, tone and voice over--that YARman game journalist may not see. After all, he's viewing what's there differently than me because his focus is diffferent.
I've seen a lot of evolutions in DA2 that seem like good idea. Instant action in combat. Good. Combos for non-mages: good. The idea that it helps for players to feel like their party comp is part of a plan or approach to coming battles: good. Spell customization: good. Putting more distance between rogues and warriors: good. A 10-year span so that you can have moments like were in DAO's ending cards play out in the game: good.
Lines like “I still wanted to keep that element of RPG, that sense of exploration,
progression, sidequests, looting, all that stuff is key, and losing that
would be a shame. To me, this is really exciting because we can get
even less linear, and less predetermined.": good.
My hope is that the framed narrative will allow more branching in the middle of the game than Origins had--more variety in additonal playthroughs.
At the end of the day, though, the heart and soul of Dragon Age, for me, was the immersion. The identification with the Warden (or perhaps Hawke in DA2), camaraderie with party members (heightened by party banter and camp downtime), further character customization through choosing a romance. Well, that's to be determined. I like to think that Bioware's writers care about these things too and want them in their game and are trying to get those things into the game. I suspect they can pull it off whatever the tools they're given to work with (dialogue wheel or not, voice over or not). So for those reasons I tend not to read too much into the impressions of a game journalist. Being addicted to the game, I'm prone to obsess over every little scrap that comes out. But...experience also tells me that relying on the perceptions of others that are watching and playing demos...is an exercise in self-abuse that often ends up not having been informative as you thought it might have been.
#22
Posté 18 septembre 2010 - 04:32
I thought that because there are plenty of positive points in the article and senteces like "The less it's what I liked about Origins, the greater the excitement from reviewers" suggest you don't know where the journalist was coming from.
Anyway, below are some of the points I thought reassuring:
“It’s not like one little level: ‘here’s where he punched a guy in the face.’ It’s: ‘this is his escape from his blightravaged home town’. The entire escape and the emotion, the side stuff around that event, not just the actual running. I guess the danger of focusing down on key moments is that you might think that we’re focusing down super-tightly, and that’s actually not the case.”
“I still wanted to keep that element of RPG, that sense of exploration, progression, sidequests, looting, all that stuff is key, and losing that would be a shame. To me, this is really exciting because we can get even less linear, and less predetermined.”
“You’ve got a home, but so do your followers,” Mike says. “You’ll interact with them more out in the world. Additionally, they’re going to react more to the world around them when you’re adventuring with them. So you might be in the deep roads, and a dwarven character might be able to spot something he recognises.”
“What I want to do is pull Normal down a bit, and keep Hard nice and ballsy, but we don’t want to make it that that’s the only way, because there are a lot of hardcore gamers who want to feel like, “I gotta roll that crit!”
The PC got the far superior version of Dragon Age: Origins’ combat engine: pausable and easily controlled, it’s returning in much the same shape for the sequel. The party size is still set at four – forcing the player to make “meaningful tactical choices” according to Mike Darreth – and Origins’ toolkit of hotbars and selectable party members is all present and correct.
Modifié par axa89, 18 septembre 2010 - 04:32 .
#23
Posté 18 septembre 2010 - 04:32
Ugh... besides not having any new info, it just reminds me why I don't care for these preview articles. Look- I enjoyed Mass Effect, but come on gaming journalists, why does everyone think ME is some shining pinnacle of gaming perfection which every BioWare game must copy?
I get that changes are being made to DA2 but I hate how these articles just proceed to lambast and crap all over Origins, acting like it was some rubbish game that did everything wrong because it wasn't Mass Effect-y enough.
Ah yes- I just hate reading and being able to roleplay my character without guessing what he's going to do! Spare me from my own idiocy! Fewer words, more shiny colors!For inspiration, they’ve looked two floors down in their Edmonton office, and incorporated a Mass Effect-style paraphrase system. “When you see the choices, you don’t want to read something, and then have the protagonist just say it out loud. What Mass Effect did was to paraphrase it, which allows you to get the gist of what’s going to happen.”
/facepalm
Really? Origins was challenging when it first came out, but since then the patches have made it progessively easier- Awakening is a cake walk. Normal was fairly easy as is.....As a pure killing machine, the rogue will stay handy for die-hard roleplayers, the kind who didn’t flinch at Origins’ challenging ‘Normal’ mode. Mike Laidlaw is aware of the complaints directed at the first game’s difficulty level, but isn’t aiming to make the experience notablyeasier for us. “What I want to do is pull Normal down a bit, and keep Hard nice and ballsy, but we don’t want to make it that that’s the only way, because there are a lot of hardcore gamers who want to feel like, “I gotta roll that crit!”
Modifié par Brockololly, 18 septembre 2010 - 04:36 .
#24
Guest_distinguetraces_*
Posté 18 septembre 2010 - 04:40
Guest_distinguetraces_*
Brockololly wrote...
Origins was challenging when it first came out, but since then the patches have made it progessively easier
Is there a summary of these changes somewhere?
#25
Posté 18 septembre 2010 - 04:44
axa89 wrote...
@errant_knight
I thought that because there are plenty of positive points in the article and senteces like "The less it's what I liked about Origins, the greater the excitement from reviewers" suggest you don't know where the journalist was coming from.
Uh, no. It means that the things the reviewer found to be exciting improvements, I didn't, and yet he is clearly excited. That is undeniable. And further, that he is not the first reviewer to also be excited by things that I find unappealing. Perhaps I overstated the case in the name of snappy rhetoric, but that doesn't change the fact that while both you and the reviewer found the things in the article to be positives, not everyone must do so, or have it be seen that they lack comprehension/reading skills.




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