andar91 wrote...
Mike Laidlaw wrote...
I can see how it would sound that way, but the only functional difference between the two is that you press-to-attack on console and auto-attack on PC. I don't think pressing a button to swing your sword inherently makes for a hack and slash game.

I definately agree with this. It seems like a lot of people equate the button press to God of War or Baldur's Gate Dark Alliance style gameplay, but we've been told by those who play the demo that you can still only attack so fast since attacks still have speeds associated with the various weapon types (correct me if I'm wrong). And I keep thinking to myself: "Whenever I was using the normal attacks on console, what else was I doing? Oh yeah...nothing. So having to hit a button can only make me feel more connected to my character.
Or so I expect. :happy:
I've comment on this before, but I'll note it again. I see "hack and slash" or "brawlers" or "action games" as being defined by the way you engage with combat, insofar as the idea of the "combo" is king. Dante's Inferno or Ninja Gaiden, for instance, has more than 30 combos you can pull off by pressing things like XXX, XYX, AYYXXY and so on. That is where the sense of timing, and the feeling of "mashing" buttons comes from. Though skilled players of either game will tell you it's far from a mash. Mashing is for novices.
Dragon Age, for all you you press the A or X button (Xbox and PS3 respectively) to attack does not require awareness of extensive combos. There is no concept of light attack, heavy attack, aerial attack, etc. Instead, our focus is on abilities, which you acquire through leveling up, and which you can then upgrade, and which require stamina or mana to activate. The gameplay, then is more strategic, in that you have to manage resources (Kratos and Ryu never get tired). It's also more tactical, in that you have to make equipment choices, ability choices and party-composition choices well in advance of the combat, requiring a mix of planning and of-the-moment thinking.
Sound familiar? If you're thinking "Origins," you'd be pretty close. It's just faster, and more punchy.
So, it's probably best to think of the improvements to DA's combat as focusing on pace, responsiveness and improved visualizations. I remember people ranting about how it wasn't good that the Sacred Ashes trailer showed Leliana being acrobatic when she couldn't be acrobatic in the game. Fair complaint! And as a rogue player, one I specifically set out to rectify with the help of my excellent combat team.
It seems a
much smaller contingent of people are now concerned that their rogue might actually be that acrobatic.Probably out of fear that jumping must inherently mean we've fundamentally changed the game. Well, we have, but in very aesthetic ways. Hopefully the above explanation relieves some concerns.