Aller au contenu

DA2 Gameplay from GameCity Vienna


1658 réponses à ce sujet

#1201
1136342t54_

1136342t54_
  • Members
  • 3 197 messages
I have very few things to say in this thread. I will keep it simple. The combat so far is a little annoying but from my opinion it is more of a exaggerated look,and the parts of the exaggerated combat scenes shown will most likely be on the console version instead of PC. Environments so far look ok but I really don't know whether it is so supposed to look this bland because of Hawke's location in the story or Bioware just didn't finished development. Either way it is understandable.

Now I will comment a little on the realism argument. From my perspective the weapons in Dragon age were far more advanced than any middle age weaponry. The different types of steel and materials like dragon bone would seem to make the weapons very light but also powerful enough to cut through most armor easily. Bioware may make it so that in DA2 the different types of materials for weapons would vary like some increase weight but better cutting power and others can be light but very weak. Hell they could have the really rare material be a mixture of both but that is wishful thinking. Right now I don't think this video is going to be exactly like DA2 in its final build.

Edit: If this is the design for all darkspawn not just some subspecies of them then Please Please change it.

Modifié par 1136342t54 , 28 septembre 2010 - 11:54 .


#1202
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.

#1203
Apollo Starflare

Apollo Starflare
  • Members
  • 3 096 messages
I never liked the original Hurlock design enough to be bothered about the change. I make the destinction because that's all we've seen so far, apart from the Ogre (which looks so similar to DAO's Ogre's to me that I don't see how people can be bothered). I'm very curious as to what Genlocks and Shriek's might look like now though, I quite liked how Genlocks were both intimidating yet strangely comical in Origins, and Shrieks had a great design, if a bit bland.

Am I the only one that thinks seeing a Darkspawn essentially blow up when hit by a lightning spell looks awesome? From what I've heard the mass dismemberment is mostly exaggeration anyway?

I've watched it several times now and I still don't see why people are freaking out about the greatsword and combat speed/animations. The sword looks no bigger than a DAO sword to me (and I hear it is in fact a model taken from Origins?), and while some of the swings seem a little unnatural (others seem suitably heavy, and I love how she holds the sword) it's nothing that seems overly out of place in a fantasy game of this sort. Certainly not to God of War or DMC sort of extremes, the same goes for the rest of combat. Have the people comparing it to DMC played that game? Or games like it? Add the fact we know the combat is more tactical than shown in the exaggerated sequence (numerous developer comments etc.) and the fact it's on the console (I'm stuck with the 360 version, and it's fact that they play faster than the PC version, it was the same with Origins) and I don't see how people are getting so worked up? There is definitely room for some criticism should it not match how you think the game should be, but some of the comments in this thread just seem incredible over the top.

I think the forums might explode when we get some actual official gameplay footage, regardless of whether it pleases everyone or not (and lets face it, it'll never please everyone).

#1204
rexil

rexil
  • Members
  • 304 messages

Sylvius the Mad wrote...


_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.


Just buy a crappy PC and the lag will do the job for you.
:wizard:

#1205
marshalleck

marshalleck
  • Members
  • 15 645 messages

Apollo Starflare wrote...

I've watched it several times now and I still don't see why people are freaking out about the greatsword and combat speed/animations.


Because some people are determined to dislike DA2 no matter what, and this is the first thing they can latch onto, point to and say "see? SEE!? I told you, ruined forever!" We saw the exact same phenomenon with Mass Effect and Mass Effect 2.

Modifié par marshalleck, 28 septembre 2010 - 11:58 .


#1206
Dr. wonderful

Dr. wonderful
  • Members
  • 1 548 messages

Apollo Starflare wrote...

I never liked the original Hurlock design enough to be bothered about the change. I make the destinction because that's all we've seen so far, apart from the Ogre (which looks so similar to DAO's Ogre's to me that I don't see how people can be bothered). I'm very curious as to what Genlocks and Shriek's might look like now though, I quite liked how Genlocks were both intimidating yet strangely comical in Origins, and Shrieks had a great design, if a bit bland.

Am I the only one that thinks seeing a Darkspawn essentially blow up when hit by a lightning spell looks awesome? From what I've heard the mass dismemberment is mostly exaggeration anyway?

I've watched it several times now and I still don't see why people are freaking out about the greatsword and combat speed/animations. The sword looks no bigger than a DAO sword to me (and I hear it is in fact a model taken from Origins?), and while some of the swings seem a little unnatural (others seem suitably heavy, and I love how she holds the sword) it's nothing that seems overly out of place in a fantasy game of this sort. Certainly not to God of War or DMC sort of extremes, the same goes for the rest of combat. Have the people comparing it to DMC played that game? Or games like it? Add the fact we know the combat is more tactical than shown in the exaggerated sequence (numerous developer comments etc.) and the fact it's on the console (I'm stuck with the 360 version, and it's fact that they play faster than the PC version, it was the same with Origins) and I don't see how people are getting so worked up? There is definitely room for some criticism should it not match how you think the game should be, but some of the comments in this thread just seem incredible over the top.

I think the forums might explode when we get some actual official gameplay footage, regardless of whether it pleases everyone or not (and lets face it, it'll never please everyone).


Nicely worded

Oh and Hiitting Darkspawn with lighting?

BOOM! HEADSHOT!

#1207
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

rexil wrote...

Sylvius the Mad wrote...


_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.


Just buy a crappy PC and the lag will do the job for you.
:wizard:


I refer to that as 'hang-time', and pretend that the world is holding its breath in awe of my prowess on the battlefield.

#1208
tool_bot

tool_bot
  • Members
  • 536 messages

rexil wrote...

Sylvius the Mad wrote...


_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.


Just buy a crappy PC and the lag will do the job for you.
:wizard:


Oh god.

Alim casts cone of cold. 

Enemies run right past him and freeze 2 minutes later.

Never again.

#1209
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Sylvius the Mad wrote...

Kerilus wrote...

How many times must it be stressed that the silly animation such as the jump and the comic like arc effects are not the exaggerated parts and will be in the game? And that is the true worry of some of us?

And the speed.  Don't forget the speed.

As I said before, I'll have to play the game to know whether it works, but I worry about the ability to keep track of four characters at once if combat really moves that quickly.


It looks faster, but I found it fairly easy to follow watching their character portraits and seeing familiar attacks being used, and the pace at which they were used. Feels pretty much like Origins. YMMV of course.

#1210
NKKKK

NKKKK
  • Members
  • 2 960 messages
Did that Sword have like an orb in the bottom of the hilt?

#1211
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

The Director wrote...
Will it lead to stringable attack combos, seamless group "gang-up" attacks, and, of course, more animated variety in attacks and a visually distinct difference in attacks, [like how Upset Balance and Dirty Fighting were the same motion]?


If by "attack combos" you mean initiating an attack by keying in different button entries, then no. There is animated variety, mainly because the animation attacks now key differently according to the relation between the attacker and the target-- so if the target is to your left or a little more distant (but still within closing range) the attack will still initiate with a smoother animation rather than requiring you to move up and get synced first.

There's a thread on the front page called "Bioware, is combat the focus" which has some great posts by Mike if you're interested in how the combat actually breaks down and how it's different from Origins (as well as how it's the same).

filaminstrel wrote...
It looks faster, but I found it fairly
easy to follow watching their character portraits and seeing familiar
attacks being used, and the pace at which they were used. Feels pretty
much like Origins. YMMV of course.


That's where I stand, personally. I'm not one for combat, myself-- I don't like the idea of things getting hectic. If they did, I'd probably just turn my brain off and mash buttons until I got frustrated. The pacing of the combat feels the same in DA2, to me, and I'm fully able to follow what my companions are doing and give orders if I wish (which is what I usually do). PC users will have the auto-attack, as well, which will make it easier to give orders and leave to control someone else if they wish. But the individual's mileage will vary, like you said. I think maybe it's easy to confuse the speed of the animations with the pacing of the combat overall.

Modifié par David Gaider, 29 septembre 2010 - 12:02 .


#1212
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

rexil wrote...

Sylvius the Mad wrote...

_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.

Just buy a crappy PC and the lag will do the job for you.

I'm hoping for combat speed mods.

DAO has combat speed mods, so we know the engine supports them.

#1213
Dr. wonderful

Dr. wonderful
  • Members
  • 1 548 messages

JohnEpler wrote...

rexil wrote...

Sylvius the Mad wrote...


_Loc_N_lol_ wrote...

I guess, you'll just have to pause more often when things don't go your way ?

I already compulsively pause every two seconds.  In every battle.

At this speed I'll need to pause every half second.


Just buy a crappy PC and the lag will do the job for you.
:wizard:


I refer to that as 'hang-time', and pretend that the world is holding its breath in awe of my prowess on the battlefield.


Well I call that Laugh time...In wich we laugh at People who have Crappy Computers on TF2.

Posted Image

#1214
Dr. wonderful

Dr. wonderful
  • Members
  • 1 548 messages
Well Bioware...You guys are on some SEVERE Damage control...That and Now I want to play it MOAR.




#1215
CoS Sarah Jinstar

CoS Sarah Jinstar
  • Members
  • 2 169 messages

David Gaider wrote...

The Director wrote...
Will it lead to stringable attack combos, seamless group "gang-up" attacks, and, of course, more animated variety in attacks and a visually distinct difference in attacks, [like how Upset Balance and Dirty Fighting were the same motion]?


If by "attack combos" you mean initiating an attack by keying in different button entries, then no. There is animated variety, mainly because the animation attacks now key differently according to the relation between the attacker and the target-- so if the target is to your left or a little more distant (but still within closing range) the attack will still initiate with a smoother animation rather than requiring you to move up and get synced first.

There's a thread on the front page called "Bioware, is combat the focus" which has some great posts by Mike if you're interested in how the combat actually breaks down and how it's different from Origins (as well as how it's the same).


Do you think you'll be able to polish up the "skating" look of the closing attacks? Like I said I have no quams at all with combat feeling more responsive, yet at the same time I would prolly hate the game if combat turned into some combination of DA + Ninja Gaiden. I suppose there's a fine line there somewhere.

#1216
NKKKK

NKKKK
  • Members
  • 2 960 messages
There you have it folks, no combos, now stop it with the Dynasty Warriors comparison

#1217
Brockololly

Brockololly
  • Members
  • 9 032 messages

Sylvius the Mad wrote...

Kerilus wrote...

How many times must it be stressed that the silly animation such as the jump and the comic like arc effects are not the exaggerated parts and will be in the game? And that is the true worry of some of us?

And the speed.  Don't forget the speed.

As I said before, I'll have to play the game to know whether it works, but I worry about the ability to keep track of four characters at once if combat really moves that quickly.

Thats exactly my concern.

If the game is moving that fast, with four characters pretty much zipping all over the place and doing their attack s instantly and practically chaining together combos, it would seem to sort of negate your ability to "think like a General." Or you'll literally be pausing every 0.5ms to try and coordinate combat.

But this is why I want to see some of the "real" gameplay- it seems problematic now with the one hit kill trash mob Chalkspawn, but assuming real enemies take more than one hit to kill, even if the animations are speeding along, hopefully enemies lasting more than one second makes pause and play and autoattack slightly more logical.

#1218
Dr. wonderful

Dr. wonderful
  • Members
  • 1 548 messages

NKKKK wrote...

There you have it folks, no combos, now stop it with the Dynasty Warriors comparison


...

Since when did people compare it to Dynasty Warriors?

#1219
tool_bot

tool_bot
  • Members
  • 536 messages

NKKKK wrote...

There you have it folks, no combos, now stop it with the Dynasty Warriors comparison


I'm sure they'll stop when the darkspawn have more then 'die' on the attack list.

#1220
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

CoS Sarah Jinstar wrote...
Do you think you'll be able to polish up the "skating" look of the closing attacks? Like I said I have no quams at all with combat feeling more responsive, yet at the same time I would prolly hate the game if combat turned into some combination of DA + Ninja Gaiden. I suppose there's a fine line there somewhere.

I know that they're playing with the timing of the attacks a lot (that's Seb's job, I believe). I can't really comment on the individual animations, myself-- nor on the Ninja Gaiden comparison, as I've never played it-- but I imagine the allowed range of the closing attack is bound to go through changes between now and release.

#1221
CoS Sarah Jinstar

CoS Sarah Jinstar
  • Members
  • 2 169 messages

Brockololly wrote...

Sylvius the Mad wrote...

Kerilus wrote...

How many times must it be stressed that the silly animation such as the jump and the comic like arc effects are not the exaggerated parts and will be in the game? And that is the true worry of some of us?

And the speed.  Don't forget the speed.

As I said before, I'll have to play the game to know whether it works, but I worry about the ability to keep track of four characters at once if combat really moves that quickly.

Thats exactly my concern.

If the game is moving that fast, with four characters pretty much zipping all over the place and doing their attack s instantly and practically chaining together combos, it would seem to sort of negate your ability to "think like a General." Or you'll literally be pausing every 0.5ms to try and coordinate combat.

But this is why I want to see some of the "real" gameplay- it seems problematic now with the one hit kill trash mob Chalkspawn, but assuming real enemies take more than one hit to kill, even if the animations are speeding along, hopefully enemies lasting more than one second makes pause and play and autoattack slightly more logical.


A simple solution would be to show off the PC version in regular gameplay (not varrick's wet dream) with a full party. I share your concerns though.

#1222
CoS Sarah Jinstar

CoS Sarah Jinstar
  • Members
  • 2 169 messages

David Gaider wrote...

CoS Sarah Jinstar wrote...
Do you think you'll be able to polish up the "skating" look of the closing attacks? Like I said I have no quams at all with combat feeling more responsive, yet at the same time I would prolly hate the game if combat turned into some combination of DA + Ninja Gaiden. I suppose there's a fine line there somewhere.

I know that they're playing with the timing of the attacks a lot (that's Seb's job, I believe). I can't really comment on the individual animations, myself-- nor on the Ninja Gaiden comparison, as I've never played it-- but I imagine the allowed range of the closing attack is bound to go through changes between now and release.


Makes sense seeing that you guys are still 5 months out. Thanks David.

#1223
DMC12

DMC12
  • Members
  • 316 messages

Dr. wonderful wrote...

NKKKK wrote...

There you have it folks, no combos, now stop it with the Dynasty Warriors comparison


...

Since when did people compare it to Dynasty Warriors?



Since they began associating fast combat with hack and slash? I dunno.

Really, combat doesn't have to be slow to be suitable for an RPG.

#1224
David Gaider

David Gaider
  • BioWare Employees
  • 4 514 messages

Dr. wonderful wrote...
Well Bioware...You guys are on some SEVERE Damage control...


Meh. I've seen threads full of outrage that drove it to 300 pages overnight. This isn't one of those. That said, there's a lot of Really Concerned People-- so some of us will come here on our own time and see what we can do to hold some hands and make soothing noises. Because that's the kind of people we are. :)

That and Now I want to play it MOAR.


Careful, champ. There's still months and months until release.

#1225
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

Brockololly wrote...

Sylvius the Mad wrote...

Kerilus wrote...

How many times must it be stressed that the silly animation such as the jump and the comic like arc effects are not the exaggerated parts and will be in the game? And that is the true worry of some of us?

And the speed.  Don't forget the speed.

As I said before, I'll have to play the game to know whether it works, but I worry about the ability to keep track of four characters at once if combat really moves that quickly.

Thats exactly my concern.

If the game is moving that fast, with four characters pretty much zipping all over the place and doing their attack s instantly and practically chaining together combos, it would seem to sort of negate your ability to "think like a General." Or you'll literally be pausing every 0.5ms to try and coordinate combat.

But this is why I want to see some of the "real" gameplay- it seems problematic now with the one hit kill trash mob Chalkspawn, but assuming real enemies take more than one hit to kill, even if the animations are speeding along, hopefully enemies lasting more than one second makes pause and play and autoattack slightly more logical.


And I can certainly understand your concern! I myself am absolutely terrible at those heavily actiony games - I never even managed to beat the first boss in Devil May Cry 4, nor could I make it past the standard ninjas in Ninja Gaiden. The thing is, DA2 still feels like DA:O. It's a little faster, certainly, but when I got to play it recently, it felt like a more responsive DA:O with a few things tweaked.

Is everyone going to love it? No, of course not - the nature of any endeavour of this sort is that you'll have people who are happy with it and people who are unhappy with it. However, I would in no way compare it to DMC or similar.

Take that as you will - I'm a developer and undoubtedly biased! But I think a lot of your concerns, while valid, will be allayed.