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DA2 Gameplay from GameCity Vienna


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#1301
DMC12

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GvazElite wrote...

Not for me. I liked the realistic fantasy armor. Now it just seems "barbaric" and homegrown instead of some super rare armor you found in a chest under a castle.


Those super rare armors that you find in various chests are also retextured normal armors. There's also a ton of them, which become useless when you find a slightly better rare armor, and thus become extra gold for your pocket. Besides, I think barbaric is a better look for DA. The last game had armors which drew their inspiration from ancient Rome to the Renaissance.

And yeah, other than yourself health bars are really unnessessary, I'm going to attack a creature until it stops moving or does it's "blarg i am ded" animation. That's when it's dead.


I find that they are necessary, since I like to know if my special move or item is going to be wasted on an enemy with very high or very low health. The only games where health bars are unecessary are the ones where I know a headshot is going to take down that terrorist or my SMAW is going to take out that IFV... which are shooters, strangely enough.

#1302
John Epler

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I imagine that once people see the combat versus an actual enemy that poses a threat (where you need to pause and issue orders in a manner not unlike DA:O), it will quell a number of fears. Because Merin, you're correct - I know that my DA:O playthrough was about 40% real time, 60% pausing and setting up orders. And since there's none of that in the video, it does look like an entirely different game. When I felt like just rushing through the game and set the difficulty to the easiest - well, my experience looked a lot like this demo. But with more shuffling.

#1303
CoS Sarah Jinstar

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MerinTB wrote...

filaminstrel wrote...

MerinTB wrote...

Those of us (like me) who think the game looks very different were playing at full tactical view on a PC pausing the combat more than letting it run.  The console DA:O players couldn't play that way if they wanted to - they didn't have the camera controls.  Those who played on the console, or played on the PC and never paused combat nor pulled up for a bird's eye view, will think things look remarkably similar I suppose.

Honestly, not for more than maybe a half dozen fights (out of 4 plays of DA:O) did I spend anytime in combat down on the ground, over the shoulder.

I think a good portion of the reaction of such is due to this.


I played on the PC, paused frequently, always pulled up for a bird's eye view, and still think things look fairly similar. They look like it would look if I could record my game and play it back without all of the pausing. (although I would be issuing more orders and not just letting Bethany do her thing-- well, maybe not here, since this is a demonstration of lawnmowing mooks, not tactical play)


I PLAYED from full above camera all that I could.  I'm not a FP nor even a TP player for games (one reason Bethesda games aren't favs of mine, as much as I do enjoy Fallout 3 for what it is.)

It looks nothing like how I played.  My combat was very slow and methodical, and the characters were all way down...

here, outside of cutscenes, this is how my game looked...

Posted Image

compare that to this

Posted Image

Ok... and my combat looked like that still screen most of the time, while DA2's combat we've seen looks like how the video runs.  Slow and methodical vs. fast paced.

The video doesn't use pause and play much at all, and it's the console version... so OF COURSE it looks very different to me.  I didn't experience DA:O that way AT ALL. :P


Also of note in those two pictures for comparison sake is how very much less intrustive the character circles with health/stamina displays are vs the ungodly looking ones in the DA2 screen.

#1304
LaztRezort

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The video was too short (and of apparently questionable context) to form too much of an opinion - but, from what I saw, it did look fun.



As my 3-year old would say whilst pointing at the screen: "Mine. I want"

#1305
Gvaz

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Also I guess I'm not bioware's demographic but the story in DAO was mediocre at best. I really don't like David Gaider's writing that much (or Drew Karpyshyn's writing either for that matter). The characters were interesting however, but the story was kinda of ehhh.



For me, if the combat is good I can ignore the story. If the combat is bad the story better be amazing because I'll never play it again for the story. If the story is ehhhhh then something else has to redeem it because otherwise it's a very bad game.



For that matter, I'm rather dishearted that Bioware would consider DAO's combat to be slow and methodical. I like bioware's combat when it isn't real time. I like knowing that when I'm playing a bioware game, that it's not action oriented, and that I can pause the game and hand out specific orders. Then again, Bioware games on Normal are rarely ever hard. It's nice because it's not frustrating at that level, but frankly it's not ever challenging either.



However, the problem Bioware always has is by the end of the game you're a walking tank who can't die, but then again, so don't lots of games.



DMC12 wrote...



I find that they are necessary, since I like to know if my special move or item is going to be wasted on an enemy with very high or very low health. The only games where health bars are unecessary are the ones where I know a headshot is going to take down that terrorist or my SMAW is going to take out that IFV... which are shooters, strangely enough.






Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.

#1306
BP20125810

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Oh how I miss Queen


#1307
WilliamShatner

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I agree. The character status thingys are way too intrusive. They should be moved over more to the left, there's plenty of blank screen there.

#1308
javierabegazo

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JohnEpler wrote...

I imagine that once people see the combat versus an actual enemy that poses a threat (where you need to pause and issue orders in a manner not unlike DA:O), it will quell a number of fears. Because Merin, you're correct - I know that my DA:O playthrough was about 40% real time, 60% pausing and setting up orders. And since there's none of that in the video, it does look like an entirely different game. When I felt like just rushing through the game and set the difficulty to the easiest - well, my experience looked a lot like this demo. But with more shuffling.


Can you say when the DA2 Team will be able to release a gameplay Dev Diary?  

Back during ME2's  pre release, those monthly dev diaries were wonderful for sustaining interest in the game, especially the Christina Norman class videos. Can you hint hint nudge nudge the team that those kind of videos are fantastic for showcasing a game's attributes?

#1309
arosjoa

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If this helps or not I say it isnt bad that bioware wants to make the game more "active" but still moving the sword that way a la DMC will be a LOT lazy of bioware if they plan to leave it that way.

Would be awesome if movements where more "real" and fluid, or I am the only one who had tried any kind of sword combat? (me have done fencing and sword play, had a cool childhood).



They could have combos (check Ninja Gaiden, but dont copy, freaking lot of work). If they need more time to actually do things right I support stalling launch date (now dont kill me, its better that way) because the way it looks right now will make the combat freaking boring (DAO wasnt the best thing in the world but in PC when it getted very challenging was very very cool).



END OF POST

#1310
CoS Sarah Jinstar

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GvazElite wrote...

Also I guess I'm not bioware's demographic but the story in DAO was mediocre at best. I really don't like David Gaider's writing that much (or Drew Karpyshyn's writing either for that matter). The characters were interesting however, but the story was kinda of ehhh.

For me, if the combat is good I can ignore the story. If the combat is bad the story better be amazing because I'll never play it again for the story. If the story is ehhhhh then something else has to redeem it because otherwise it's a very bad game.

For that matter, I'm rather dishearted that Bioware would consider DAO's combat to be slow and methodical. I like bioware's combat when it isn't real time. I like knowing that when I'm playing a bioware game, that it's not action oriented, and that I can pause the game and hand out specific orders. Then again, Bioware games on Normal are rarely ever hard. It's nice because it's not frustrating at that level, but frankly it's not ever challenging either.

However, the problem Bioware always has is by the end of the game you're a walking tank who can't die, but then again, so don't lots of games.

DMC12 wrote...

I find that they are necessary, since I like to know if my special move or item is going to be wasted on an enemy with very high or very low health. The only games where health bars are unecessary are the ones where I know a headshot is going to take down that terrorist or my SMAW is going to take out that IFV... which are shooters, strangely enough.


Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


I'm still trying to figure out when we stopped being the target demographic to be honest with you. Good post.

#1311
John Epler

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arosjoa wrote...

If this helps or not I say it isnt bad that bioware wants to make the game more "active" but still moving the sword that way a la DMC will be a LOT lazy of bioware if they plan to leave it that way.
Would be awesome if movements where more "real" and fluid, or I am the only one who had tried any kind of sword combat? (me have done fencing and sword play, had a cool childhood).

They could have combos (check Ninja Gaiden, but dont copy, freaking lot of work). If they need more time to actually do things right I support stalling launch date (now dont kill me, its better that way) because the way it looks right now will make the combat freaking boring (DAO wasnt the best thing in the world but in PC when it getted very challenging was very very cool).

END OF POST


Not trying to be a jerk (so I apologize if I sound like one!) but you realize you're basing how much fun the combat will be on two minutes of video? I can understand why people make assumptions about the speed and visual style of the game based on the video (you can look at it and say 'hey, that's what the animations kind of look like!) but I feel like assuming the game will be either A) easy or B) boring is a little bit of a stretch at this point.

Obviously, you're entitled to your opinion! But I would argue (and as always, I speak with a little bit of bias) that the game feels like DA:O, just with some of what I'd consider to be optimization. Not everyone will agree, undoubtedly, but as much as we'd like to, we can't please everyone. If we could, we'd be rich beyond the dreams of mortals.

#1312
Kileyan

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GvazElite wrote...



For that matter, I'm rather dishearted that Bioware would consider DAO's combat to be slow and methodical. I like bioware's combat when it isn't real time. I like knowing that when I'm playing a bioware game, that it's not action oriented, and that I can pause the game and hand out specific orders. Then again, Bioware games on Normal are rarely ever hard. It's nice because it's not frustrating at that level, but frankly it's not ever challenging either.

.


The core part of DA's combat is the same. You can still pause and give all your guys orders. If you choose to, you can micromanage everything, so that shield slam is never used unless you want to stun a caster. You can make sure your mage only heals or buffs when you want him to, and doesn't just spam a bunch of spells and be out of mana in 5 seconds.

The only part of combat that has changed, is it looks prettier when they are doing those moves, and if you want your warrior to intercept a guy heading toward your mage, or you want your rouge to stun a caster that is readying a devastating spell............those things happen more quickly, rather than the infuriating slow shuffle and dance, dance, thing they do in Origins, until they get in just the right position to do their combat animation, that you ordered them do do 6 seconds ago.

#1313
DPB

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CoS Sarah Jinstar wrote...

Also of note in those two pictures for comparison sake is how very much less intrustive the character circles with health/stamina displays are vs the ungodly looking ones in the DA2 screen.


That might just be a limitation of the console version. I believe it's to do with having to make sure all the UI elements are large enough that they can still be read on standard definition 4:3 TVs (or at least that's what Bioware said about DAO's interface on consoles). If you look at this PS3 screenshot the interface is pretty big and the UI is placed so it isn't cut off on 4:3 screens.

Posted Image

I'd expect the PC version to follow DAO and have everything out of the way to the side.

#1314
DMC12

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GvazElite wrote...

DMC12 wrote...

I find that they are necessary, since I like to know if my special move or item is going to be wasted on an enemy with very high or very low health. The only games where health bars are unecessary are the ones where I know a headshot is going to take down that terrorist or my SMAW is going to take out that IFV... which are shooters, strangely enough.


Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


That's pretty much my point. TPS (I don't count ME as one) and FPS don't need to... Then again, some do have health bars. The GRAW series has health percentages for vehicles (and enemies if you have the HUD on), as does the Battlefield series, and the Halos use visual representation for vehicle and enemy health. MAG also has bars for vehicles and for friendlies (if you have a medical kit on you). So they're there, just not as prevalent as RPG health bars and for "human" enemies.

Modifié par DMC12, 29 septembre 2010 - 01:50 .


#1315
rexil

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GvazElite wrote...

Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


Actually DA:O have health bars when you select a target, the same thing that is happening in the demo...

Posted Image

#1316
Seb Hanlon

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WilliamShatner wrote...

I agree. The character status thingys are way too intrusive. They should be moved over more to the left, there's plenty of blank screen there.


I'll jump in here just to point out that the character portrait GUI you're seeing is specific to the consoles; as we've said many times before, PC has a different GUI. One of the things we have to take in to account on consoles is a "safe zone" around the edge of the picture where we can't display anything important because it might get cut off, depending on different people's televisions and configuration and such.

#1317
MerinTB

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rexil wrote...

GvazElite wrote...

Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


Actually DA:O have health bars when you select a target, the same thing that is happening in the demo...

Posted Image


See, that picture?  I know it's DA:O - but even with the bar of buttons at the bottom, it looks alien to me with the action so up close.  I'm NOT a fan of that at all.

#1318
Bryy_Miller

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GvazElite wrote...

Also I guess I'm not bioware's demographic but the story in DAO was mediocre at best. I really don't like David Gaider's writing that much (or Drew Karpyshyn's writing either for that matter). The characters were interesting however, but the story was kinda of ehhh.


Well, I don't think it makes you any less of the target demographic if you don't like one particular story. I love RPGs, but I hate The Witcher. That's why it's called "target". It's subjective. It doesn't mean that BioWare somehow knows you will buy the game. Plenty of people hate the new design of DA2, but I'm pretty sure they are still BioWare's target demographic. It's a sequel, after all.

#1319
rexil

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MerinTB wrote...

rexil wrote...

GvazElite wrote...

Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


Actually DA:O have health bars when you select a target, the same thing that is happening in the demo...



See, that picture?  I know it's DA:O - but even with the bar of buttons at the bottom, it looks alien to me with the action so up close.  I'm NOT a fan of that at all.


I usually don't play like this, I just wanted to point out the health bar.:kissing:

#1320
Morroian

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GvazElite wrote...

Not every game they're necessary however. When is the last time a TPS had healthbars (no do not look at ME/ME2)? When did Dragon Age: Origins have health bars? Well, DAO did it right because if I recall you press ALT or something to make the bars come up if you're so interested.


DAO did have health bars. They came up whenever an enemy was targeted, they weren"t intrusive at all.

#1321
contown

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The hurlocks look really bad...

#1322
rexil

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Seb Hanlon wrote...

WilliamShatner wrote...

I agree. The character status thingys are way too intrusive. They should be moved over more to the left, there's plenty of blank screen there.


I'll jump in here just to point out that the character portrait GUI you're seeing is specific to the consoles; as we've said many times before, PC has a different GUI. One of the things we have to take in to account on consoles is a "safe zone" around the edge of the picture where we can't display anything important because it might get cut off, depending on different people's televisions and configuration and such.


Thanks, now I understand how it works. My complaint in the page 12(I think) was invalid, I didn't knew about the "safe zone".

#1323
WilliamShatner

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Seb Hanlon wrote...

WilliamShatner wrote...

I agree. The character status thingys are way too intrusive. They should be moved over more to the left, there's plenty of blank screen there.


I'll jump in here just to point out that the character portrait GUI you're seeing is specific to the consoles; as we've said many times before, PC has a different GUI. One of the things we have to take in to account on consoles is a "safe zone" around the edge of the picture where we can't display anything important because it might get cut off, depending on different people's televisions and configuration and such.


But I'm a console user.  Why am I constantly being told I'm going to get a poor man's version of the game? :(

If you can't move then I'd recommend moving them back to where they were in Origins because generally things don't happen in top corners of the screen, whereas these will surely intrude upon combat.

#1324
Brockololly

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Seb Hanlon wrote...

I'll jump in here just to point out that the character portrait GUI you're seeing is specific to the consoles; as we've said many times before, PC has a different GUI. One of the things we have to take in to account on consoles is a "safe zone" around the edge of the picture where we can't display anything important because it might get cut off, depending on different people's televisions and configuration and such.


Are the blocky portraits with the health/mana bars limited to the consoles though too in terms of being positioned in the bottom left?

It just seems to me that on the PC with the hotbar on the bottom then to add the portraits on the bottom left, with a full party, that potentially takes up a lot of screen real estate, especially at the bottom of the screen where most of the action takes place. So, are the portraits on the PC version stuck down in the bottom left like the gameplay video shows or are they in the upper left like Origins? 

Thanks!


WilliamShatner wrote...
But I'm a console user.  Why am I constantly being told I'm going to get a poor man's version of the game? [smilie]../../../images/forum/emoticons/sad.png[/smilie]

Come to the dark side- become a PC gamer! Muahahaha:wizard:

Modifié par Brockololly, 29 septembre 2010 - 02:05 .


#1325
WilliamShatner

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I do play PC games! Just not new PC games!



I have BG 1 & 2, KOTOR, NWN, Fallout 1 & 2 installed on my computer!