Sarcasm, more like.Saibh wrote...
Gtdef wrote...
Love this thread. Hey guys, you made a game sterile and lifeless, how do you feel? Perhaps this is not for you, but who knows, you can have a future selling hot dogs and telling children stories about how you were employees in one of the top firms in gaming industry.:devil:
You'll have to explain whether you're being ironic or not to me.
Empty, sterile and lifeless city in new EA Showcase-demo according to German magazine PC Games
#51
Posté 05 novembre 2010 - 04:41
#52
Posté 05 novembre 2010 - 04:42
In Exile wrote...
Merci357 wrote...
"Obendrein gab es auf der Xbox 360 noch massig Bugs, Grafik- und Clipping-Fehler." - that's all he said. Roughly translated: On top (of the barren city) there were a lot of bugs und clipping errors.
So they had graphical glitches, but we don't know what the bugs are?
Sorry, no, not even a single example given in this article.
#53
Posté 05 novembre 2010 - 04:43
Ympulse wrote...
Sarcasm, more like.Saibh wrote...
Gtdef wrote...
Love this thread. Hey guys, you made a game sterile and lifeless, how do you feel? Perhaps this is not for you, but who knows, you can have a future selling hot dogs and telling children stories about how you were employees in one of the top firms in gaming industry.:devil:
You'll have to explain whether you're being ironic or not to me.
Well, if he means the opposite of what he literally says, that's irony.
Modifié par Saibh, 05 novembre 2010 - 04:43 .
#54
Guest_Illborne_*
Posté 05 novembre 2010 - 04:43
Guest_Illborne_*
Chris Priestly wrote...
The force is week in you.
It's a hint!
Modifié par Illborne, 05 novembre 2010 - 04:44 .
#55
Posté 05 novembre 2010 - 04:44
Saibh wrote...
Ympulse wrote...
Sarcasm, more like.Saibh wrote...
Gtdef wrote...
Love this thread. Hey guys, you made a game sterile and lifeless, how do you feel? Perhaps this is not for you, but who knows, you can have a future selling hot dogs and telling children stories about how you were employees in one of the top firms in gaming industry.:devil:
You'll have to explain whether you're being ironic or not to me.
Well, if he means the opposite of what he literally says, that's irony.
This is irony
Modifié par leonia42, 05 novembre 2010 - 04:44 .
#56
Posté 05 novembre 2010 - 04:45
#57
Posté 05 novembre 2010 - 04:45
Merci357 wrote...
Sorry, no, not even a single example given in this article.
Thanks for the translation. We'll have wait and see, I guess.
#58
Posté 05 novembre 2010 - 04:46
Saibh wrote...
leonia42 wrote...
This is irony
Yeah, that's what I said?
Ya, was agreeing with you. Been dieing to post that link for awhile now
#59
Posté 05 novembre 2010 - 04:51
I don't understand, you don't consider the PC as acting under your agency? Isn't that the point of playing a game? I'm not talking about self-insertion here. I don't play as "myself," if that's what you're referring to.Pseudocognition wrote...
Addai67 wrote...
Are those our only two choices? I'm taking issue mainly with putting the player at remove from the PC's point of view. I would much rather have a closer first-person view rather than watching my PC do her thing along with watching the NPC do their thing. The review says "it's very cinematic, but gameplay-wise..."
So, Fallout 3/Oblivion style? I'm not objective enough to debate the merits of one over the other. I don't put myself in the PC's shoes nor do I want to, so the way DA does it works for me.
But all of this is off topic. x_x
It's on-topic because the review contrasted good cinematic quality to less than satisfying gameplay.
#60
Posté 05 novembre 2010 - 04:55
#61
Posté 05 novembre 2010 - 04:56
JohnEpler wrote...
Well, I'm a biased source (obviously!) but unless I miss my guess, the build that they played didn't have the ambient behaviours set for our 'flavour' NPCs - non-quest NPCs who give the city more of a feeling of life and, well, being an actual city.
Given that, it's certainly an understandable conclusion to draw, though not representative. We have a guy working almost full-time on making cities exciting and interesting!
EDIT: Curse you, Gaider!
Zombie Kitten Army: In or out?
#62
Posté 05 novembre 2010 - 05:01
#63
Posté 05 novembre 2010 - 05:01
Saibh wrote...
Ympulse wrote...
Sarcasm, more like.Saibh wrote...
Gtdef wrote...
Love this thread. Hey guys, you made a game sterile and lifeless, how do you feel? Perhaps this is not for you, but who knows, you can have a future selling hot dogs and telling children stories about how you were employees in one of the top firms in gaming industry.:devil:
You'll have to explain whether you're being ironic or not to me.
Well, if he means the opposite of what he literally says, that's irony.
ok ok, "love this thread" means "this is a great opportunity because devs were quick to explain what is going on"
the rest is taunting, i'm trying to have some fun and you ruin the mood
Not sarcasm at all, sarcasm is all about making a point. I'm trying to provoke while making it obvious that I'm kidding (I'm certain you can notice the purposeful exaggeration in my "statement"). More specifically "you can have a future selling hot dogs" (no offense to hot dog sellers, I respect every job). I even made a compliment (a bit hidden but it is there) " about how you were employees in one of the top firms in gaming industry". I want attention, I'm trying to cure my inferiority complex through bold moves.
Now mom, is it ok for me to go out and play? Or I'm still detained?
#64
Posté 05 novembre 2010 - 05:03
Mike Laidlaw wrote...
Ir's probably worth noting that the level of Kirkwall he saw was at night. The streets aren't usually teeming after the sun goes down.
Pft. When the drunks come out of the tavern, you'd think otherwise!
#65
Posté 05 novembre 2010 - 05:06
Proper fantasy game streets at night are full of robbers, thieves, apostate mages, darkspawn worshiping teenagers, talking bats, vampires and random demonic portals leading to city brothel's basement.Mike Laidlaw wrote...
Ir's probably worth noting that the level of Kirkwall he saw was at night. The streets aren't usually teeming after the sun goes down.
But ok, I get it - Deagon Age is not traditional/proper fantasy, it's all new **** (© Marylin Manson).
I still fear that DA2 will be delayed.
#66
Posté 05 novembre 2010 - 05:07
-Please kind sir, help me feed my children.
-Get lost before I reach the nutella.
#67
Posté 05 novembre 2010 - 05:08
Mike Laidlaw wrote...
Ir's probably worth noting that the level of Kirkwall he saw was at night. The streets aren't usually teeming after the sun goes down.
So ... does that mean the game will follow a day-and-night cycle?
Will all the monsters get tougher once the sun goes down?
What a terrible night to have a curse ...
#68
Posté 05 novembre 2010 - 05:10
#69
Guest_imported_beer_*
Posté 05 novembre 2010 - 05:14
Guest_imported_beer_*
I love google translate!
#70
Posté 05 novembre 2010 - 05:15
Right!imported_beer wrote...
The new character had wrapped us fast to a smile and a blink of the eye to the finger.
I love google translate!
I had to stop reading after a paragraph because it was making my head spin.
#71
Guest_imported_beer_*
Posté 05 novembre 2010 - 05:18
Guest_imported_beer_*
I think the reviewer was very upset the demo was not completely finished. In which case, I would be curious why reviewers are shown incomplete sections of the game. I understand that sometimes, a developer may wish to show the expansiveness of a game, but even with cautionary statements, it seems that reviewers (most thus far) tend to draw rather sweeping conclusions, so...why do you show them it?
#72
Posté 05 novembre 2010 - 05:19
#73
Posté 05 novembre 2010 - 05:20
imported_beer wrote...
The new character had wrapped us fast to a smile and a blink of the eye to the finger.
I love google translate!
I noticed and loved that too.
One thing I noticed was that they confirmed that the meeting with Isabela takes place one year after Lothering burns, which means the blight is over and the Siren's Call sunk (thus explaining her presence in Kirkwall). Now, I wonder when this year time jump comes in: right after the Lothering intro? Or do we get to spend some time with Hawke when they first arrive? I would guess/hope the latter as we need to deliver that package for Flemeth and such, it does mean we won't recruit Isabela right away though.
#74
Guest_imported_beer_*
Posté 05 novembre 2010 - 05:27
Guest_imported_beer_*
the_one_54321 wrote...
I'd guess that they show them because the consequence of not showing would be that the reviewers will still draw sweeping conclusions but based on something that they've never seen. And the fans will still read it, still talk about it and still doom 'n' gloom about it. Which might be a great deal worse.
But isn't the experience of someone who plays something a lot more credible than imagination. People are going to crib anyway, but having something concrete to crib about and pass on to fans seems more risky. To me at least. In any case, I was curious as to how decisions like this are made rather than taking a personal call. There is so much about their process I don't know, so I am in no position to judge their decisions.
Is that what he meant? I thought he was saying her smile was instant blinky finger bondage!Apollo Starflare wrote...
I noticed and loved that too.Can't wait for Isabela to wrap me up fast in a smile and a blink of the eye to the finger. I think...
Modifié par imported_beer, 05 novembre 2010 - 05:28 .
#75
Posté 05 novembre 2010 - 05:27
Addai67 wrote...
(...)
It's on-topic because the review contrasted good cinematic quality to less than satisfying gameplay.
I am sorry, but were does it say this in the article?
The journalist starts out praising the character of Isabella, the dialogs, the cutscenes. He calls it great cinema.
But, he claims, the game (not the game play, mind you) evoked new doubts, that he thought, had already been laid at rest at the GamesCom.
And then he describes the empty, sterile town of Kirkwell. He actually claims, he liked the fights: "Very well staged", he calls them, but for him the atmosphere in-between these fights was ruined because of the "dead" town.
He ends up with his dissapointment about the quality of the demo, the
"massive bugs, the graphic- and clipping errors". He concedes, that it is not unusual for an early demo to show these problems, but he is still surprised, that Bioware, a company he obviously holds in high regard, could not come up with something more polished just four month before release.
He never claims that the cinematic style comes at the expense of rpg gameplay.





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