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New leaked gameplay


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#76
upsettingshorts

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Sir JK wrote...

Agreed. It is borderline shocking that Vampire the Masquerade: Bloodlines, an Action-RPG with a big A, is the one of the few rpgs that reward you equally for solving your problems with violence, stealth and/or diplomacy. Whereas in many other more classic rpg only violence is an acceptable way to earn xp/levels.


Another one of the few: Deus Ex.  One of the consensus - as much as those things get - best games ever made.

#77
StingingVelvet

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Upsettingshorts wrote...

StingingVelvet wrote...

Looks like an action game.


And if it looks like an action game despite playing like an RPG... that would be... bad?


Yes.

#78
Aigyl

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That finishing blow Bethany got on the ogre was pretty darn awesome.



The storybook opening looks pretty sweet too, like Origins'.

#79
Zebron is reaL

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As superficial as it is, those animations just sold me on the mage class

#80
upsettingshorts

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StingingVelvet wrote...

Yes.


Saw that coming. 

Modifié par Upsettingshorts, 07 novembre 2010 - 03:10 .


#81
Saibh

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Upsettingshorts wrote...

crimzontearz wrote...
just saying shorts....it means the guy in the other thread might be right and the levelling system went in the ME2 direction


These screenshots seem to imply the same amount of depth in levelling as DA:O - (source)


Gosh, Marian Hawke is so pretty. I might actually use a BioWare default that isn't Sheploo...

#82
Guest_Gurrock_*

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Tanslated: What we're seeing?

All of the skills for each character are divided into 6 parts. In DAO it was the skill groups, consisting of one or more chains of development, but now every team is a small grid.

This grid is the main unit responsible for it itself. This is a "starting point" in the form of a square (so ineptly used the square, pff!). From this point, we have access to skills, revealing that, we get access to the following. Next to some of the skills is ikonochki, "satellites" smaller. Most likely, it will improve the basic skill.

Rhombuses indicate the active skills, circles - passive, and hexagons - Supported (constantly consuming some mana and stamina). It turns out that the panel of skills we have now will be diamonds and hexagons ...

With regard to groups of skills, the demo version for each character were available, only three of them, on the other three sported the words "requires level 20. Stub it or will do so in the game - is unknown. But for these groups of skills are not even known the name.

Known groups of skills are as follows (names are in accordance with the demo version). Please note that add much to change:

Warrior

1. Weapon and a shield (Shield Bash, Shield Defense, Flurry)

2. Two-handed weapon (mighty blow, Charge, Whirlwind)

3. Battlemaster (Stun, Knockback, Threaten)

Magician

1. Spontaneous (Fireball, Inferno)

2. Spirit (Spirit Bolt)

3. Arcane (Mind Blast, Crushing Prison)

Robber

1. Weapon in each hand (Tempo, Crescendo, Springboard)

2. Debilitation (Ruin, Stun Grenade)

3. Subterfuge (Stealth, Evade)



In the console versions, basically, you have access four things - the usual attack, and three skill hung on the button (on the Xbox 360 is A, B, X, Y). All other actions are available via the radial menu, which when activated in the game paused (this system works even from the first part of Mass Effect).

I do not know whether it was in the DAO, but in the radial menu DA2 I have found such actions such as "avtozele", and automatically selects the right thing (here is not sure, but the robber was a potion of endurance). You can also send a character to the right place, etc.

Team members switch is very simple - Shift. However, there is also nothing new. From habit, I did it by accident are often not immediately aware of how the character I'm playing at the moment.



Combat system

Slasher slasher or not? Feel about it will be broken more than one spear when discussing Dragon Age 2.

Playing for the robber, I was able to peel the usual attacks on the button almost constantly. In this case, the main character just cause barrage. However, they are applied fairly weak damage, resulting in a very long time I had to dig even ordinary creatures of darkness.

If you use a skill, for example, Springboard (leap behind an enemy and an instant hit), then he kills the usual mob with one hit, but the delay in the re-use to him much - about 5-10 seconds.

So slasher slasher, and dance have fairly.

I once had a battle with enormous carried the whole party, survived only Bethany. Taking control of it themselves, somehow I filled up the ogre running away from him and shooting spells on cooldown ... And it was on normal difficulty.

Management for Xbox 360.



DAO I passed on the PC. DA2 will too. I did not like to play on the Xbox 360, though I have this console.

Management uncomfortable. Too easy to accidentally jump to another character. Too inconvenient to move around the battlefield in the form of a third person. There are not enough suitable space to pause. Only three buttons for easy use of skills.

In general, thank you, do not. If in Mass Effect it works, then Dragon Age - not very.

Graphics

Schedule all of you have already seen. Of course, in my photo it is difficult to treat. :) But it is easy to see that the character models worked well. But the environment ... oh this environment. Rubbish, in one word.

Hopefully, in the cities and forests would be prettier.

Level design



Design locations in the demo is incredibly sad. This is a corridor with only one lateral appendix, in which lies the corpse of the hapless refugee.

Characters

I have noted previously that despite the detail of the characters, their faces are pretty wooden. Facial animation was as ****ty in DAO, so no one and it did not improve. The eyes of the characters, too, glass and did not express. In general, they look like a heartless, I guess.

But this situation saves voice. Dubbed as the protagonist and other characters. And despite the unpretentious voice mimicry strongly animates the characters and adds the very cinematic conversation.

Total

Overall, I liked the demo, although the game and not without flaws. It is a pity that did not bring your PC-version. Surely, she would have liked even more.

That was only the demo is very short. Want more and more! And it gives us hope that the game got good and interesting.

#83
Saibh

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Anyhow, as for the footage itself, I think it looks great, but the mage animations are a tad abrupt and repetitive. I'm sure this can be improved.

Also, I don't think ogres should spurt fountains of blood after being whacked with a wooden stick.

...I sort of liked the way the darkspawn charged all grouped together--they really looked like a horde, you know? Before they always moved around like humans, never coming within each others' glowing ring and shuffling away from each other as if they didn't want to catch Taint cooties. When they charged Bethany they looked like something you'd want to run away from.

WTF is your mother standing there for? :lol: "Aaaah I'm too scared to cower!" I'm sure it'll get changed.

I wonder, do they change that annoying elastic string thing with ogre charges that means even if you run to the other side of the room, you end up on your back, suddenly yanked across the floor to the ogre?

What was Mama Hawke poking at Connor's chin for? :huh: She looked like she was trying to pick a zit.

Modifié par Saibh, 07 novembre 2010 - 03:43 .


#84
Anarya

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Momma Hawke is wearing Plot Armor, it looks like. XD



Gah! Dhalsim Hawke scares me.

#85
MerinTB

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Upsettingshorts wrote...

StingingVelvet wrote...

Yes.


Saw that coming. 


Yeah, I was keeping mine chambered.  I knew someone else would take the shot.

#86
aaniadyen

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I like everything except the animations which I think look ridiculous.



Then again...I wasn't a big fan of the origins animations either.

#87
Enshaid

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Saibh wrote...
What was Mama Hawke poking at Connor's chin for? :huh: She looked like she was trying to pick a zit.

She's trying to wake him up. She's like a kid who swears that their goldfish is just sleeping when it has been floating upside down for days.

#88
Saibh

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Freek on a Leesh wrote...

Saibh wrote...
What was Mama Hawke poking at Connor's chin for? :huh: She looked like she was trying to pick a zit.

She's trying to wake him up. She's like a kid who swears that their goldfish is just sleeping when it has been floating upside down for days.


No, it was her hand position that bugs me. It's all pinched up, like she's stabbing at him with her fingernails.

I guess that's one way to wake up a dead Frankencarver.

#89
upsettingshorts

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aaniadyen wrote...

I like everything except the animations which I think look ridiculous.

Then again...I wasn't a big fan of the origins animations either.


*Begins DA:O two-handed sword auto-attack animation*

*goes to make coffee*

#90
Brockololly

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Upsettingshorts wrote...
And if it looks like an action game despite playing like an RPG... that would be... bad?


When it looks like a clunky action game? Yeah.

Upsettingshorts wrote...
I'd be fine with that as long as
there isn't a silly "MISSION COMPLETE HERES A SUMMARY" window at the end
of each quest. I hate grinding that much.


Oh ho ho- just substitute the Illusive Man sitting in his chair for Varric sitting in his interrogation chair and there is your MISSION ACCOMPLISHED! screen- I cannot wait to see how many headshots my acher gets!

As for the rest of the demo, my random thoughts with various levels of nitpickiness:
  • The ogre ram/charge seemed slowed down a good deal
  • I can't stand the way Bethany is holding her staff when running- its goofy and reminds me of the Force Unleashed- she was even twirling it there for a bit
  • The hurlock running animations look stangely synchronized- seriously, those guys remind me of old Total War clone soldier that move and look exactly the same
  • Seriously- Bethany's neurotic twitch twirling that staff is annoying
  • The custom made ManHawke looked decent- sort of reminded me of Nathaniel Howe
  • The animations still seem too fast, but then the fact that you seemingly spam the attacks so quickly doesn't help things- and this is even from the other video that was the "real" version: the stamina /mana barely dips below 50% ever. And there is no transition or preservation of momentum between attacks, which combined with how fast they're spamming them makes the whole thing come across as very herky jerky.
  • Paraphrase/Dialogue wheel- ok, maybe I'm dense but I have no clue what the sarcastic response with "There is no time to mourn" would mean- is he going to pull some smarmy one liner or what?
  • Facial Animations- they bother me, still. The mouths look like they're puppets chomping their jaws up and down, not talking, with no other parts of their face moving at all while they're talking. They look like they've been Botoxed. And they've all got the buggy eyes still- it seems like its the whites of their eyes that are too white and too exposed thats not helping.
  • Cassandra- on the plus side, her black hair is great. On the down side, she still has buggy eyes. Seriously, if the new face morph system is supposed to allow better animation and higher fidelity faces, I'm not seeing it at all. The skin of everyone, even with the lighting looks too smoothed out, again, like Botox or something and that just adds to the whole Uncanny Valley feel from the faces. This is one of my big concerns especially as you're presumably talking for a good chunk of the game.

Modifié par Brockololly, 07 novembre 2010 - 03:46 .


#91
-Semper-

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with this new hit and run action gameplay bioware better should offer a greatly improved a.i. - right now it looks like a bad joke how the horde of chimps and their gorilla pack leader are constantly running into spammed magic missiles.

#92
ErichHartmann

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Saibh wrote...
Also, I don't think ogres should spurt fountains of blood after being whacked with a wooden stick.

I do, a symphony of violence is beautiful. :devil:

Modifié par ErichHartmann, 07 novembre 2010 - 03:44 .


#93
StingingVelvet

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Upsettingshorts wrote...

StingingVelvet wrote...

Yes.


Saw that coming. 


More to the point though that is not what I am worried about.  If it's DA:O with faster animations and cooldowns, then balanced accordingly, I am not going to be pissy about that.  That footage just looks like the player is dodging, attacking on the run, dodging again, etc..  It looks like Mass Effect adapted to a fantasy setting, which is not what I want Dragon Age to become.

In DA:O the vast majority of my combat time was spent paused, evaluating tactical positions and party placement.  I would then command Wynne to the back and que up some healing spells, then move Allistair to the front and launch the battlehorn thing, like a chess game.  I don't want that to change to jumping around and spamming fireballs while I dodge ogres.

Modifié par StingingVelvet, 07 novembre 2010 - 03:44 .


#94
upsettingshorts

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StingingVelvet wrote...
In DA:O the vast majority of my combat time was spent paused, evaluating tactical positions and party placement.


I'm 99% sure you can still do that.  The changes just mean that when you unpause, the animations will be "Hot Rod Samurai."

#95
-Semper-

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Upsettingshorts wrote...

I'm 99% sure you can still do that.  The changes just mean that when you unpause, the animations will be "Hot Rod Samurai."


dunno how this will work with the shown fluid animation hack and slash while running. before you have to position your comrades carefully because walking and hitting was seperated. now it seems like jumping into fights *click-click-clackaclick* fight's over. there is no need and time for positioning.

Modifié par -Semper-, 07 novembre 2010 - 03:49 .


#96
Khayness

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Upsettingshorts wrote...

*Begins DA:O two-handed sword auto-attack animation*

*goes to make coffee*


From slow to lightning fast isn't a good transition. I'm waiting for a slowed 2H gameplay video before I pass judgement.

But so far it is the "Nuke it from orbit" attitude from we've seen in the changes from ME to ME2.

BioWare isn't a fan of middle ground.

Modifié par Khayness, 07 novembre 2010 - 03:51 .


#97
Vankraft

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Hmmm... The changes are interesting indeed. If I didn't look for the video specifically I wouldn't have known that it was a sequel to Dragon Age: Origins as that game play video looked nothing like first. The combat does look better though, for me combat in Origins was quite lame, it only shinned on difficult fights were micro-management was needed.

#98
StingingVelvet

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-Semper- wrote...

Upsettingshorts wrote...

I'm 99% sure you can still do that.  The changes just mean that when you unpause, the animations will be "Hot Rod Samurai."


dunno how this will work with the shown fluid animation hack and slash while running. before you have to position your comrades carefully because walking and hitting was seperated. now it seems like jumping into fights *click-click-clackaclick* fight's over. there is no need and time for positioning.


Right.

I mean technically Mass Effect 2 had a "pause and create tactics" button, but it was pointless.  Shoot stuff from cover, then it dies, that was the game... no tactics were needed.  I only paused to change guns.

#99
aaniadyen

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Upsettingshorts wrote...

aaniadyen wrote...

I like everything except the animations which I think look ridiculous.

Then again...I wasn't a big fan of the origins animations either.


*Begins DA:O two-handed sword auto-attack animation*

*goes to make coffee*


I'm fine with fast animations. I would just prefer it if they didn't look like they were dancing instead of trying to kill people. For example, all you need to kill someone is this:

Not this:
I'm actually pretty sure that second one will get you killed.

Modifié par aaniadyen, 07 novembre 2010 - 03:56 .


#100
tmp7704

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Khayness wrote...

Edit: Cassandra's puppy eyes really damaged the image I've had of her so far.

Don't know if i'd call them puppy eyes but yes, thet do appear to be damaging her image...

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