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Some Gameplay Footage from EA Showcase London


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#126
KhorinShizucor

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Dave of Canada wrote...

KhorinShizucor wrote...

Like I mentioned before, it LOOKS like a hack and slash because of the fast animations.


I was targetting more the people saying it's a hack and slash.


Oh I know I just thought I'd chime in. :P

#127
MIke_18

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Upsettingshorts wrote...

Brockololly wrote...

I'm about 99% sure thats the demo that one German preview mentioned saying the environmenet looked sterile and cold. Which is what it looked like.


Yep, it did.  I really do not expect it to stay that way by launch though.  If it does I'll dye my hair purple and start making threads complaining about it myself.


I think Bioware should watch and learn

http://news.bigdownl...he-game-engine/

Look at how crowded and alive the towns are, the interactions between NPC's it's so amazing! 

You know maybe they would have had more time to add to the city if they didn't try to rush the game in nine months.

#128
In Exile

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MIke_18 wrote...
I think Bioware should watch and learn

http://news.bigdownl...he-game-engine/

Look at how crowded and alive the towns are, the interactions between NPC's it's so amazing! 

You know maybe they would have had more time to add to the city if they didn't try to rush the game in nine months.


But the crowd comes from the person equivalent of speed-tree, according to that developer. At any rate, Bioware is saying they don't add the flavour NPCs to the game until they are sure path critical NPCs work. We can't know if that is BS or not, but it's a very specific design philosophy.

#129
MIke_18

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from the person equivalent of speed-tree



I don't get what you mean.

#130
AlanC9

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I do it the way Bio says they're doing it. If nothing else, it's easier to navigate the area when only the things you're interested in have been added. Placeables are a lot worse than NPCs, of course.

#131
MIke_18

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AlanC9 wrote...

I do it the way Bio says they're doing it. If nothing else, it's easier to navigate the area when only the things you're interested in have been added. Placeables are a lot worse than NPCs, of course.


A big part of any RPG is the world. The more vibrant and alive the better.

#132
Brockololly

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KhorinShizucor wrote...

Like I mentioned before, it LOOKS like a hack and slash because of the fast animations. That's about it.


But thats part of my problem with it- that visually it simply looks like a dime a dozen hack and slash game, not even a very good one at that.

In Exile wrote...
At any rate, Bioware is saying they don't add the
flavour NPCs to the game until they are sure path critical NPCs work. We
can't know if that is BS or not, but it's a very specific design
philosophy.


I understand what they're doing, but I think the cold and lifeless accusation goes beyond just the lack of NPCs, but more to the overall aesthetic and look they've gone with. Its a very harsh and austere and some would say boring and blocky look. Brutalist architecture isn't exactly that pretty to look at- and in small doses its fine. But taken together with all the other jaggy edges? And just how clean and spotless Kirkwall looked? I mean,  I think this just fits in to the art style BioWare wants to do for DA2....

#133
addiction21

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MIke_18 wrote...

 if they didn't try to rush the game in nine months.


DAO was released in june?

#134
Blessed Silence

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Though an interesting find, I wish I could understand it to know what is being said.

#135
AtreiyaN7

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Brockololly wrote...

I understand what they're doing, but I think the cold and lifeless accusation goes beyond just the lack of NPCs, but more to the overall aesthetic and look they've gone with. Its a very harsh and austere and some would say boring and blocky look. Brutalist architecture isn't exactly that pretty to look at- and in small doses its fine. But taken together with all the other jaggy edges? And just how clean and spotless Kirkwall looked? I mean,  I think this just fits in to the art style BioWare wants to do for DA2....


That could be one of the more middle-class/upper-class areas as opposed to one of the slummy, seedy areas in the Kirkwall - only a guess of course. Although, if the rougher areas of town look similarly clean or if that is one of the rougher areas, then you would have a point. As for the Brutalist architecture thing - different nation, different architecture. If we ever visit Antiva, I wouldn't expect it to look like either Kirkwall or Ferelden.

#136
spare change

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that male hawke rouge looked so awesome. im debating between rouge and a melee mage now. lol

#137
Zhijn

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Hm, hope they make the inventory, character sheets ect abit more interesting to look at. Thouse big yellow/red/black shallow (blockish) spaces just look way outta place.

#138
spare change

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i cant speak german but i know they were talking about Isabela's ass because i know i would. lol

#139
AtreiyaN7

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Zhijn wrote...

Hm, hope they make the inventory, character sheets ect abit more interesting to look at. Thouse big yellow/red/black shallow (blockish) spaces just look way outta place.


I think Mike said that all this room was so that they can add more detailed descriptions of abilities & whatnot, including information on the exact damage (which I guess either isn't in yet or I remembered that completely wrong :P ).

#140
In Exile

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MIke_18 wrote...

from the person equivalent of speed-tree

I don't get what you mean.


Speed tree is a tool that just randomizes the geometric feature of trees to rapidly and quickly generate foliage for video-games. The Witcher 2 sounds like they've developed as similar feature for background NPCs. If you listen to the interview, they say they've compartmentalized the various features of a generic NPCs outfit and then just put in an algorithm to radomize and spit out features so they get partially distinct NPCs. This helps them pad any particular area without bothering to actually design their NPCs from scratch. Then they probably just filter through all the NPCs created to make sure there are no abberations or deformations.

#141
In Exile

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Brockololly wrote...
I understand what they're doing, but I think the cold and lifeless accusation goes beyond just the lack of NPCs, but more to the overall aesthetic and look they've gone with. Its a very harsh and austere and some would say boring and blocky look. Brutalist architecture isn't exactly that pretty to look at- and in small doses its fine. But taken together with all the other jaggy edges? And just how clean and spotless Kirkwall looked? I mean,  I think this just fits in to the art style BioWare wants to do for DA2....


I don't think video-games are at a level where they can handle gritty with any degree of visual fidelity. We're at least a generation away, in terms fo the graphical potential.

I think the DA2 aesthetic is designed as a contrast to the character models. I think the goal is for us to always focus on how the characters look in contrast to the environment, and I half bet that was so they could cheat and steal textures away from the environment to pump the character models. I'm also willing to wager that the cinematic scripting plays a huge role in this, and that it'll be hard to get a good grasp of the DA2 aesthetic without seeing dialogue cut-scenes.

#142
MIke_18

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Yes, well you can't expect them to manually create potential hundreds of NPC's. Crowds you can walk trough are always better than empty grey street with two merchants in a corner.

#143
In Exile

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MIke_18 wrote...

Yes, well you can't expect them to manually create potential hundreds of NPC's. Crowds you can walk trough are always better than empty grey street with two merchants in a corner.


Of course not. But the point is they're designing their engine to do this. Bioware's engine can't. I don't know what Kirkwall will look like in the end, but I think when evaluating the game as a consumer it's important to appreciate what the company is working with.

The Witcher had garbage aurora engine graphics and played like a highly modded NWN2 game that was buggy as hell. But it was a brilliant game, and CDProjeck deserves credit for it. But it needs to be evaluated fairly.

#144
Morroian

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Clearly to me environmental aspects like flora and fauna and other people are still to be added. It looks like an empty game engine at this point.

#145
Challseus

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1) Wish the camera focused more on the actual gameplay, and not these 2 women chatting about it
2) I guess this gameplay puts to rest the "fear" that the entire game will play like the exaggerated segment previously shown. Or maybe not Posted Image

#146
SirOccam

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MIke_18 wrote...

You know maybe they would have had more time to add to the city if they didn't try to rush the game in nine months.

Yeah, because they totally announced the game then started work on it later that afternoon.

"Okay, the press release is sent off! So...what should the game be about?"

#147
slimgrin

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I'm through looking at shaky cam footage. I'm not watching any more gameplay unless it has the words 'Bioware, official, and pc' in front of it.


#148
SirOccam

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KhorinShizucor wrote...

Maverick827 wrote...

tmp7704 wrote...

Ympulse wrote...

Also, German is a wonderfully practical language, without the stupid roundaboutness of the english language. /rant

I agree. Any language with words like

Gesundheitswiederherstellungszusammenmischungsverhaeltniskundiger

(to avoid the stupid roundaboutness)

can't be all wrong.

Damn, thoroughly  trumps antidisestablishmentarianism


As well as floccinaucinihilipilification.

And even pneumonoultramicroscopicsilicovolcanoconiosis.

#149
Apollo Starflare

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slimgrin wrote...

I'm through looking at shaky cam footage. I'm not watching any more gameplay unless it has the words 'Bioware, official, and pc' in front of it.


I'd love to say this but I am, unfortunately, weak. :(

#150
Gavinthelocust

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I love how the german language can go from scary to hilarious in a short amount of time. Also I believe I saw Anders Alistair the Pirate at the end there.

Anyway nice chunk of gameplay only wish it had subtitles.