Sidney wrote...
StingingVelvet wrote...
New Vegas added roleplaying depth, not strictly story depth. The DT system, the limited stat increases and perks, the crafting system, hardcore mode... none of these things have anything to do with story, yet all added depth and complextity. The faction system was a story and roleplaying addition both.
A lot of people in this thread look at depth as only story related, or as more dialogue, which is not how I meant it at all.
Yes but if the question is "They added depth and reviewers liked it so what should DA2 do"...then DT, making ammo and the horrible Hardcore mode (other than the effect of stims) isn't what people liked.
What succeeded in FNV wasn't all the stuff you mentioned it was going away from the big emtpy sandbox and trying to have a reason to walk around shoot things in the face and a consequence to doing so which FO3 almost totally lacked and which DAO for example had plenty of.
So wrong on so many levels. F:NV offers very little in giving you a "reason" to walk around and kill things, infact, I found the story to be very anti-climatic and scrambled. FO3 at least let you walk around a bunch of urban areas, whereas in NV, there's nothing but miles of sand and mountains (that look like they're made of sand) separating you from a couple of shacks, each of which has an exploration area equivalent to that of a really nice refrigerator.
I personally had the most fun just going around with my Enclave Power armor (which has an amazing DT) and blasting random npcs to bits with my minigun, sniper rifle, and silenced PDW looking weapon, each loaded loaded with special armor piercing ammo. I would've used other weapons, but hardcore mode limits what you can take with you, which is a good thing in my book. Of course that got stale, just like the story, once I eviscerated my 200th junkie, stomped on my 300th giant mantis, and erradicated all 10 hostile super mutants in the game.
All F:NV is, is FO3 with better weapons, less urban areas, and more sand. FO3 attempted to have a story and show progression as that story and time moved along. NV is fun at first, and the concept of having so many endings seems awesome, but ultimately it lacks cohesion, moreso than FO3. All you're left with is Wayne Newton and Ron Perlman reciting what you've done; absolutely nothing note worthy in-game (storyline wise), unless you decided to murder everybody, then all you're left with is an even emptier and boring sandbox.
What DA2 needs is what every Bioware game has: an
engaging story, great environments, and gameplay that's better than their last game. The story also needs to be structured, contained, and be on "loose enough" rails so that the player thinks they have total control, when in fact, they don't. These are things that NV doesn't have, which is why many reviewers are just calling it something along the lines of a glorified expansion pack.