Revan312 wrote...
I'm personally not a fan but I can see why you did it, as 300 is still on teenage minds everywhere, even though it was completely unrealistic if not contrived.. Sold like hotcakes though and made a major impact on pop culture, that's for sure.. The anime and manga explosion is also extremely popular still, which the combat moves remind me of that sort of medium, not the artistic style, but the animations. Ninja Gaiden/Final Fantasy comes to mind.. To me Final Fantasy =I= dark western fantasy, but again, that's not what the market pays for, they pay for over the top bravado..
Could you let go of the condescension? Liking a particular artstyle or cinematic style does not say anything about you at all, other than the fact that you like a particular artstyle.
Personally, I have a
horrid distain for the plodding realism of Western fantasy and am very excited for DA:O for introducing the kind of visual flair I like with the kind of gameplay/story/interface I like.
Piecake wrote...
I personally have a hard time reconciling
dark, gritty, down-to-earth fantasy with killing hordes and hordes of
enemies while being vastly outnumbered. I guess that is one of the
reasons why I dont mind the new over-the-top animations so much, and
prefer them to the slow, repetitive ones we got in DAO. I probably
would prefer if they were slightly less over-the-top though
All three are independent, and I don't recall Dragon Age ever advertising itself as
down to earth fantasy. Gritty and dark, to be sure, but not down-to-earth. How can it possibly be down to earth with magic and gods and demons?
tmp7704 wrote...
Personally, i feel making every class over
the top like that mostly runs somewhat at odds with the game's
settings/lore -- that is, if warriors and rogues are just as over the
top as the mages, then it makes the mages in comparison fairly mundane
("when everyone is special then no one is") ,,, and that in turn makes
the whole mage persecution that the game makes lot of fuss about less
believeable.
I mean, people in the settings freak out over the
mages because zomg, fireballs, but then when any warrior or rogue
casually flips out bringing as much destruction as any of these
supposedly so terrifying mages... well.
So yeah, i guess i'd be
rather in the "make the mages special but slap them with special limits,
too" (say, some sort of the lyrium addictions mechanics) and keeping
rogues/warriors fairly down to earth in comparison.
I think the issue with this is that people look at gameplay as indicative of the
real world of the game instead of the filler for the player. I can't understand this mindset, but I started with JRPGs and not PnP. With a RPG, your combat system is
entirely divorced from the actual reality of the game.
_Loc_N_lol_ wrote...
I'm going to ask again, but is the
fight in the tactical part of the video supposed to be significantly
harder than the one in the first part ? Cause it didn't seem like there
were many more enemies, but the result was pretty much the same in the
end.
No. The tactical part is supposed to be the same scene doen a different way. Weird for me, though, since they paused and then ordered everyone. Whereas I pause, order one character, pause, order one character, etc.
tmp7704 wrote...
I don't think that's the only way -- it's
the only way if you approach it with the view that no one would
possibly ever want to play a "mundane" class if they could instead be an
all-powerful mage.
But this view isn't universal, with the
alternative being some people may want to play less powerful class
precisely because it's not as powerful. It's like having secondary
difficulty slider in a way, which allows to finetune the game experience
closer to what you personally prefer.
The problem is that here gameplay gets in the way of RP. I power-game, but that's because that's fun for me. But I also have my RP preferences, and these tend to be oriented toward magic. I always play mages and use magic, even in settings where they are underpowered.
To an extent, gameplay has to ensure that it's always fun with every composition, and it can't be independent in that way.
With warriors, I just
hate the aesthetic of faux realistic melee. Real combat is nothing like in DA:O. Having "realistic" (or at least unrealistic realistic ) combat like in DA:O is just aggravating when you have an HP mechanis and you basically have two dudes with swords or arrows
repeteadly hit each other until one falls down.
If we cut HP mechanics and actually had the mechanism represent the lethality of fighting with a sword, that would be one thing. But we don't have that. So I prefer the over-the-top animation because it looks cool, and the entire setting with HP is absurd
anyway. tmp7704 wrote...
I think they'd perhaps think that mages are
indeed as powerful as the game makes them seem, and it'd drive the point
home it's crucial to take these cloth guys out as soon as one can.
Preferably with anti-mage equipment -- like arrows which interrupt the
spell casting, the templar abilities, potions which increase resistance
to fire damage, anti-mage poisons etc. Essentially, tactics. Something
that's supposed to be at the heart of this game?
As long as you have HP, this is all still absurdly unrealistic. A single fireball would murder an entire squad right away. In reverse, a warrior
could kill a mage in a single shot with arrows or swords. But we have magical abilities like arcane shield/rock skin (or whatever that was called) that could make a mage literally invincible.
When you introduce reality breaking BS in the form of magic, allowing warriors
any chance to survive (or making the equal to mages) is just a matter of where you put down your BS standard.