Destructoid DA2 Preview
#1
Posté 20 décembre 2010 - 06:16
#2
Posté 20 décembre 2010 - 06:17
*reads*
#3
Posté 20 décembre 2010 - 06:19
There it is.
Swang, David? Really? Swang?
Modifié par Sylvius the Mad, 20 décembre 2010 - 06:21 .
#4
Posté 20 décembre 2010 - 06:22
Saw that in leaked videos as well.That's not to say that some other writers at the event didn't try to Dynasty Warriors their way through the first few hours of the game, but they saw the game over screen a lot more often than I did.
Modifié par Upsettingshorts, 20 décembre 2010 - 06:22 .
#5
Posté 20 décembre 2010 - 06:24
#6
Posté 20 décembre 2010 - 06:24
#7
Posté 20 décembre 2010 - 06:27
Upsettingshorts wrote...
Saw that in leaked videos as well.That's not to say that some other writers at the event didn't try to Dynasty Warriors their way through the first few hours of the game, but they saw the game over screen a lot more often than I did.
Ah... To still be standing amongst a crowd of fallen players thinking hack and slash was simple anymore....
I guess that's what you get when you forget you're playing an RPG. Or a hack and slash with much better gameplay than most. [Runs to go play DW6 Empires and Sengoku Basara 3, but realizes the PS3 isn't back from repair yet]
#8
Posté 20 décembre 2010 - 06:28
#9
Posté 20 décembre 2010 - 06:28
aider described a more novelistic approach to Dragon Age 2, with
Varric serving as unreliable narrator, playing fast and loose with
chronology. Varric glosses over Hawke's first year in Kirkwall, for
example
This calmed a little fear of mine since we found out about the ten years, I suspected this was how long we'd expect the game to move throughout the entire experience. Glad to know that isn't the case!
#10
Posté 20 décembre 2010 - 06:29
So no, I don't really assume they're simple - but they are different - and that's something people were worried about. Especially since in Conan that kind of gameplay demanded precise control of a single character and that doesn't really mesh well with pause-and-play, team-based, tactical cRPG type of mechanics.
#11
Posté 20 décembre 2010 - 06:29
#12
Posté 20 décembre 2010 - 06:29
These moments create a certain amount of distance between the player and Hawke as player-character: Hawke greets players as old friends even though the player has never seen them; supporting characters develop their own nuanced relationships with Hawke that the player is left to parse.
This kind of worries me. Otherwise most things be positive in my regard.
#13
Posté 20 décembre 2010 - 06:30
Herr Uhl wrote...
This kind of worries me. Otherwise most things be positive in my regard.
Worked fine in The Witcher. In that case though, Geralt has amnesia and so (some of) the characters basically have to delve into an expository monologue when he asks, "So um, how do I know you?" Hopefully DA:2 fills in the gaps for the player a little more deftly.
Modifié par Upsettingshorts, 20 décembre 2010 - 06:31 .
#14
Posté 20 décembre 2010 - 06:34
"Dragon Age 2 is not a brand new game; It's a better, more-refined version of Dragon Age: Origins," explained executive producer Mark Darrah
So...essentially, he's saying that it's like DA:O is "The Evil Dead" and DA2 is "The Evil Dead 2"?
#15
Posté 20 décembre 2010 - 06:34
My thoughts exactly!ankuu wrote...
oh no...OH NO! spiders!!!
#16
Posté 20 décembre 2010 - 06:35
Herr Uhl wrote...
These moments create a certain amount of distance between the player and Hawke as player-character: Hawke greets players as old friends even though the player has never seen them; supporting characters develop their own nuanced relationships with Hawke that the player is left to parse.
This kind of worries me.
Yup- that sort of thing combined with the voiced PC, has me thinking I won't really give a crap about Hawke as a PC- instead its just like ME where you're just giving NPC Hawke suggestions in a very third person narrative.
Modifié par Brockololly, 20 décembre 2010 - 06:36 .
#17
Posté 20 décembre 2010 - 06:36
Upsettingshorts wrote...
Worked fine in The Witcher. In that case though, Geralt has amnesia and so (some of) the characters basically have to delve into an expository monologue when he asks, "So um, how do I know you?" Hopefully DA:2 fills in the gaps for the player a little more deftly.
I'm sure a companion will go "Who is this guy?" and it explains that guy used to go fishing with Papa Hawke during the winter and he loved to make Mage Hawke heal the fish as they were getting cooked.
Modifié par Dave of Canada, 20 décembre 2010 - 06:36 .
#18
Posté 20 décembre 2010 - 06:40
Modifié par JohnEpler, 20 décembre 2010 - 06:40 .
#19
Posté 20 décembre 2010 - 06:40
Upsettingshorts wrote...
Herr Uhl wrote...
This kind of worries me. Otherwise most things be positive in my regard.
Worked fine in The Witcher. In that case though, Geralt has amnesia and so (some of) the characters basically have to delve into an expository monologue when he asks, "So um, how do I know you?" Hopefully DA:2 fills in the gaps for the player a little more deftly.
Well, in the witcher you work with the premise that the character is Geralt, and he is still Geralt (as in distinct character traits) no matter what you choose him to do. DA2 has worked under the premise that you should be able to make your own character. As long as it isn't taken too much out of player agency, for example have some introductory conversation with the more prominent characters the first time the player meets them to establish further what kind of relationship that they had up to that point. Or they could make it ambiguous enough that you can fill in the blanks of how your Hawke acted during that time (as in random vendor #3 that has seen Hawke for a year and just generally knows him).
#20
Posté 20 décembre 2010 - 06:43
In DA:2, the things that happen during the gaps in time will - provided they're significant - will have to be relayed to the player in some fashion as well. Without the amnesia thing, it'll have to be done differently - potentially through Varric, maybe through heralds shouting things, or remarks within a conversation.
Modifié par Upsettingshorts, 20 décembre 2010 - 06:45 .
#21
Posté 20 décembre 2010 - 06:45
JohnEpler wrote...
I'm sure David or another writer will correct me if I'm mistaken, but I can't recall a single instance while working on the game where I saw a dialogue that told me 'THIS PERSON YOU'VE NEVER MET BEFORE IS SOMEONE YOU KNOW WELL, TRUST ME'. In my experience, anyone I'm expected to know about is someone that I, well, know about.
Correct. On occasion you'll encounter someone who you've "met" before during a time jump, based on whatever you were up to in that time jump (I'm being vague here, but the idea is that you are up to stuff during that time and presumably doing stuff even if it's not earth-shattering). We'll mention the fact that you know them in context, but try not to take too many liberties outside of that. Most people you meet or know about are ones that you will encounter during active play.
#22
Posté 20 décembre 2010 - 06:47
#23
Posté 20 décembre 2010 - 06:48
Why then should I immediately know my relationship with an NPC that the PC has interacted with for a year? As long as the game allows me to fill in that gap in knowledge with contextual clues, it has done its job.
JohnEpler wrote...
I'm sure David or another writer will correct me if I'm mistaken, but I can't recall a single instance while working on the game where I saw a dialogue that told me 'THIS PERSON YOU'VE NEVER MET BEFORE IS SOMEONE YOU KNOW WELL, TRUST ME'. In my experience, anyone I'm expected to know about is someone that I, well, know about.
Bethany? Carver? The PC's mother?
Modifié par Maria Caliban, 20 décembre 2010 - 06:49 .
#24
Posté 20 décembre 2010 - 06:48
Aermas wrote...
Will there be montages or cinematics between timejumps?
Yes.
#25
Posté 20 décembre 2010 - 06:50
Maria Caliban wrote...
The idea that the player must immediately know everything the PC does is problematic at best and unworkable at worst.
I agree. In the dwarf example above in The Witcher as a player I wasn't given that information until I actually needed it - if I'm going to get specific, possibly until right after it may have informed on a decision. Until then, it's irrelevant and like you said - problematic and unworkable.
Maria Caliban wrote...
Why then should I immediately know my relationship with an NPC that the PC has interacted with for a year? As long as the game allows me to fill in that gap in knowledge with contextual clues, it has done its job.
That is actually what I was getting at when I said deftly.





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