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Destructoid DA2 Preview


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#101
RussianSpy27

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Hey! Fade was one of my favorites - beautiful concept how you get out of the magical realm, free your friends and defeat the boss.

#102
druplesnubb

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I loved the fade too. You walki through a level which is literally just the same white rooms being repeated over and over, when suddenly you're being transported to this surreal landscape that looks ten times better than every other area in the game, you are completely alone so you will have to improvise and the level is much less linear than all the other ones, allowing you to do the parts in whatever order you want. But the best part are the transformations. You get turned into a mouse who can stealth through all the enemies, a burning guy who makes travel much easier, a spirit with two overpowered spells that are extremely fun to use and YOU CAN TURN INTO A GOLEM AND PUNCH TWO OTHER GOLEMS TO DEATH! The OTHER parts of the tower on the other hand...

#103
The Hardest Thing In The World

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"Gone are the doldrums of constantly shuffling between Denerim and Orzammar for this or that fetch quest"



Love this.

#104
Sylvius the Mad

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The Hardest Thing In The World wrote...

"Gone are the doldrums of constantly shuffling between Denerim and Orzammar for this or that fetch quest"

I think the problem was that they were just fetch quests.  I'd like them to do more than that.

In Fallout 3, there's a terrific quest (Blood Ties) that starts out as a standard FedEx quest.  Here's a letter - take it to this other town and give it to this family.  But when you get there, the family members are all dead or missing, and the local sheriff gives you three ideas about where to look for the perpetrators and what's left of the family you want.  This is already more interesting than DAO's fetch quests, but there's more.  None of the sheriff's three ideas are correct (though one of them can lead you to your objective if you're especially thorough in your exploration).  To actually find out where you want to go without just stumbling upon it (which you can do, and that is awesome), you'd need to have a very high skill level in Science or Medicine and go re-examine the bodies in the town (since you can get the quest fairly early in the game, it's unlikely you'd have the relevant skill level the first time).  And when you finally get there, there are a bunch of other choices to make, some of which lead you to the quest resolution quite quickly, and some of which don't.

It's a terrific quest, and I think BioWare would do well to design similarly layered side-quests.

#105
In Exile

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I agree with Sylvius completely. I also think Bioware needs to let us find quest items without triggering the quest. I cannot describe how much of a pet peeve this is.

#106
Kail Ashton

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" it simply feelsgood to see your team cinematically executing your vision. The same compulsion I felt to buy Awakenings is at work in Dragon Age 2: namely, I get a deistic kick out of tinkering, experimenting, and setting my creation loose. The Dragon Agefranchise -- with its labyrinthine systems and mechanics -- simply enables me to do so better than any game in the past several years."



This.

#107
Morroian

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RussianSpy27 wrote...

shorter than Origins = "we're making it more focused blah blah" (add more politically correct talk), which in reality means "all that long development on Origins paid off financially only to an extent and cost a lot...now we're cutting costs and making more cash"


Actually no it means that VO costs more to produce.

#108
Sylvius the Mad

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RussianSpy27 wrote...

shorter than Origins = "we're making it more focused blah blah" (add more politically correct talk), which in reality means "all that long development on Origins paid off financially only to an extent and cost a lot...now we're cutting costs and making more cash"

Keep in mind, DAO's development time included all the world building.  Now that they have an established setting they can knock out games a lot faster.

#109
AlanC9

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In Exile wrote...

I agree with Sylvius completely. I also think Bioware needs to let us find quest items without triggering the quest. I cannot describe how much of a pet peeve this is.


I think they mentioned not putting quest items in the world unless the quest is triggered. Is this a solution, or the problem itself?

#110
Sylvius the Mad

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AlanC9 wrote...

I think they mentioned not putting quest items in the world unless the quest is triggered. Is this a solution, or the problem itself?

This is the problem.  There's no reason why the state of the world should change based on the player's access to knowledge of it.

Remember how the NWN OC did it with the hireling loyalty items?  You could find that ring Grimnaw wanted without ever having met Grimnaw, or having any idea what it was for.

I loved that.  Though DA2 seems to be designed specifically not to reward hoarding, and this whole system breaks down ayway by having a separate inventory for plot items, so there's almost no chance we'll see anything like that in DA2.

Modifié par Sylvius the Mad, 21 décembre 2010 - 09:44 .


#111
In Exile

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AlanC9 wrote...

In Exile wrote...

I agree with Sylvius completely. I also think Bioware needs to let us find quest items without triggering the quest. I cannot describe how much of a pet peeve this is.


I think they mentioned not putting quest items in the world unless the quest is triggered. Is this a solution, or the problem itself?


The problem. I think you should be able to stumble on the item randomly. I'm aware of the counter-argument that the PC would just not think the item is important.

#112
Sylvius the Mad

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In Exile wrote...

I'm aware of the counter-argument that the PC would just not think the item is important.

Though that forces a particular mental state upon the PC, to which I strongly object.

#113
Snoteye

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Why does everyone think this particular review was so great? It was not the first one I read but it didn't stand out to me at all.


Sylvius the Mad wrote...

AlanC9 wrote...

I think they mentioned not putting quest items in the world unless the quest is triggered. Is this a solution, or the problem itself?

This is the problem. There's no reason why the state of the world should change based on the player's access to knowledge of it.

Although I agree with this, I am willing to accept that it can add a layer of complexity to design that ultimately doesn't pay off. I think it is a much bigger problem when, using DA's approach, you're asked to get a cat down from a tree, but the cat isn't in the tree until you explicitly agree to get it down. It should be in the tree the moment you are told it is, even if you decline helping, then I am okay with it not being there before.

#114
KIrving

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Since they're writing from the perspective of taking a female hawke for their playthough it's a pity they didn't say anything about her voice. Not even a clue. (unless I missed something)

#115
AlanC9

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Sylvius the Mad wrote...

In Exile wrote...

I'm aware of the counter-argument that the PC would just not think the item is important.

Though that forces a particular mental state upon the PC, to which I strongly object.


Of course you do.

My problem is if the thing's made a plot item. Then I know something about the item that my character doesn't know. But if it isn't a plot item I could sell it anywhere, and have no clue what happened to it when/if I get that quest. Which I guess is better, but still annoying.

#116
Sylvius the Mad

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AlanC9 wrote...

My problem is if the thing's made a plot item. Then I know something about the item that my character doesn't know. But if it isn't a plot item I could sell it anywhere, and have no clue what happened to it when/if I get that quest.

This is why I only sell items to vendors I epxect to be able to visit again, and only sell to specific vendors I'll remember.

Until BioWare limits vendors' cash supplies (like Bethesda does), there's no reason not to do this.

#117
HighMoon

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I agree with the others who said they wanted to know Mother Hawke's first name. I've been curious about that for some time.

Modifié par Golden-Rose, 22 décembre 2010 - 12:33 .


#118
Ziggeh

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Sylvius the Mad wrote...

In Exile wrote...

I'm aware of the counter-argument that the PC would just not think the item is important.

Though that forces a particular mental state upon the PC, to which I strongly object.

This is purely curiousity on my part, because I'm fine with either system, but is this to say you prefer that items only exist in the world if they're available to the player?

#119
Sylvius the Mad

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ziggehunderslash wrote...

This is purely curiousity on my part, because I'm fine with either system, but is this to say you prefer that items only exist in the world if they're available to the player?

I'm saying I'd rather choices available to the player character not come and go for purely metagame reasons.

Modifié par Sylvius the Mad, 22 décembre 2010 - 12:36 .


#120
Top Gun volleyball

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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.


That is a very good thing to me. No one ever voluntarily goes pause and play tactical command. In true RPG style, you went that route because it was paramount to survival in the game.

Modifié par Top Gun volleyball, 22 décembre 2010 - 02:22 .


#121
Graunt

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Nice preview -- it does actually lay to rest some worries I had, although I'm still more than a little concerned with the combat actually being fun this time around.  It does sound like a lot of the "sluggish" issues are being taken care of at least, and melee won't have to spend so long running around just to reach a half dead target (thanks to ranged attackers) to join in the fray.

Also, what exactly is this supposed to mean?

The new skills -- in conjunction with melee options for ranged attackers
-- make, for example, a rogue archer build is useful for the first time.
There are also warrior skills that, for example, get stronger when your
tank is surrounded by enemies.


Warriors already had those skills in Origins.  Granted they were very few, but they still existed so it's not like it's an entirely new mechanic.  

I just realized something about the UI too.  They appear to be going for a World of Warcraft style layout with the charactar portraits.  I think it's somewhat distracting in a single player game, but I can't deny the fact that it's a lot more informative at a quick glance than what Origins had.

Also, it seems a lot of people are upset with the fact that you really have a single character background this time around, but personally I'm all for a much more coherent narrative.  It allows the author to write something truly compelling compared to having to try to branch out so much just for the sake of a different starting point.  People get sick of seeing "Mass Effect" all of the time, but from a narrative perspective it just did so much more for me than Origins did.  Even though your character was predefined as "Shepard", I got caught up so much in the world that it felt like I was part of a huge sci-fi space opera, not just living vicariously through my avatar.

Whether it works fine is, of course, a matter of opinion.  I was amused
by Geralt at times, just like I'm currently amused at my ME2 renegade
Shepard (who kind of reminds me of Geralt in the delivery).  Don't
particularly feel attached to the characters, though, or like they are
"my" character.  Rather I'm watching them versus playing them.  It's
still fun, but not really roleplaying to me.


Silent protagonists when the rest of the world speaks is just as immersion breaking, unless you're roleplaying a mute that signs everything or speaks telepathically.  You're still forced to pick from an available list of options in Origins.  How often have you thought "Hmm, this is close to what I'd say or do, but it's still not really what I would prefer?".

Modifié par Graunt, 22 décembre 2010 - 03:08 .


#122
Ryllen Laerth Kriel

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I enjoy the Fade sections of DA:O very much. Sure, play the Mage Origins a few times and it gets redundant starting out there but the atmosphere and potential for story in the Fade is pretty much limitless. I wish more side quests and story events took place in the Fade.

#123
Addai

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Graunt wrote...

Whether it works fine is, of course, a matter of opinion.  I was amused
by Geralt at times, just like I'm currently amused at my ME2 renegade
Shepard (who kind of reminds me of Geralt in the delivery).  Don't
particularly feel attached to the characters, though, or like they are
"my" character.  Rather I'm watching them versus playing them.  It's
still fun, but not really roleplaying to me.


Silent protagonists when the rest of the world speaks is just as immersion breaking, unless you're roleplaying a mute that signs everything or speaks telepathically.  You're still forced to pick from an available list of options in Origins.  How often have you thought "Hmm, this is close to what I'd say or do, but it's still not really what I would prefer?".

You're speaking for yourself, naturally.

Modifié par Addai67, 22 décembre 2010 - 05:05 .


#124
Sylvius the Mad

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Graunt wrote...

Silent protagonists when the rest of the world speaks is just as immersion breaking, unless you're roleplaying a mute that signs everything or speaks telepathically.  You're still forced to pick from an available list of options in Origins.  How often have you thought "Hmm, this is close to what I'd say or do, but it's still not really what I would prefer?".

If the PC isn't voiced, those options can serve as abstractions of what the character actually says, not unlike the keyword dialogue you see in the Elder Scrolls games.

Only when the PC is voiced does the utterance of those exact words become explicit within the game world.

#125
Wissenschaft

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Sylvius the Mad wrote...

Graunt wrote...

Silent protagonists when the rest of the world speaks is just as immersion breaking, unless you're roleplaying a mute that signs everything or speaks telepathically.  You're still forced to pick from an available list of options in Origins.  How often have you thought "Hmm, this is close to what I'd say or do, but it's still not really what I would prefer?".

If the PC isn't voiced, those options can serve as abstractions of what the character actually says, not unlike the keyword dialogue you see in the Elder Scrolls games.


I don't view  that as much different then the paraphrasing in ME games. I'd rather heard something said then silence which is more jarring to me.