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Destructoid DA2 Preview


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#176
Adhin

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Yeah I'm oddly expecting DA2 to 'feel' more like BG2 then DAO did. BG2 (and 1 for that matter) where actually 'very' linear games. You didn't pick what section of the main plot in what order, it was just a straight path, more or less. May of been 1-2 variations in how to get something done but what made BG2 so... crazy was the side-sub quest stuff, a lot of them which boardered on being complete games of there own.

Now I don't expect that from DA2, but it does seem like they're will be more 'choices' along the linear path of the story, to the point of ultimately being less linear I guess. I'm also looking forword to there side-storys/quest that span over the multiple acts and have different outcomes based off choices in the same manner as the main story has. And how companion quests are being handled the same way. I just get the overall feeling that I'll enjoy that more then the 'pick which section to play through now' approach that they started with KotOR. Plus big city adventures reminds me of BG2 a lot. :P

Modifié par Adhin, 24 décembre 2010 - 01:26 .


#177
Thokundin

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This makes me feel alot better about the game =)

#178
Maria Caliban

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Addai67 wrote...

Upsettingshorts wrote...

I don't mind if most people are unclickable and the ambient noise is mostly "rabble rabble." It just seems more "real" that way to me. I am out to talk to who I'm out to talk to, not everyone I run across on my way to the shop. That'd be weird.

In fact I think the best way to do a busy city street is to have it have a ton of unclickable people, but have a general ambient crowd noise. 

That's fine.  I don't like clicking on things unless there's a real reason to do so.  As long as it sounds like they're actually speaking... Kirkwallian, I guess... then chatter is fine by me.


Assassin's Creed 2 did this very well. People calling out in Italian with a smattering of English and people moving in small clusters.

#179
AlanC9

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zidercol wrote...

DA:O is game for all kinds of gamers, DA2 just for a part. For example - i'm hate to play for humans, especialy for paladins (sword+magic) , because for my mind it's a great cheatcode =) I'm don't like the Hawk for his style, name, character... and for me that's important + Smart players wanted to play in hard game =)


I don't know what you mean by Hawke's "style". Or "character," for that matter.

And if you're actually only interested in hard games you wouldn't have liked DAO anyway.

#180
Sylvius the Mad

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Adhin wrote...

Yeah I'm oddly expecting DA2 to 'feel' more like BG2 then DAO did. BG2 (and 1 for that matter) where actually 'very' linear games. You didn't pick what section of the main plot in what order, it was just a straight path, more or less. May of been 1-2 variations in how to get something done but what made BG2 so... crazy was the side-sub quest stuff, a lot of them which boardered on being complete games of there own.

BG's main plot was linear, but it was a fairly small portion of the overall game.

Also, I'd say the similarity you describe is only relevant for players who play these games primarily for the story.

#181
Adhin

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I play mostly for the story but im also a build freak in RPG's so... I kinda sit around for hours deciding that prior to making a char. Either way yeah BG main story was rather big though, something like 30-40 straight hours not counting doing the side quests. And yeah it was linear they just had a few (very few) splits but they ALL resulted int he same thing. For instance going with the Shadow Thieves instead of Bodhi - exact same outcome. You get on the exact same ship and get to the exact same island and have all the same stuff eventually happen.

In that regard DA2 seems like it maybe a bit different in that it actually has multiple endings and the only thing that seems to be the same is you 'rise to power' which is a general term for people realize your tough **** being a 'champion'. Why I figure it'll 'remind' me of BG2 (already does I guess) but will be very different either way.

#182
WuWeiWu

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David Gaider wrote...

Upsettingshorts wrote...
Basically, swear words are used for impact. And if they don't have any, they come off as comical. A modern swearword like the one Cassandra uses has the appropriate impact for modern audiences.


Exactly. "Occasional" and "impactful" are our watchwords when it comes to profanity. Even then, we try to avoid things that are maybe a tad too modern, but that's pretty much subject to personal interpretation. So it's our interpretation, but we at least try to be consistent about it throughout the entire game.

If I could have them swear in iambic pentameter, though, I'd definitely do it a lot more. :)



You post on the XKCD forums. I knew it!

#183
xMoko

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wow this is the first time i've read about how the game starts--the introduction is just genius! =DD

#184
adembroski11

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David Gaider wrote...

Upsettingshorts wrote...
Basically, swear words are used for impact. And if they don't have any, they come off as comical. A modern swearword like the one Cassandra uses has the appropriate impact for modern audiences.


Exactly. "Occasional" and "impactful" are our watchwords when it comes to profanity. Even then, we try to avoid things that are maybe a tad too modern, but that's pretty much subject to personal interpretation. So it's our interpretation, but we at least try to be consistent about it throughout the entire game.

If I could have them swear in iambic pentameter, though, I'd definitely do it a lot more. :)


I prefer it when they use setting-specific profanity. A lot of the profanity we think of as archaic and quaint today was similar to the exclaimations in DA such as "Maker's Breath!" To me, that lends flavor to the setting. modern profanity, to me, hurts the setting. It works for me in Mass Effect, but not Dragon Age.

#185
Graunt

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adembroski11 wrote...

David Gaider wrote...

Upsettingshorts wrote...
Basically, swear words are used for impact. And if they don't have any, they come off as comical. A modern swearword like the one Cassandra uses has the appropriate impact for modern audiences.


Exactly. "Occasional" and "impactful" are our watchwords when it comes to profanity. Even then, we try to avoid things that are maybe a tad too modern, but that's pretty much subject to personal interpretation. So it's our interpretation, but we at least try to be consistent about it throughout the entire game.

If I could have them swear in iambic pentameter, though, I'd definitely do it a lot more. :)


I prefer it when they use setting-specific profanity. A lot of the profanity we think of as archaic and quaint today was similar to the exclaimations in DA such as "Maker's Breath!" To me, that lends flavor to the setting. modern profanity, to me, hurts the setting. It works for me in Mass Effect, but not Dragon Age.




The irony is that Mass Effect is set in the distant future, so our current timeline and profanity should be similarly "archaic" to them.  Unless of course we are to assume that everyone is going to just keep speaking exactly the same way we do now 130 years into the future and that our perceptions wouldn't have changed after the first contact, nor would we have picked up new and improved ways to swear. :)

Modifié par Graunt, 25 décembre 2010 - 09:27 .


#186
Xewaka

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Graunt wrote...

adembroski11 wrote...

David Gaider wrote...

Upsettingshorts wrote...
Basically, swear words are used for impact. And if they don't have any, they come off as comical. A modern swearword like the one Cassandra uses has the appropriate impact for modern audiences.

Exactly. "Occasional" and "impactful" are our watchwords when it comes to profanity. Even then, we try to avoid things that are maybe a tad too modern, but that's pretty much subject to personal interpretation. So it's our interpretation, but we at least try to be consistent about it throughout the entire game.
If I could have them swear in iambic pentameter, though, I'd definitely do it a lot more. :)

I prefer it when they use setting-specific profanity. A lot of the profanity we think of as archaic and quaint today was similar to the exclaimations in DA such as "Maker's Breath!" To me, that lends flavor to the setting. modern profanity, to me, hurts the setting. It works for me in Mass Effect, but not Dragon Age.

The irony is that Mass Effect is set in the distant future, so our current timeline and profanity should be similarly "archaic" to them.  Unless of course we are to assume that everyone is going to just keep speaking exactly the same way we do now 130 years into the future and that our perceptions wouldn't have changed after the first contact, nor would we have picked up new and improved ways to swear. :)


The insta-translator they use can also be sintonized by timeframe. The game sintonizes it to our present.

#187
Graunt

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Xewaka wrote...

Graunt wrote...

adembroski11 wrote...

David Gaider wrote...

Upsettingshorts wrote...
Basically, swear words are used for impact. And if they don't have any, they come off as comical. A modern swearword like the one Cassandra uses has the appropriate impact for modern audiences.

Exactly. "Occasional" and "impactful" are our watchwords when it comes to profanity. Even then, we try to avoid things that are maybe a tad too modern, but that's pretty much subject to personal interpretation. So it's our interpretation, but we at least try to be consistent about it throughout the entire game.
If I could have them swear in iambic pentameter, though, I'd definitely do it a lot more. :)

I prefer it when they use setting-specific profanity. A lot of the profanity we think of as archaic and quaint today was similar to the exclaimations in DA such as "Maker's Breath!" To me, that lends flavor to the setting. modern profanity, to me, hurts the setting. It works for me in Mass Effect, but not Dragon Age.

The irony is that Mass Effect is set in the distant future, so our current timeline and profanity should be similarly "archaic" to them.  Unless of course we are to assume that everyone is going to just keep speaking exactly the same way we do now 130 years into the future and that our perceptions wouldn't have changed after the first contact, nor would we have picked up new and improved ways to swear. :)


The insta-translator they use can also be sintonized by timeframe. The game sintonizes it to our present.


That only makes sense if we are supposed to be breaking the fourth wall and not only playing as the character for that time frame, but being who we are in reality as well.  Not likely.

#188
Winter Wraith

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Graunt wrote...
nor would we have picked up new and improved ways to swear. {smilie}

While I agree new words would become fashionable as profanity, many such words we use now are far older than 130 years and have been used as such for much of that time.

Modifié par Winter Wraith, 26 décembre 2010 - 05:09 .


#189
Graunt

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Winter Wraith wrote...

Graunt wrote...
nor would we have picked up new and improved ways to swear. {smilie}

While I agree new words would become fashionable as profanity, many such words we use now are far older than 130 years and have been used as such for much of that time.


Right, but we also don't hang around Batarians or Krogan right now either. :devil:  I wasn't suggesting every word we use now would become obsolete either, simply that a lot of things would change for sure.  Not only just swearing, but the timing and who you're around when doing it.

Modifié par Graunt, 26 décembre 2010 - 05:15 .


#190
Nightsong

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Can't wait!

#191
stujlaird

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On the matter of background characters wandering around, having their own conversations, the problem I have is that you either put a huge amount of resources into them, to produce something vaguely realistic, or you end up with what I keep seeing in Fallout New Vegas; a few lines, repeated every time you pass the same character, maybe commenting on something that's happened, maybe just a generic one, but always just the same lines. I'd rather see the voice acting resources go on conversations with my character rather than lots of background chatter that repeats. I don't see having people strike up the same conversation every time I pass them as more realistic or immersive than them being silent. As for wandering characters... I can take them or leave them. For what I consider 'background' characters; those who're only there to make the towns look lived in, if it isn't causing problems in some other way, I'm fine with it - if they block my path, the way people did in the original Fallouts, I have a problem... but for characters I need to find, it can get a bit frustrating turning up and their shop and finding they've gone to bed. I'd rather the game assumed that, barring some late night sneaking around if there's a reason to do it, Hawke's only going down to the market when the shops are open.

#192
Guest_simfamUP_*

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David Gaider wrote...

Another new preview, this one from Destructoid.

I remember talking to this guy-- he was pretty cool.


If David thinks he's cool, the I think he's cool! :P

The first screenshot with Varric in the party is amazing, I just love that 'say hello to mah little friend' pose Varric has with Bianaca.

#193
Guest_simfamUP_*

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Adhin wrote...

I play mostly for the story but im also a build freak in RPG's so... I kinda sit around for hours deciding that prior to making a char. Either way yeah BG main story was rather big though, something like 30-40 straight hours not counting doing the side quests. And yeah it was linear they just had a few (very few) splits but they ALL resulted int he same thing. For instance going with the Shadow Thieves instead of Bodhi - exact same outcome. You get on the exact same ship and get to the exact same island and have all the same stuff eventually happen.
In that regard DA2 seems like it maybe a bit different in that it actually has multiple endings and the only thing that seems to be the same is you 'rise to power' which is a general term for people realize your tough **** being a 'champion'. Why I figure it'll 'remind' me of BG2 (already does I guess) but will be very different either way.


Well we must consider that the whole BG plot was centered on you eventually becoming next in line, so weather you took a spcaeship to Mars or a horse ride to Neverwinter it will all end the same way...but yeah it was pretty linear, it's all the side stuff that goes with it that makes BG such an awesome game :lol:

#194
Eternal Phoenix

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I found it interesting. The game still contains the inventory system and the typical strength, agility and intelligence leveling up stuff. Once more, time for me again to create a powerful warrior type character. I still don't see why they needed to add the skill tree - everything worked well in Dragon Age: Origins but I will trust Bioware here...I'm sure Dragon Age 2 will be a good RP game.

#195
RedShft

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 Great preview! I can't wait! :o<3

#196
soteria

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For the record, I really liked how ME2 did the random NPCs. I had a great time walking around the main city and listening to people, such as the cook that claims "ramen" is a delicacy on earth or the video game clerk's comments. Other times people had comments on events from ME1 that I enjoyed listening to. I don't know if it was all realistic but it was certainly entertaining, and that's what I look for in a game.

#197
Merced652

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BioWare promises a focused narrative with an equally focused gameplay arc




Hmmm, BioWare promises a linear narrative with an equally linear gameplay arc.



Funny how one word changes the entire

#198
upsettingshorts

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Bioware has been making "linear" games for a long time now. DAO isn't Fallout 3 where you can stumble across the Landsmeet and trigger the endgame simply by wandering around.



There is a path to be followed with some variation but the path is there and can only be ignored by not continuing the game.

#199
Dave of Canada

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Hell, I think the only non-linear game that was made from Bioware was Baldur's Gate 1 (didn't try NWN) and even that had the very obvious path laid out before you, it's very hard to create a non-linear game with a very involving plot.

#200
In Exile

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Upsettingshorts wrote...

Bioware has been making "linear" games for a long time now. DAO isn't Fallout 3 where you can stumble across the Landsmeet and trigger the endgame simply by wandering around.

There is a path to be followed with some variation but the path is there and can only be ignored by not continuing the game.


The problem is that Bioware usually goes linear (learn goal) - non-linear (irrelevant long series of tasks) - linear (endgame).

Bioware recently just spills the plot in part #1. Stop the reapers, stop the collectors, stop the blight...

It makes for a very uninteresting story when you know the destination and how you're going to get there.

Modifié par In Exile, 29 décembre 2010 - 07:40 .