Modifié par ladyofpayne, 25 décembre 2010 - 06:24 .
Dragon Age II World Update: The Deep Roads
#26
Posté 25 décembre 2010 - 06:22
#27
Posté 25 décembre 2010 - 07:26
rodgerage wrote...
I dont mind the deep roads just as long as there isnt anything where you go into the fade again seven playthroughs on DAO you knd of start hating it.
I couldn't agree more!
#28
Posté 25 décembre 2010 - 01:29
#29
Posté 25 décembre 2010 - 08:47
zidercol wrote...
mmm...trying to sell one stuff for 2 times...
Heh, yeah, my first reaction on seeing it was "this is an update?"
I hope we have a bizarre reason for entering the Deep Roads this time (one that doesn't involve the Darkspawn except maybe as an obstacle). Heck even "Kirkwall is about to sink into the ground and we need you to take this magic Concrete Generator deep underground and turn it on" would qualify.
#30
Posté 25 décembre 2010 - 08:50
SnakeStrike8 wrote...
So I guess this confirms that the Deep Roads will at least have some part in the game.
Meaning the darkspawn will as well, because why else would some human wander around there if he's not already a nut job to begin with?
Meaning the Grey Wardens will too, because them and Darkspawn go hand in hand.
Anyone taking bets on the Architect's status?
I'm hoping there will be a hilarious anticlimax regarding darkspawn in the deep roads, along the lines of having this big buildup "we have to go down there, but it's full of Darkspawn OH NO" and everyone agreeing "OH NO" and saying "I CAN'T GO DOWN THERE I'M TOO PRETTY TO DIE!" and then you get there and it's EMPTY.
Then the roof falls on you. Something like that.
#31
Posté 27 décembre 2010 - 05:51
Modifié par Kurzan, 27 décembre 2010 - 05:54 .
#32
Posté 29 décembre 2010 - 02:07
At least the Fade was an interesting puzzle of sorts, though it did feel grindy, especially when you're trying to pick up every stat boost.
#33
Posté 29 décembre 2010 - 03:27
From Cadash to Amgarrak, the lore is amazing.
#34
Guest_simfamUP_*
Posté 29 décembre 2010 - 04:28
Guest_simfamUP_*
#35
Posté 29 décembre 2010 - 05:36
#36
Posté 02 janvier 2011 - 02:50
Am looking forward to those city envoirements that we see in the trailer tho
#37
Posté 02 janvier 2011 - 03:05
#38
Guest_fibchopkin_*
Posté 02 janvier 2011 - 01:46
Guest_fibchopkin_*
Kurzan wrote...
I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins...
This.
I'm a total cliche of a hum/nob fangirl, but the deep roads gave me a more visceral reaction than any other environment in the game. I mean- all the history and forgotton lore combined with all sorts of known and unknown dangers, plus the knowledge that your pc is basically touring her own tomb- even if it was a bit of a dungeon crawl, it was a good one.
#39
Posté 04 janvier 2011 - 02:24
I agree that the Evil Fade was far worse.....if I never see another mousehole in my life.... Although, it was quite funny how the spirit form chappie would cast his forearm in front of his face and roll off, as if on wheels, kinda vampiric-like.
Modifié par Memeplex, 04 janvier 2011 - 02:29 .
#40
Posté 05 janvier 2011 - 03:42
Kurzan wrote...
I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins, along side all of the other awesome Dwarf stuff.
It was a grind, nothing more. If each area had been 1/2 as big it wouldn't have felt like such a chore. Couple raw length with the vendor trash style of looting and the need to return to unload and the fun evaporated quickly for me. There were some great moments in the Roads but they were buried underneath a lot of grindage.
#41
Posté 09 janvier 2011 - 03:03
I love trekking through the Deep Roads.
#42
Posté 09 janvier 2011 - 04:13
Kurzan wrote...
I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins, along side all of the other awesome Dwarf stuff.
I don't get it either. I see people complaining about "grinds," but dungeon crawls have always been part of this genre. I think some people like these games only for the story, but are not too interested in the genre's gameplay aspects. Which is fine, of course, but I hope Bioware will continue to include those aspects for those of us who appreciate them. If anything, DAO suffered a little because most areas other than the Deep Roads were a little too short and straightforward.
#43
Posté 12 janvier 2011 - 07:34
ahuevocabron wrote...
Again??? Really??? I hope its not as long, tedious, and time consuming as Orzammar was. Then again, I'm not a fan of dwarves.
I wasn't too keen on it either, untill I got there. I'm not a dwarf-type either, but I really liked the deeproads. Especially when you got further away from Orzammar.
#44
Posté 16 janvier 2011 - 10:41
#45
Posté 16 janvier 2011 - 11:23
#46
Posté 17 janvier 2011 - 03:47
#47
Posté 17 janvier 2011 - 07:55
From a developer/project-management perspective I can see why it's done this way, but the parts of the game I enjoyed most were those that were truly part of the main plot through-line.
#48
Posté 18 janvier 2011 - 04:08
#49
Posté 23 janvier 2011 - 12:34
#50
Posté 23 janvier 2011 - 05:18





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