Dragon Age II Creature Update: Rock Wraith
#26
Posté 07 janvier 2011 - 03:13
Does anyone remember the Gangue shade from Origins? It spawned out of Blgihted stone, if I remember the codex correctly. Maybe these things are the DA 2 version of the same...
#27
Posté 07 janvier 2011 - 03:29
That could be cool, particularly if they're able to send rocks flying in all different directions at once to attack multiple party members.
SnakeStrike8 wrote...
Does anyone remember the Gangue shade from Origins? It spawned out of Blgihted stone, if I remember the codex correctly. Maybe these things are the DA 2 version of the same...
Not Blighted stone … The dwarves believe the Stone is alive, and the Gangue is like its dark half.
"The Stone has a will that surrounds and directs; she guides even when we are willfully blind to her influence. But she is not pure. The Stone bears a corruption as old as balance. For the dwarves to prosper, the gangue--the waste and unstable rock-- must be cut away. But like the Stone, the gangue also has an influence. Each of us must face this, must carve the worst of ourselves away, but the Legion of the Dead bears a unique responsibility. Only the fully adorned of the Legion can face the gangue, can cut into darkness that afflicts the raw Stone. She encircles us, and we must protect her, here where darkness meets light."
Modifié par Face of Evil, 07 janvier 2011 - 03:34 .
#28
Posté 07 janvier 2011 - 07:27
#29
Posté 07 janvier 2011 - 10:01
The explanation is in the screenshot. You see, in the first game we didn't have Varric. And if you look closely at the picture, you can clearly see that the only reason it decided to pop up was because it saw Varric and decided to give him a great big hug!NKKKK wrote...
How come we never encountered them in the deep roads in the first game. I hope you give a GOOD explanation for this one.
#30
Posté 07 janvier 2011 - 12:27
NKKKK wrote...
How come we never encountered them in the deep roads in the first game. I hope you give a GOOD explanation for this one.
Midi-chlorians came along and gave a rock the power to fly.
I say no more.
#31
Posté 07 janvier 2011 - 07:19
NKKKK wrote...
How come we never encountered them in the deep roads in the first game. I hope you give a GOOD explanation for this one.
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That's easy: because they can only be found (or at least are far more often found) in the portion of the deep roads under the Free Marches.
It is very rare for them to move too far from where they came to be. Soon, they almost never reach Ferelden's deep roads.
Now, about the concept... it looks like quite nice. It is interesting to see that Bioware is furthering the Deep Roads when they were already so complex (just compare the countless wall textures and roof formats we had in Origins and Awakening (Orzammar, Bownammar, Kal Hirol...). Even the rock colors changed).
It is as if the Deep Roads themselves somehow changed in the same way the landscape over them.
And that is really nice.
They are undoubtly one of the best explored and most carefully built areas, as they make a lot of sense. It was actually one of my favorite scenarios.
Now, to see this new creature is satisfing: means we are getting more adventures on the deep roads, and that Bioware has manage to make a refresh and keep them new and interesting.
Modifié par RBM94, 07 janvier 2011 - 07:19 .
#32
Posté 07 janvier 2011 - 07:19
#33
Posté 07 janvier 2011 - 09:38
#34
Posté 08 janvier 2011 - 12:28
#35
Posté 08 janvier 2011 - 02:08
#36
Posté 13 janvier 2011 - 09:42
Face of Evil wrote...
Ooooh ...
That could be cool, particularly if they're able to send rocks flying in all different directions at once to attack multiple party members.SnakeStrike8 wrote...
Does anyone remember the Gangue shade from Origins? It spawned out of Blgihted stone, if I remember the codex correctly. Maybe these things are the DA 2 version of the same...
Not Blighted stone … The dwarves believe the Stone is alive, and the Gangue is like its dark half.
"The Stone has a will that surrounds and directs; she guides even when we are willfully blind to her influence. But she is not pure. The Stone bears a corruption as old as balance. For the dwarves to prosper, the gangue--the waste and unstable rock-- must be cut away. But like the Stone, the gangue also has an influence. Each of us must face this, must carve the worst of ourselves away, but the Legion of the Dead bears a unique responsibility. Only the fully adorned of the Legion can face the gangue, can cut into darkness that afflicts the raw Stone. She encircles us, and we must protect her, here where darkness meets light."
Perhaps the gangue is the dwarf version of possessed objects, like the sylvans. It would be interesting to run into a "great oak" version - perhaps a "diamond wraith".
Also, the game never said that dwarfs never had the ability to do magic, just that they were immune to it now because they had lived in close proximity to raw lyrium and built up a resistance to it.
SPOILER?
I'm wondering if the sidequest with the dwarf girl that wants to study at the circle won't open up the possibility to have a dwarven mage in a future game? It would have to be a surface dwarf, though. One who comes from a long line of surface dwarves, who have "lost their connection to the stone".
A sidenote.... Maybe the "Stone" and the "Gangue" are spirits from the fade like the lady of the forest from the werewolf quest?
#37
Posté 15 janvier 2011 - 09:02
Kail Ashton wrote...
*throws a paper wrath at it* there, i win~!
Oh, you sod.
I was going to say "Awesome, but looks surprisingly vulnerable to paper-based attacks" but you got in there first.
#38
Posté 09 février 2011 - 07:55
#39
Posté 09 février 2011 - 08:01
#40
Posté 10 février 2011 - 07:27
#41
Posté 10 février 2011 - 10:05
the interview with the Lead designer and Gameplay producer reveal that there will be some small, dwarf size one, and big yellow one who will talk and one big red who fight more like an hack’n slash game.
So, it’s surely going to be a big boss at the end of the deep roads quests with, maybe, some The Grand Oak/Mad Hermit relation between the yellow one and the red one.





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