RavenStorm wrote...
Is it out in North America yet?
No idea. Its out in Europe though. Very good game, allthough quite linear I`m afraid. Kind of a mix between Neverwinter nights 2, and dragon age.
RavenStorm wrote...
Is it out in North America yet?
adembroski11 wrote...
I like... rather, I love the fact that not every female is a picture of idealistic beauty. Reminds me a bit of 24... Jack's love interests were always very "real" looking. It's hard to be impressed with a character model based on it looking like the idealized feminine form, but when you add character too it you can start imagining her as a real person. Much more immersive for the love interests to be "above average" (to put the objective in subjective terms) just for the sake of feeling like someone you may know.
Rawgrim wrote...
Just a side note for the developers: The narrative they are using in DA2...Varric telling Cassandra what happened and such, has allready been used. Drakensang 2 uses almost the exact same narrative. Only the dwarf companion is telling the story to one of the companions from Drakensang 1. If you die in the game, the dwarf goes "ohh no, thats not what happened. What really happened was..." Then you get asked to reload the game etc.
AlanC9 wrote...
Rawgrim wrote...
Just a side note for the developers: The narrative they are using in DA2...Varric telling Cassandra what happened and such, has allready been used. Drakensang 2 uses almost the exact same narrative. Only the dwarf companion is telling the story to one of the companions from Drakensang 1. If you die in the game, the dwarf goes "ohh no, thats not what happened. What really happened was..." Then you get asked to reload the game etc.
And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.
How variable is the plot in Drakensang 2?
Modifié par relhart, 15 janvier 2011 - 06:55 .
relhart wrote...
AlanC9 wrote...
And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.
How variable is the plot in Drakensang 2?
There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.) They don't affect the narative at all though. The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game.
Atakuma wrote...
relhart wrote...
AlanC9 wrote...
And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.
How variable is the plot in Drakensang 2?
There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.) They don't affect the narative at all though. The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game.
Sounds like DA2
bluewolv1970 wrote...
Atakuma wrote...
relhart wrote...
AlanC9 wrote...
And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.
How variable is the plot in Drakensang 2?
There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.) They don't affect the narative at all though. The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game.
Sounds like DA2
actaully the framed narrative was usedi n alpha protocol...and that that had wildly different scenarios play out
Modifié par Upsettingshorts, 15 janvier 2011 - 10:05 .
Maria Caliban wrote...
Alpha Protocol is a recent example of a role-playing game that told an interactive story through a framed narrative.
I love BioWare but its marketing department consistently makes me sigh.
Atakuma wrote...
I was just making a joke about how DA2 might have a bunch of choices to make, but they wouldn't affect the main story at all. I don't know how Alpha Protocol got brought up.
thehistorysage wrote...
According to the Devs, the DA2 main story is highly malleable.
ghostmessiah202 wrote...
bluewolv1970 wrote...
Atakuma wrote...
relhart wrote...
AlanC9 wrote...
And it was used in a shooter years and years ago. It's not a new concept in games. The devs are saying that what's new is the interactivity of it.
How variable is the plot in Drakensang 2?
There are a few variances, (only one I can think of off the top of my head, but I'l assume there are others I have forgotten about too.) They don't affect the narative at all though. The game is highly linear, and while you have tons of superficial choices to make, you don't really have the freedom to change the larger story arc of the game.
Sounds like DA2
actaully the framed narrative was usedi n alpha protocol...and that that had wildly different scenarios play out
Except Alpha protocol was awful... so it doesnt count. My faith in Obsidian Studios has been all used up, they can't seem to make a game that isn't covered in bugs and rushed like hell. It makes me sad that they made KotOR 2
Maria Caliban wrote...
Alpha Protocol is a recent example of a role-playing game that told an interactive story through a framed narrative.
I love BioWare but its marketing department consistently makes me sigh.
Modifié par bluewolv1970, 15 janvier 2011 - 11:53 .
Maria Caliban wrote...
thehistorysage wrote...
According to the Devs, the DA2 main story is highly malleable.
That's like saying the game is 'long.' How long? According to whom? How is long defined?
Dragon Age is dark fantasy. The Witcher has complex moral problems. Oblivion gives you an infinite number of possibilities for your character.
Modifié par koshiee, 16 janvier 2011 - 08:30 .
koshiee wrote...
I'm interested with to know why they feel like they have to use gimmicky narratives. Why not just tell a straight forward story well? DAO's gimmick imo was kind of a flop.
I'm afraid with this sort of stopping and starting the game will feel too much like fetch a quest and the narrative will get so chopped up that it'll feel like you're playing an old school side scroller where you had a level, a boss then a cutscene. I wonder if the organic feeling of discovering the story as you wander will get lost. I'm still getting the game but I'm starting to doubt the developer's ability to tell a good story.
ReD BaKen9 wrote...
http://www.gamereact.../Dragon Age II/
interesting quote:
"I did meet a charmer named Varric though, who had some of the best dialogue I witnessed in the game; luckily he also became my first companion. Bodahn and Sandal ("Enchantment?") can be found in Kirkwall, where they reside, but perhaps a lust for adventure will make them leave their home at some point?"
Sheryl Chee wrote...
Oh, has the obsessive picking apart of female character appearances started already? How nice.