Who wants to take a trip back to the fade?
#26
Posté 17 janvier 2011 - 08:13
#27
Guest_distinguetraces_*
Posté 17 janvier 2011 - 08:20
Guest_distinguetraces_*
I think a lot of the reason people didn't care for the Deep Roads and the Fade is simply that you got stuck in them. If you got bored you couldn't trot off and do a couple of shorter quests in town--you just had to soldier through til you were done.
As a place that's visited in trance, there's no reason why the Fade couldn't be taken in short, player-controlled doses, so I think that's what they should do.
#28
Posté 17 janvier 2011 - 08:25
#29
Posté 17 janvier 2011 - 08:26
Awakening's Fade: Hell Yes!
#30
Posté 17 janvier 2011 - 08:26
#31
Posté 17 janvier 2011 - 08:26
#32
Posté 17 janvier 2011 - 08:27
#33
Posté 17 janvier 2011 - 08:29
If its like Awakening then, Yes.
Modifié par Akiios, 17 janvier 2011 - 08:29 .
#34
Posté 17 janvier 2011 - 08:31
ViSeirA wrote...
If it resembles the fade as we see and play it in Awakening then I do want to go to the fade again... if it's like the fade in Origins then please no.
this.
I always try to avoid the circle tower for this very reason, it seems, and its, more boring than picking a duck's nose on winter.
but the version shown in awakening was enjoyable enough to make me forget how BAD it's origins counterpart was.
#35
Posté 17 janvier 2011 - 08:31
RinpocheSchnozberry wrote...
Whoever goes, I hope they stay there. Then there won't be any more Fade in DA3.
Not that the idea was bad... it just ran looooong.
It wasn't long so much as boooorrrrriiiinnggggg.
#36
Posté 17 janvier 2011 - 08:34
Cuthlan wrote...
Upsettingshorts wrote...
If it's like DAO's Fade? No.
If it's like DAA's Fade? Yes.
I agree with this.
The drab, blurry color of the DAO Fade made it feel like everything was exactly the same, which added to the already tedious nature of the quest.
It is probably the hardest part of DAO for me to replay. Rivaled only by the first parts of the Deep Roads.
Oh yeah the Deep roads I know what you mean yawn city until you get to the Dead trenches at which point liven up a little. if the Fade does make a reappearance and it looks like it will I would want it to seriosly screw with my mind sorta like Inception's ending, "are we awake or still in the Fade?"
Now that would be awsome
Modifié par JEMEDAOME2, 17 janvier 2011 - 08:38 .
#37
Posté 17 janvier 2011 - 08:38
#38
Posté 17 janvier 2011 - 08:39
#39
Posté 17 janvier 2011 - 08:42
#40
Posté 17 janvier 2011 - 08:47
Xewaka wrote...
Gaming needs more puzzle levels. So I'm all for a return of the fade.
I agree. And I loved being frustraded and irritated by the bridge puzzle in the Gauntlet before finding the ashes. It's actually quite stimulating and that sensation is getting rarer and rarer in today's games. I like games that make me feel intelligent and not just skilled with a controler or able to read stats. I play games not just to evacuate the day's stress but also to get something from them. It's a whole different experience.
#41
Guest_Puddi III_*
Posté 17 janvier 2011 - 08:49
Guest_Puddi III_*
Awakening Fade: sure
#42
Posté 17 janvier 2011 - 08:50
#43
Posté 17 janvier 2011 - 08:52
#44
Posté 17 janvier 2011 - 08:53
Deep Roads were good, but they should have been longer.ToJKa1 wrote...
Definetly yes. And Deep Roads with dwarven ruins too.
#45
Posté 17 janvier 2011 - 08:55
I didn't hate the Fade in DAO, but I always hate backtracking, as I have no sense of direction even in games, and backtracking is boring and frustrating especially when you just need to find that one door.
#46
Posté 17 janvier 2011 - 08:56
Sylvius the Mad wrote...
Deep Roads were good, but they should have been longer.ToJKa1 wrote...
Definetly yes. And Deep Roads with dwarven ruins too.
What.
I don't get the Deep Roads appel. It's just fight Darkspawn, fight Darkspawn, hey look, SPIDERS, Darkspawn. This is no different from the rest of the game, but I hate caves. The part after founding Branka's diary is more fun, IMO.
#47
Posté 17 janvier 2011 - 08:57
Sort of like the Mage origin but on a grander scale.
I also hope they really make the Fade more unique looking. While there is obviously aspects of that, it didn't feel nearly as other-worldly as I would imagine a metaphysical place to be.
#48
Posté 17 janvier 2011 - 08:59
They just didn't feel big enough.Dhiro wrote...
Sylvius the Mad wrote...
Deep Roads were good, but they should have been longer.ToJKa1 wrote...
Definetly yes. And Deep Roads with dwarven ruins too.
What.
Making them longer should help with this, as you'd have longer gaps between fighting darkspawn.I don't get the Deep Roads appel. It's just fight Darkspawn, fight Darkspawn, hey look, SPIDERS, Darkspawn.
#49
Posté 17 janvier 2011 - 09:01
Sylvius the Mad wrote...
They just didn't feel big enough.Dhiro wrote...
Sylvius the Mad wrote...
Deep Roads were good, but they should have been longer.ToJKa1 wrote...
Definetly yes. And Deep Roads with dwarven ruins too.
What.Making them longer should help with this, as you'd have longer gaps between fighting darkspawn.I don't get the Deep Roads appel. It's just fight Darkspawn, fight Darkspawn, hey look, SPIDERS, Darkspawn.
I can't see how walking in a dark cavern (maybe not so dark) will help to turn the Deep Roads less boring, Sylvius.
#50
Posté 17 janvier 2011 - 09:03
Were they boring? I didn't think they were boring. I just thought they felt rushed.Dhiro wrote...
I can't see how walking in a dark cavern (maybe not so dark) will help to turn the Deep Roads less boring, Sylvius.





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