Played the demo last night, and here are my impressions:
POSITIVE:
- The graphics at "High" using DX11 look excellent, very crisp and definitely better than DAO.
- The new art style works. I was one of those who didn't see anything wrong with DAO (too brown? Someone's been watching nickelodeon too much IMO), but I don't mind the new art style. It still looks as realistic as DAO, only with a unique style to it. So I think you definitely succeeded in finding a signature look.
- The new combat pacing works great for me. It's just like DAO, only faster and more intense. I do like that usually powers will trigger immediately as I order them, and not 2 seconds later. The charging attacks are also good, and lend a usefulness to knock down and knock back attacks.
- I like what you did with the warrior. It's nice to be able to mix and match the weapon styles with emphases on damage or defense (a two-handed defender, or sword and board Vanguard (my likely build). Shield bash feels actually useful beyond simply distrupting now (at least once you realize it's a cone effect and position yourself properly to use it and knock down several enemies).
- Mage is no longer as OP, and yet feels better at the same time. The staff animations are excellent.
- I'm a bit more ambivalent about the Rogue melee... but the Archery is just a beast now. I played a rogue archer and I couldn't believe how effective he is now. Definitely feels like the highest single-target DPS. Heck, its auto-attack was knocking down Darkspawn archers with every blow. Defeating the Ogre was easier with an archer than a melee rogue (though it required better aggro management, as the Ogre definitely noticed it as well).
- Storytelling was excelent. I love the intercutting between the story and Varric... especially Flemeth's last line as she strode across the shot.. Excellent editing/directing there.
- The music is excellent. Inon Zur at his best. I also liked the song in the credits, seemed quite fitting.
NEGATIVE:
- At "Very High" with DX11, the game was basically unplayable, and there was severe graphic glitching with the ground textures whenever I raised the camera (something like half of the ground polygons lost their textures and turned black). My machine can raise the dead, so I do believe something is wrong. Fortunately "High" quality is still breathtaking.
- Some of the textures are rather low res for closeups. Aveline's clothing when helping her husband, for example. Reminds me of some uniforms in Mass Effect (Dr Chakwas' a prime example). Not a big deal, but still.
- Melee rogue felt a bit strange to me. For one thing, if the rogue is attacking someone moving away form him, he will constantly pirouette while attacking. 1 pirouette is fine and impressive... 4 in a row is rather silly however. Stabbing someone kills them faster than fancy areobatics.
- No tactical camera. DAO had the best implementation of a tactical camera in any 3d RPGs I've ever seen, and managed to avoid all the problems previous attempts had run into. It was brilliant, and I miss it. My only hope is the increased freedom it gives the designer is worth it.
- No friendly fire. I just feel bad fireballing my own people. I understand this was removed due to the increase in AOE attacks (especially for warriors) and because removing the tactical camera makes it much more difficult o aim properly... but I still miss it. Not a big deal, but it would have been nice to have it as an option removed from difficulty setting.
And that's about it. Loved it, looking forward to March 8th.
Thank you.
Itkovian
Modifié par Itkovian, 23 février 2011 - 03:00 .