Ok, time to (for reasons that aren't entirely clear) throw the little droplet of water that is my feedback into the vast ocean that is this thread. I've played as all three classes now, first warrior, then mage and finally rogue. I'll follow the +/- format since that seems simple. This is all based on the PC demo.
Before I start one thing has to be made clear:
this is not a review of the game, because I haven't played the game. It's my feedback on the demo (which may or may not indicate things about the game). It's also just my opinion - disagree if you like, just don't flame.Good+ Combat is pretty quick and fun
+ Rogues are useful now. I mean, really useful. Rather than having to babysit to get them into a backstab position, it's an ability. Maybe should be a higher level ability since it (apparently) involves stealthing in combat, which was always a high-level thing in DAO. Also, archery has been boosted as a weapon style.
+ The general feeling of the demo is a nice dark atmosphere which works well.
+ The abilities you're able to try out in the demo are great - particularly spells like firestorm
+ The skill tree system works nicely and seems to offer a lot of choice. Lots of skills were locked out of the demo but that's to be expected. Some skills didn't have the lock icon and were greyed out, which I assume is because I didn't meet the requirements of that skill (not the right level, not the right attributes, etc)
+ While the overall voiceover quality varies, there are examples of good voiceacting in the demo - Isabella, female Hawke and Flemeth in particular.
+ Conversation wheel works ok. This is the one thing that I always felt Mass Effect did really well, and DAO doesn't suffer because of its addition.
Bad
- Some of the armour looks cartoony. Maybe this will be fixed in the full game, or maybe it's because of the graphics settings I had, but the armour that Templar (Aveline's husband) wears looks pretty bad in the demo.
- Continuity - the darkspawn don't look anything like the darkspawn in DAO. Upgrade the models for sure, but they should at least be recognisable as the same thing. I guess you could write it in as a different group of darkspawn which is why they look different, but I think just a higher-quality version of what was in DAO would have worked better (or if this is what they're supposed to look like, then that could have been done in DAO).
- Combat is maybe too quick? When you click to attack someone a short distance away using a warrior, the warrior kind of teleports there. While a mage doing this might be using magic, and a rogue is supposed to be quick and agile and stealthy, with a warrior it looks a little weird.
- The menus and interface seem impersonal now - they could be from a scifi game or a real-world game, but I'd never guess they belonged to a fantasy game. While I'm not a fan of an overdecorated interface, I liked the little textures and twirly bits on the DAO UI, and think DA2 has lost something by giving that up. Nitpicky I know...
- Some parts of the UI
just don't work. This is probably a bug that just wasn't fixed in the demo, but the tactics menus and the character icons (when the level up indicator is showing) are very picky about where you click. The tactics menus for example won't select the option you're pointing at unless your mouse is hovering over the 10x10 pixel square somewhere in the which causes the option to light up and click on
that. It also seems like it'd be awkward anyway, but that might just be because of this bug.
- Some parts of the UI also take up a whole load of the screen. I'll have to see if I can get a screenshot of the tactics UI on my system to see if it's just me but each option on the menu was huge and only about 5~10 options fit on the screen at once. This meant a lot of scrolling to find the one you wanted. I can see why this is necessary on consoles because you need to read it from a greater distance, but on a PC monitor the size of the menu options could be reduced. Same goes for some of the other menus like Inventory and the UI for levelling up, which take up the entire screen.
- Loading... pause in cutscenes. I think it has been said that this is fixed in the full game.
Undecided
~ I haven't mesured the actual damage output of a ranged rogue (or, rather, rogue with a ranged weapon equipped) in melee. I read somewhere that it would be the same as the basic attack from the equipped bow or crossbow. I think that'd be too much. Varric smashing someone in the face with the butt of his crossbow is cool (I actually saw that happen), but it shouldn't do the same kind of damage as shooting someone in the face with it.
~ The demo kind of skips you through a lot of stuff. You fight in the wastes around Lothering with a couple of skills, meet Flemeth, and suddenly you're in Kirkwall with a dozen skill points to spend and no idea how you got them. I'm hoping that in the full game there's something in between there where I actually do something t o earn those points because otherwise it's going to feel very disconnected and disjointed.
~ No inventory in the demo (perhaps there were som issues there that were worse than the tactics menus and meant they didn't want to show this UI) meant your weapons and armour are pretty much fixed, so it's impossible to tell from the demo how this will play out in the full game. Some of the things I've read/heard are... discouraging, but I'm going to wait and see.
~ Not sure yet how I feel about the new class split. Now that archery doesn't suck it'd be nice to be able to have it as a secondary skill for a warrior (in DAO it was always recommended to have as many characters as possible characters equipped with a melee set and a ranged set). Yeah, I know - they wanted to give the rogues something to make their own, along with the dual weapon style.
~ Is there friendly fire? In DAO a large part of the challenge was placing AOE spells without killing your allies. I didn't notice any friendly fire damage when I caught Aveliene or Varric with a fireball or cone of cold. I don't normally complain that a game is too easy but I think the lack of friendly fire would remove a lot of the tactical challenge of the game.
Modifié par Andat, 24 février 2011 - 12:50 .