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Dragon Age 2 Demo feedback thread


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#7426
cobretti1818

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Wonder if/when we will get some feedback on our feedback.

#7427
yuncas

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Sooo... how bout that text size. Pretty small huh?

#7428
Ajwol Semreth

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yuncas wrote...

Sooo... how bout that text size. Pretty small huh?


There was text?  :o

#7429
Celawyn

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I played the PC demo. General impressions - disappointed with combat. I was fine with DAO combat. I was hoping things wouldn't be too different. I found the demo combat too action-oriented and simplistic - just pick a target and pound a way. And the camera range is very limited. Much prefer the pull-back camera from DAO and the isometric view.

Did not get to see much of the story, so can't comment. I get the feeling that going through these battles twice as Varric tells his story is a simple way for Bioware to stretch out the story while using limited resources.

#7430
Yrkoon

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yuncas wrote...

Sooo... how bout that text size. Pretty small huh?

Actually, in my version of the demo  (pc, 23 inch widescreen, 1920x1080) the text size was no different than it was on DA:O.  It was fine.

But then, I had some trouble with the audio.  But I haven't seen many complaints at all about that here.

#7431
Rubber65Soul

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Also very unimpressed with the combat speed.. Just seems like one big mess at times. The narrow path you were forced to fight in during the first half was also not very well designed or ambitious..

Huge Bioware fan so the game is a definite buy for me but my only hope now is that I can enjoy this enough to get a few replays out of it.. Hopefully the story and characters will carry this one..

#7432
TongueDar

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To go off a point Beguiler59 mentioned.

In the full game, will I be able to pan out to a "Birds Eye View" like I could in DA:O? I used the tactical view extensively during DA, which I completed on nightmare-difficulty. It's an option I appreciated.

I recall that the tactical view was one of Bioware's selling points about the first DA on the PC -- or at least something developers mentioned in the videos, so if it's gone, WHY?

#7433
damoose1

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Wow. Boring as hell. Graphics suck (ugliest dx11 game ever). Gameplay is so fake and repetitive. The new art is so bad. The hurlocks were uglier (less cool) than in origins, and I saw nothing but brown. There is lag between each conversation. I was really looking forward to this, now I will give it a miss.

#7434
DJBare

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The Ethereal Writer Redux wrote...
more to come later.

Of this we have no doubt.

I'm enjoying the demo, but only because I can take down the ogre easily, it's fun to watch this tiny little character run around and trounce the largest creature in the demo, but after playing the demo several times it gets old fast, unfortunately there's not much else in the demo, since a demo is "supposed" to be representative of the full title then the full title becomes questionable, but I will give them the benefit of doubt this time around since they claim it's an old build.

#7435
Blackened25

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I played through the pc demo through multiple playthroughs on release day, and have been mulling the game over in my mind for the last several days. I felt some coherent thought process would be more useful than knee-jerk emotional reaction.

Graphics/Artistic Direction:
I'll be honest, i'd prefer if you hadn't taken this artistic approach to the game, as I prefer more realistic graphics. This realism serves to add to my immersion and overall game experience. DA:O looked great maxed on a pc, things like firelight glinting off armor that looked so real you could touch it were nice touches and made the game feel alive. However, I don't hate DA2's graphics or style, and i'm happy that it didn't become so cartoony that it felt silly. The hurlocks...well let's just say the original ones were much better. Unfortunately, you picked a very uninteresting piece of real eastate to show off in the beginning of the game. If the first portion of the demo is really the prologue for the game, then it doesn't exactly start the thing off with a bang.

Combat:
The combat is certainly faster, and i'd say more exciting. I enjoyed the combat in DA:O, but i can accept that this is the direction the team wished to go, and it's not really a bad thing, just different. The first DA2 combat i experienced, i'll admit, left me stunned, and not in a good way. I felt shocked that the game was so vastly different to what I was expecting. I'm not one that keeps up on all the latest rumors about upcoming games, as i like to be surprised. Well, I certainly was that. The more i played though, the more i saw that the origins system was still intact, though modifed. All in all, once i got over the shock and accepted it for the game it is, i had fun.
Some of the animations are, well over the top puts it mildly, and the thing that kept creeping into my mind while i played was "if everything is special and flashy, then nothing would be.". I think the devs, in attempt to make every second of combat awesome, may have tipped the balance too far. Again, I prefer my fantasy combat to have at least some grounding in reality, and people flipping everywhere doesn't help with that. I'm glad that two handed weapons swing faster, i couldn't bring myself to play a two handed warrior in DA:O because of the extreme slowness. However, i think it's been taken to the extreme. I'd appreciate a combat speed slider at some point.
The lack of friendly fire except in the highest difficulty is somewhat of an issue. It would seem to mean that combats are won now by whichever side can get off their aoes first. Fireballing plus hails of arrows without consequence seems more than a little overpowering. The endless waves approach might negate the advantage to some degree, but endless waves feels very videogamey to me.

Dialogue/ The Wheel:
I liked the wheel's implementation in ME2. I never felt constrained to pick any one choice, even if which of the two would benefit my alignment more were clearly marked. I also always knew what Shepherd was going to say when i clicked a dialogue option. In DA2, well I have some concerns. I hope there will be more options rather than a standard 3 plus the occasional investigate, that feels a bit limiting. When i did choose an option, often what the VA spoke wasn't what i had intended or assumed it would be. Also, What i did say didn't seem to actually have an effect on what happened in the game. As one example, no matter what dialogue option i chose, I had to allow the templar to be killed.

That situation felt similar to the prisoner situation in DA:O, where you could chooce to feed him, leave him, or kill him. I would have at least liked the choice of leaving the templar there to become what he would. I felt constrained again in the situation with Isabela in the chantry. I was surprised and a bit dismayed when she threw the knfife, and nothing i could say was going to change that were were fighting here and now without even an attempt at diplomacy. That seems a poorly designed encounter to me. It would have been a great time for a ME2 paragon interrupt to catch or deflect the knife.  All in all, I'm hoping that these two situations are not representative of what the game's roleplaying offers.

UI:
Overall, I though the UI was just ok. There's no doubt that DA:O's looked better. The Icons were difficult to see at 1920x1080, and the portraits seemed smallish as well. It seemed serviceable, through very no-frills. It would be nice if that wasn't the final UI. The Inventory screen reminded me somewhat of Oblivion's, in that it was minimal and very consoleish, as was the journal. It seems that there wasn't much of an attempt to make the menus seems very fantasyish. This makes me think the game was rushed, though i'll hold off final judgement until i see the finished game.

Hawke VS. Origins:
I've read that some people hated that you can only play as a human and only as Hawke, and
they felt that this stifled their creativity. While I can understand
that, I've chosen to look at it a different way. Back in the old days while playing tabeltop games at conventions, you'd sometimes get handed a character that was
premade. It would have a basic story already set out, but you were free
to roleplay it however you wanted, and take it any direction you chose. That's how
i've chosen to approach Hawke, and that's how I approached the Mass
Effect games and every other game with a set protagonist. I can
appreciate the call for a more freeform approach though, as that style of game seems to be getting rarer every day, but often restriction does breed creativity. The single
protagonist does generally allow for a more immersive game world and
overall experience, which is what I'm hoping to see here.

Overall/Final Thoughts:

My frist playthrough was a strange mix of fun, mixed with some very negative feelings. I had fun with the combat, while hating the more flashy, flamboyant moves that looked like something out of a circus or a bad kung-fu movie. I found myself wanting to hate the combat and the game more because of it, and because it just wasn't what i wanted in a Dragon Age sequel. I felt like immediatly starting the game off with a combat before you've settled in or had gotten to know the characters was a bad idea.
The prologue portion wasn't gripping, and neither was the scenery or the people you were traveling with. Losing a sibling within the first few minutes of a game is harsh, especially when the reactions from other family members should have been much stronger. It felt like what it was, removing someone unecessary from the party. I'd expect better storytelling than that.

After multiple playthroughs, i've overcome most of my neagative feelings, and have learned to just enjoy the game for what it is, rather than focusing on what could have been. I think the mistake the devs made was to call it Dragon Age 2. If they had called it Dragon Age: Rise to Power and made it a spinoff console game with a pc port, while making it clear that a dragon age sequel that was true to the style of the original game was still in the works, the reactions among more hardcore roleplayers would have been better. It felt like too much change, too soon, for no good reason other than change itself. I've long since preordered, so i'll play it and most likely have fun with it. But some part of me will always wonder about what could have been.

Modifié par Blackened25, 28 février 2011 - 12:37 .


#7436
TrueAinaelin

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I doubt we will see Hawke at Ostagar, since he's not there if he's a mage, for instance (the codex for a mage Hawke specifically says that Carver goes there, while Behany and Hawke stay hidden in Lothering). No way Bioware will have a part of the game not available for a class. OR, they could have three different beginnings, one pr class, and there might be a different beginning if you're a mage, but I doubt it.

As far as the demo is concerned, well.. Overall I'm a bit disappointed in it I must say, although I'm not surprised. Many have already pointed out my main gripes.

- less and less tactical, too "arcade"-like combats, The Rogue especially is just an anime super-ninja as early as level one, and it gets only worse. The spells and effects (cold, prison, paralysis, stun...) last only for a couple of seconds so the combat is always on the move. I don't mind that too much, because it makes combat end quickly, and I don't like combats, but it also makes them too intense and even less interesting. And always the same. And I fear that there will be, as most of the time, and endless flow of the same monsters. The tactics seem to work better than in Origins, though, and they offer more variety.
The healing cooldown is a bit long, maybe, but we'll see how that goes in the game itself. 

- Dialogues : They seem geared towards younger and younger players, who do not even want to *think* on the possible consequences of their answers. An icon more or less clearly indicates the outcome, more clearly than the summary next to the icon, which often differs from what is actually being said when you choose an option.:huh:
I hope that, contrary to what we saw in the demo, there will be actual reactions to what we say, because the demo certainly did not show it, but I think that it will be the case (for instance, I noticed that the approval of the female warrior changed between the scenes according to my choices regarding her husband, or was it Carver/ Bethany, depending on wo survived the fight with the Ogre ?).

- Graphics and animations, and other technical issues : the game seems more beautiful overall, although maybe darker, and the animation seems almost flawless. However, the loading times during cut scenes lets me think the demo was not optimized yet. I hope this will be corrected in the end.
The mouse clicks work very badly on the skills and tactics screens, We had to click on one very small area when the display showed a very large area, and even when I clicked, it would not aways work. My clicks worked in the game itself, and I have no problems on Windows or other applications/games either.

Wel, some of these points might be due to the demo being... well, a demo. Maybe the game will be a little (or even much) less combat-focused (hopefully), maybe the combat will be more tactical, maybe the story and the dialogues will prove more intelligent, subtle and challenging than what I have seen. We'll see that in two weeks in Europe.-_-

#7437
kwinia

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damoose1 wrote...

Wow. Boring as hell. Graphics suck (ugliest dx11 game ever). Gameplay is so fake and repetitive. The new art is so bad. The hurlocks were uglier (less cool) than in origins, and I saw nothing but brown. There is lag between each conversation. I was really looking forward to this, now I will give it a miss.


demo does not support dx11.

#7438
Hey_you_there_with_the_face

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I have the demo for the PS3 and have to say "WOW!" I love the improvements that were made. The gameplay is so much better, I love that the game has the Mass Effect 2 engine running it (voice-over, graphics, and fighting mechanics) I have always enjoyed the games you made, dating back to Star Wars KOTOR.
I have only noticed two glitches in the whole demo, one was when the Templar die (can't remember his name) the dagger is not shown in his body, also when Flemeth is talking there was a glitch when she was talking about going through the Wilds.
Other than that the game ROCKS!! I can not wait until March 8th, Keep up the great work BioWare!!

#7439
Yrkoon

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damoose1 wrote...

Wow. Boring as hell. Graphics suck (ugliest dx11 game ever)..

  Rob Bartel wrote...

(PC) DirectX 11 is not supported in the demo.

The PC demo has known performance and stability issues with DirectX 11. These have been fixed in the final game.

We recommend that all users disable DirectX 11 while playing the demo, including those with high-end machines.


http://social.biowar...4/index/6151799

#7440
Hey_you_there_with_the_face

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hotapplepie wrote...

These are the thoughts I reached during 2 playthroughs of the demo (male warrior, female mage).

- Text size/formatting too small for an SDTV 4:3 ratio. Seriously, It's next to impossible to see, I have to squint. Perhaps a text formatting option can be added to the menus on a future update? This is a HUGE barrier for me as I really cannot see myself reading any codex entries with this tiny text sizing. I suppose I will have to hook the damn 360 up to my 22 inch monitor.

- When playing through the demo w/ a warrior class, having myself, my brother and Aveline fighting at the same time, if we are positioned correctly, quite literraly 3/4 of the screen (4:3 SDTV) is being taken up by wildly flailing super human sized swords and their speed blur lines trailing behind them. I find this to be hugely visually distracting.

- Where is my "auto attack" option I was promised? Though I'm playing on the 360, I prefer to use the pause/choose attack method of combat for each of my characters (read: no setting tactics, I control all combat actions), and in the interim I'd like for my character to auto attack. Again, I ask how realistic is it that in the middle of a battle, when out of stamina to do anything particularly incredible (it specialty moves), who would
just stand there simply waiting to be hit? Continuing to do a basic attack should be AUTOMATIC!

- Mashing A... really? Who thinks this is fun? Continuously pressing the A button while waiting
for cool downs to end is not a particularly compelling game mechanic.

- Where is my auto target next? When I resign myself to mashing A as the game demands of me and suddenly I am faced with a situation where the enemy Hawke is attacking dies, why doesn't Hawke turn around and continue fighting???? Why am I forced to use the thumbstick to cause to happen what should happen naturally to the character in the context of the situation? Don't get me wrong, I don't want the game to play itself for me but if my attention has waned from the monotony of mashing the A button, the game could at least do me the surface of moving towards the next enemy (as the original DAO did). Sure... it was clumsy and stupid how long it took for my DAO character to close the distance... but at least it made sense!

- The game asks a lot of the player as far as "emotionally buying in" goes. When Carver or Bethany dies, I suppose I am supposed to care right? The Melodrama seems pretty forced upon the player as they have literraly JUST picked up the controller. Considering I am not playing MY character but playing "HAWKE" who is bioware's character, perhaps they should have built up to the drama a little more rather than expecting me to care that the "red shirt" dies. So what if they label him as my "brother".

I have no experience of him as my brother. It would have been more dramatic to not experience the death in the game but have a brief but poigniant sense of mourning portrayed through a flash back cut scene later in the game. They should have simply aluded to the recent death of my brother or sister early in the game.
See, because this is not my character I don't have the same level of emotional investment. I honestly cared more about the death of Aveline's husband than of hawke's (ie: "my") brother.

-No Choice. When you first encounter Varic, the scene jumps are both disorienting and allow for no choice whatsoever as to whether you want anything to do with this guy. No dialogue options are presented... I mean, Varic and Isabella are just IMPOSED on you rather than you deciding to allow them to join you. The game suddenly decides FOR YOU that "you" (ie: Hawke) are going to backup a lady you met only hours earlier in a bar brawl in an alley fight the same night???

You just decide to bring along to this alley fight a dude you met only hours earlier whom you do not know and owes you no loyalty? This series of events make NO SENSE and does not even try to explain itself. It's a situation where the devs have decided, we've created these characters and think they are important or cool so YOU WILL PLAY WITH THEM! Role Playing be damned!

I mean, they don't even let you talk to isabella before you play through the "save isabella's ass" quest. Then DURING said quest, you have no dialogue options but to defend this character that bioware has saddled you with. Then, to further progress this series of events over which I have no input, this character I've been saddled with decides "there is no understanding that can be reached" even though I CHOSE a dialogue path wherein I inidicate I want to be diplomatic (ie: try to work things out). She then proceeds to initiate a fight in which I MUST defend her???

With the above in mind, (ie: the careless disregard for the players experience of the game as a ROLE PLAYING GAME) and the paraphrased dialogue wheel system where, I am sorry... but what hawk says is not what I expect
or could be reasonably inferred by the paraphrase it is clear that this is Dragon effect as many had feared... They are attempting to make a compelling playable movie experience (ie: you sit and watch) rather than a role playing game. I do not think (despite the stats and combat system) this can be properly referred to as a role playing game when so many choices as to who you are (ie: your role, your character) are restricted or predetermined.

Verdict: Dragon Effect will likely sell a million copies to movie goers! Expect Dragon Effect 3: Redragonfied in Q1 2012!




Than don't buy the game, simple as that. The game ROCKS!

#7441
damoose1

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^Blackened25: couldn't have said it better myself.

#7442
TEWR

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DJBare wrote...

The Ethereal Writer Redux wrote...
more to come later.

Of this we have no doubt.


I'm not sure how to take that. I laughed pretty hard, but I don't know how I should take that

#7443
1Elvis

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What a disappointment... :( I *love* DA:O and I pretty much thought I'd buy this game the day it hit the stores. Having played the demo, I think I'll pass.

The new fighting "style" is a huge step back IMO. While characters in DA:O moved naturally and gracefully, in the demo they fight like cartoon-characters in a Japanese fantasy-game. Two-handed-warriors are a fine example for this. In DA:O you could almost feel the weight these guys had to move with each swing. In the demo, my two-handed-guy swings his (cartoonishly) large sword as if it were made of extra-light plastic.

Every class seems to swing way too quickly, resulting in a weird "mechanical" look of their actions, especially if they're fighting a stronger enemy and hit him 10+ times in a row. These guys look more like robots on speed than like human beings.

I also don't care for the new interface. Looks like it came from my mobile phone. What was wrong with the old style? A fantasy-RPG, set in a medival-style-world, needs some kind of "old-fashioned", lavishly ornated interface, icons and menues. Not only does this new style look, well, unfinished but it also kills the immersion for me.

Now, I sure hope that these points will be adressed in the final version, but I seriously doubt it. Too bad.. DA2 was the one game I was  looking forward to in 2011 .. :(

Modifié par 1Elvis, 27 février 2011 - 11:43 .


#7444
Kileyan

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TongueDar wrote...

To go off a point Beguiler59 mentioned.

In the full game, will I be able to pan out to a "Birds Eye View" like I could in DA:O? I used the tactical view extensively during DA, which I completed on nightmare-difficulty. It's an option I appreciated.

I recall that the tactical view was one of Bioware's selling points about the first DA on the PC -- or at least something developers mentioned in the videos, so if it's gone, WHY?


No, birds eye view is gone. What you see is what you get, unless a modder can do a little something.

#7445
Yrkoon

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hotapplepie wrote...

-No Choice. When you first encounter Varic, the scene jumps are both disorienting and allow for no choice whatsoever as to whether you want anything to do with this guy. No dialogue options are presented... I mean, Varic and Isabella are just IMPOSED on you rather than you deciding to allow them to join you. The game suddenly decides FOR YOU that "you" (ie: Hawke) are going to backup a lady you met only hours earlier in a bar brawl in an alley fight the same night???

You just decide to bring along to this alley fight a dude you met only hours earlier whom you do not know and owes you no loyalty? This series of events make NO SENSE and does not even try to explain itself. It's a situation where the devs have decided, we've created these characters and think they are important or cool so YOU WILL PLAY WITH THEM! Role Playing be damned!

I mean, they don't even let you talk to isabella before you play through the "save isabella's ass" quest.

You mean, this is  what happens in the demo, with  its intentionally cut content.  This is not how things happen with Isabela  (or varric) in the uncut, full verson of the full game, where both scenes are much more fleshed out.  Anyone who watched the live stream knows that.

so what's your argument again? 

Modifié par Yrkoon, 27 février 2011 - 11:48 .


#7446
RPGkeithcollector

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Every time you see the character's their was shadow lines around them most of the time, and some of the scenes seem like it was skipping a little part.

The mother looks like a 25 year old with grey hair.

The two npc's that are suppose to follow you don't, they just stand there.. Until you are in a battle, or a cut scene.

When the warrior women's husband laying there, and the choice was her or you placing the knife in his chest When you see the him after he was dead, there isn't a dagger in his chest including it looks like his chest armor piece wasn't even touched..

The women who's a tank warrior was spazzing out too much, and not doing anything.. All I saw was (defense) (shield bash) extremely fast.. She wasn't even fighting or using shield bash, the only way to get her to fight is select her..

I don't know if anyone notice those but I did.

Oh also I fine it annoying while you are running or walking you don't see any footsteps nor dust

#7447
Neptunium

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There's certainly a lack of realism with a dagger plunging effortlessly through Wesley's plate and underlying mail.

#7448
TongueDar

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Kileyan wrote...

TongueDar wrote...

To go off a point Beguiler59 mentioned.

In the full game, will I be able to pan out to a "Birds Eye View" like I could in DA:O? I used the tactical view extensively during DA, which I completed on nightmare-difficulty. It's an option I appreciated.

I recall that the tactical view was one of Bioware's selling points about the first DA on the PC -- or at least something developers mentioned in the videos, so if it's gone, WHY?


No, birds eye view is gone. What you see is what you get, unless a modder can do a little something.



Bummer. :(  Any official word about why it was axed?

#7449
DJBare

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Neptunium wrote...

There's certainly a lack of realism with a dagger plunging effortlessly through Wesley's plate and underlying mail.

Or Cassandra pushing a blade through half the pages of a book including it's cover, I thought that was quite impressive:whistle:

#7450
Babli

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TongueDar wrote...

Kileyan wrote...

TongueDar wrote...

To go off a point Beguiler59 mentioned.

In the full game, will I be able to pan out to a "Birds Eye View" like I could in DA:O? I used the tactical view extensively during DA, which I completed on nightmare-difficulty. It's an option I appreciated.

I recall that the tactical view was one of Bioware's selling points about the first DA on the PC -- or at least something developers mentioned in the videos, so if it's gone, WHY?


No, birds eye view is gone. What you see is what you get, unless a modder can do a little something.



Bummer. :(  Any official word about why it was axed?


Because without it, game designers could make more impressive...wait for it...ceilings.