I hope to god that this demo is just a bad joke, a result of the dwarf being such a terrible storyteller.
I have been a HUGE fan of bioware for years. I have played nearly every RPG they have released, and not been dissapointed by a single one. Unfortunately, I think DA2 is going to be the first. After having played the demo on xbox I was extremely let down, as it appears quite a large portion of the DA:O fans seem to be in agreeance. No, this isn't about the developers having set the bar too high with DA:O, it's about them having made a game for lobotomy victims with DA2. On my second playthrough of the demo, I couldn't help but let my jaw go slack, tongue hang out and start saying "buhhhhhhhh... duuuhhhhhhhh". The game case should say "fully functional brain not required to play!" when it releases.
The lines delivered by the voice actors we're uninspired, and nearly emotionless. The writing itself seems to have really gone downhill... I could use nearly every line in the demo as an example, but the ones that really stuck out were "you will not have him... they will not have you" and Flemmeth's EXTREMELY TRITE entrance "well well well... what have we here". I agree with other posters... the brother of the hero dies (even though his rep meter seemed to show him as more of an enemy) and nothing is really done with it. The mother claims she wants her son, not a hero... and then they all decide to move on. Then, the wife kills her husband... and stand up and brushes it off and continues on. The demo above all should contain the most riveting, inspiring, emotional scenes of the game. Scenes that will draw players into the world, make them feel for the characters and be immersed in the story, then CUT THEM OFF, so they are drooling and clawing at the doors of their local gamestore on release day. This demo was a load of trite lines and emotionless trash. Anyway, enough about the garbage writing and brutal story shown in the demo, on to the gameplay.
When you have a game that gets 9's and 10's by nearly every reviewer, you don't need to change it much. I was among those who rated it a 9/10, and said that I'd like to see combat be improved, to make it feel less stiff and more like an action game. Less stiff didnt mean I want the exact same combat system, I'd just like to have to push the analog stick in the direction of an enemy and mash the former auto-attack button rather than press it once. From what I read on DA:O suggestions board, by and large people wanted it to feel and flow more like a medieval action game.You would have done better to stick exactly to the old combat system, and made small tweaks to improve the flow of it. Maybe add a bunch of new finishers etc rather than come up with this brutal point and click,click,click,click,click,click system you brought in. An example of how bad it is... during 1/2 of the fight scenes in the demo, I had to move near a group of enemies, then was able to close my eyes and mash A, and still come out on top. (obviously I didn't do this on my first playthrough... also, my loyalty to DA:O and refusal to admit that what I had just played was true is the ONLY thing that drove me to give this garbage a 2nd chance)
So what should you have done for combat instead? Well, logic would dictate that you look at the gameplay and combat used in the most successful action games out there (IE Fable, Assassin's Creed etc) which have already been critically acclaimed for having beautifully flowing action, and attempt to come up with a gameplay system that is similar, while still retaining your amazing story and all the same stats/gear/RPG elements. Almost exactly like AC, let me pick/lock-on to a target, then let me move/strafe around the target intelligently, press a button to do a light attack another for heavy attack (instead of grapple in AC), another to block, and another to dodge/roll. With that system you're still left with the D-Pad and top 4 buttons (PS3 and Xbox) to initiate a bunch of special abilites, combo modifiers etc. The special attacks/spells your character learns as he levels could easily be initiated through a combo system, for example a sword/shield toon could do light,light,heavy to get a shield bash, hold light to do another move, hold heavy for yet another etc... you could even let players assign what move is initiated by what combo if you can't figure out a good system yourselves. It would work for all classes, mages included. In the DA2 demo, as a mage I mash attack and the character shoots a little spell from whatever staff... almost exactly like that, I could do light,light,heavy and he shoots 2 little spells followed by the big one, IE fireball or whatever, rather than picking what spell I want to use and placing a circle on the ground, then watching it happen. For people who love tactically placing circles, you can still include that using this system, because you are left with the top 4 buttons to initiate whatever spell you want.
I'm 25 and I haven't even taken a video game design course and in 10 minutes I just came up with a better combat system than you have in DA2, essentially by looking at what is already proven to work, and figuring out how you can fit it in to your game. Millions would kill to be able to play a well written dragon age game based off assassins creed combat, which is a clearly proven sword action game, where the kills I get give me experience, and I can loot the body for gear, items and cash afterwards.
Anyway, I had planned on buying DA2 on it's release date and now I'm not so sure... I'm gonna wait and see what kind of reviews it gets. I imagine the reviews won't be completely terrible, likely 6-8's out of 10, as I'm sure the game will have many redeeming qualities, however I can't imagine it will do nearly as well as the first.
Modifié par Teinnen55, 28 février 2011 - 09:51 .