wolvklawz wrote...
Sorry I dissagree 100%. Graphics look great IMO. Course when I was 7 I stood in line for the Original Legend of Zelda, so by today's standards, I am more...open.
I concur with you in regards to graphics
quality - Then again, I'm in the middle of yet another runthrough of the Gold Box series, so I'm also more 'open' in regards to this. On the other hand, based on the demo I do dislike some of the graphical design changes they made - I think the quality is fine, but I still don't like the look as much. So far, it isn't enough to be a deal breaker, just enough to be a point to complain about.
Second they improved combat, yes combat needed to be more action orientated,
I disagree - I'll go more into it later, but I feel the more action oriented combat is a negative, not a positive.
if you want it to slow down....find a JRPG.
I see where you are coming from with this statement, but I find it humorous, mainly because from the viewpoint of the people who didn't really like the demo, many of the 'problems' of the game, especially combat are viewed as a convergence on the JRPG games. what people are really wanting in combat, I think, is an experience closer to the older classics of Western cRPGs.
If you can't stand it, go with auto attack. So far this game is superior to the original in every way, at least from the console point of view.
I won't argue this. But I will state that this is
exactly the problem many people have with it. Many people aren't wanting a "console better" game. This is probably especially pronounced in DA2 because DA:O was in many ways closer to the classic cRPGS than other games that were recent at the time. What they then see is changes in DA2 that seem to be a shift of the DA series back to the types of games that DA:O was a nice reprieve from.
Regarding combat, there are a couple of reasons why the new combat is not liked. I will try to elaborate on this as I see it.
First, there is the aesthetics of it. One thing that many people like is for the game world to "feel" real (This isn't to say that they think it is real, but that it does not violate so many assumptions that they are drawn out of the experience). This is where alot of the combat comparisons to anime come in. In traditional western cRPGs, and many players view the way that it should be in a fantasy setting, humans are generally assumed to be limited to the same physical restrictions as in ordinary life - that is people are not, by default, magic. this is in contrast the the perception (right or wrong - I'm not famliar enough with anime to judge) that in anime, those restrictions do not apply. People will regularly conduct magical feats (super standing jumps, excessive mid-air acrobatics, teleportation, superspeed, etc.).
The exaggerations in combat and the "speed up" abilities - the rogue teleportation that people are mentioning, the excessive height jumping attacks, the super-speed melee rushes - are all factors that violate this assumption that people are limited to human physical feats. This means that the people are not able to believe in game world - it drives home the "video game" aspect of the combat.
This is the same reason that people complain about the "oversized, weightless" weaponry - because it breaks the assumptions that the normal world physical laws are
generally going to apply. The same sort of thing happens when we have the excessive gore. If you had magic that caused the enemies to explode like that, you would not have many people complaining about that - the fact that magic is causing it leads them to accept them with less problems. But when a sword swing causes it, it violates people's assumptions that physical actions are going to behave and cause physically reasonable results.
Second is the pace of the action. What alot of people are looking for in an RPG is that the abilities and skills of the character are what are important, not the abilities and physical skills of the player. This is why alot of people have problems with real-time combat, because it moves the physical skills from being purely character based to having a larger emphasis on the player's
physical skill. When the realtime combat is sped up even more, this emphasis increases even more. The pause feature helps a little, but you still have to be able to time the pauses - when is the right time to drink the potion so that you don't waste any of the healing, but are able to complete the consumption before being overcome?. This often results in either pausing as soon as an action is complete or just all the time, or letting the game play on auto.
Either way reduces the fun - the continuous pausing because the game is often not really set up for it, and so it either makes the combat
too easy and because it means you either have to watch for the completion of the actions (often difficult if your reactions aren't too good, especially if you have 3 or 4 characters to watch), or you are continously pausing, checking if the action is done, and unpausing which slows the combat down exceptionally. On the other hand, if you just let it run through on auto, it takes away the fun because you are no longer involved in the combat.
In addition, the higher speed
detracts from the excitement of combat for some people (me being one of them). By the time you realize something happens, it is already on to something else - it just becomes one blur that you are detached from. You never get a chance to just enjoy the actions that is going on.
Third is the aspect of "tactics". Some of changes reduce the tactical complexity for each combat. Ignoring for the moment the aspect of the "tactics" settings that can be set and taking each combat by itself, there are a number of changes that reduce the complexity. In my opionion, first and largest is the removal of Friendly Fire. I can go into how this (in my opinion massively) reduces the complexity if desired, but otherwise i will assume this one is obvious.
I would also argue that the real-time combat leads to combat that requires reduced tactics, but I'm not going to press this as this isn't really the thread for RT v. TB discussion.
I'm running out of steam (and immediate time) at the moment, so I'll let it go at this for the present. But this is a brief overview of some of the reasons why people aren't happy with the changes - because "better" is subjective and, from what they want in a game, this is, as far as they have seen, further from what they want than DA:O was.
One of the reasons some people are tending to react intensely to this change is that DA:O was percieved as a step in the right direction. By being further from their ideal than DA:O and by being percieved as closer to the problems that DA:O was getting away from, DA2 is being viewed as a step backward.
One way I've heard the changes compared is that many of us want more of a focus on mechanics. Instead what we are getting is a focus on appearance. While I don't think this covers it completely, I do believe it has a point.
One other note - before anyone claims that people are just nostalgic and the old games weren't actually that good. or just not keeping up with the times, i would posit that
(A) Yes, they are nostalic, but that doesn't mean the game wasn't good.
Like I mentioned earlier, I've been replaying the Gold box games. The controls in combat for some of the games have a certain simplicity and elegance that are impressive from the standpoint of a programmer knowing the restrictions that were in place, but are much more clunky and hard to use than a modern interface. Despite this, the combat is more fun than the Demo combat was - It is slower, but it is more exciting, it feels like the characters are taking larger risks, and it requires more thought. You don't see the same amount of guts, sure, but in the current terms that are being thrown around it
is more visceral - it provokes a much stronger reaction in me than any of the demo combat did.
(
The reason that gameplay changed is not due to changes in technology but due to changes in priorities and potentially the audience. The older mechanics are potentially just as valid today as they were a couple decades ago.
[Edit: Try to restore some formatting]
Modifié par Temaperacl, 24 février 2011 - 06:27 .