DA 2 similar to PS: T in terms of focusing on characters and having no big bad?
#126
Posté 03 mars 2011 - 05:54
#127
Posté 03 mars 2011 - 06:00
#128
Posté 03 mars 2011 - 06:01
aries1001 wrote...
PS: Torment shines in another departmen altogether; the courage to topsey-turvey (look it up) everything. Rats became intelligent, zombies in the mortuary were non-aggressive, and every convention in the D&D book went, as I said, topsey-turvey (again, look it up).
Did you just learn this word, or is just one of your favorites? Because, as an English speaker, it is a pretty common term, I doubt many people will have need to go looking up; perhaps if you'd used the more archaic "arsy versy".
At any rate, I thought I'd take a moment to mention that PS:T did indeed bring a lot to the table in terms of setting, but that it did not - itself - create the "world" it was set it, but rather "Planescape" is a DnD setting released in 2nd edition. (and, I might add, one of the best settings it ever did realize) The table top Planescape setting made a habit of turning expectations on their head and creating a world were cleverness and the ability to think outside the box was more imporant than weapons or stats. Among fans of that setting, the game is praised as being very true to its source. (my point being, saying something originated in "DnD" ins't automatically an insult)
#129
Posté 03 mars 2011 - 06:13
aries1001 wrote...
If you look closely at the 6 responses given to you in PS:T, you'll notice that they fall into three groups a) two of the answers are probably fighting wordstwo of the answers are more diplomatic words and 3) two of the answers are somewhere in between. DA2's response system works exactly like that, except for the fact that it is more 'hidden', both in form of what you'd say and in form of what you're able to see of your answers.
PS: Torment shines in another departmen altogether; the courage to topsey-turvey (look it up) everything. Rats became intelligent, zombies in the mortuary were non-aggressive, and every convention in the D&D book went, as I said, topsey-turvey (again, look it up).
And dying actually meant something, some of the quests in the game were only available to you after you had died two or three times. Every time you died in PS:T, you'd wake up in the Mortuary - the bonus was that you'd remember more of your past everytime, you died. (The Witcher seems, at least in part, to have been inspired by this way of handling death - Geralt's memory seem to be coming back little by little).
This is, so far, the only game that have dared to to defy the D&D conventions, and gotten away with it, PS:T, that is. Sad it isthat it didn't sell well (about 500,000 copies, last time I checked...) I especially liked the idea of making rats very intelligent and smart and somewhat strong enemies in PS:T - normally in D&D, rats are often used as a way to ease people and players into the story and the combat.
Not so in PS:T...
I'm not sure, if DA: Origins or DA2 have ever done the same....with rats, I mean, or turned (some of) the concentions all topsey-turvey...
Well a lot of that stuff is actually from the Planescape setting, not the game itself (that setting is a crazyhouse btw, you can google it a bit). But I agree on your point. That's maybe the only game where the memory loss plot was actually a great thing instead of a lame trick.
#130
Posté 03 mars 2011 - 06:59
AllThatJazz wrote...
DarthCaine wrote...
Comparing DA2 and PS:T is more of an insult to PS:T
Errr, sorry to nitpick, but isn't that bit of dialogue from Durlag's Tower in BG:TotSC?
Yup that is Durlags Tower. (The best dungeon adventure of any game I've played. DT was brilliant.)
#131
Posté 03 mars 2011 - 07:07
[quote]AllThatJazz wrote...
[quote]DarthCaine wrote...
[/quote]
Yup that is Durlags Tower. (The best dungeon adventure of any game I've played. DT was brilliant.)
[/quote]
Agreed! Some fantastic fights, and a genuinely sad backstory. x
#132
Posté 03 mars 2011 - 08:39
Skilled Seeker wrote...
BS.Maelora wrote...
Skilled Seeker wrote...
lolwut. Do you realise how stupid this comment is?Maelora wrote...
and DA2 has half the diologue of Origins; fact.
It's a fact. They printed the stats recently, and Bioware themselves said that DA2 has about 40% of the words of Origins.
Please don't call people stupid without checking facts.
No it's not. I posted this, someone else might've posted this too.
http://gamrfeed.vgch...more-cinematic/
#133
Posté 03 mars 2011 - 10:28
I also didn't know that the planescape setting 'was a crazy house'. The point still stands, though, that PS: Torment really tapped into that setting and made meaningfull game out of it. For me, it was a big surprise that stats like wisdom and intelligence suddenly were a lot more interesting, and charisma being as usefull as it is, too, in PS:Torment, that is. And I really like that PS: Torment made something usefull out of dying, it didn't mean you died really. You just woke up in the Mortuary again.
However, it seems that most devs. still try to do a PS: Torment, Gaider mentions it in an interview with destructoid, that PS:T was one of DA2's inspirations. And the plot for Oblivion and DA: Origins did indeed have the same choice in the end as PS: Torment did. However, in PS: Torment a reason was given for this, these endings in DA: Origins and Oblivion felt a bit tacked on.
For DA2, of course, we have a fixed protagonist, Hawke (male or female), which story the writers have made into a very focused story about Hawke's rise to power. To me, it seems like this will be a story about how awesome Hawke was (is) when he or she rose to power - instead of PS: Torments rather philosophical question about 'what can change the nature of a man?'
#134
Posté 03 mars 2011 - 10:32
Maelora wrote...
A change in emphasis from a conversation-heavy RPG to an action game is a perfectly legitimate concern, for people who liked the original.
DA:O was in no way "conversation-heavy". It had lots of conversations, but likely 70%+ of the game was spent in combat (see Roads, Deep). There was story content and conversations here or there... but the majority of the game was a dungeon crawl.
#135
Posté 04 mars 2011 - 02:56
You're only speculating, stating that he IS 2 dimensional rather than "I think he's going to be", is just ridiculous. Stating your opinion as fact just makes you seem pretentious.BobSmith101 wrote...
AlanC9 wrote...
BobSmith101 wrote...
Hawke is very 2 dimensional compared to TNO. It allows more people to identify with the character, but at the price of being somewhat "brick like" the same as Shepard.
How'd you manage to play DA2 already?
It's hardly a pre-requisite for figuring that out.
#136
Posté 04 mars 2011 - 11:40
aries1001 wrote...
I also didn't know that the planescape setting 'was a crazy house'. The point still stands, though, that PS: Torment really tapped into that setting and made meaningfull game out of it. For me, it was a big surprise that stats like wisdom and intelligence suddenly were a lot more interesting, and charisma being as usefull as it is, too, in PS:Torment, that is. And I really like that PS: Torment made something usefull out of dying, it didn't mean you died really. You just woke up in the Mortuary again.
Yeah... I think that the most efficient build (=which I like the most) is the one which has 17 intelligence, 18 wisdom and 13 charisma.





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