Lusitanum wrote...
Oh, so you mean it's just like Dragon Age: Origins? The game that already had a boring, repetitive and incredibly shallow fighting system, and where raising its difficulty level just made fights even longer without actually making them the least bit challenging?
Granted, I'm not a big fan of the "hamsters-on-caffeine" style of animations and it looks like DA2 will continue on the route of its predecessor of not actually being the least bit tactical, but if it will at least actually require some kind of input on my part, then maybe I won't keep falling asleep while I pay it.
While I'll agree that DAO didn't offer much in the way of tactical challenge, I would argue that the reasons for this were twofold.
First, the encounters scaled to suit you, so you didn't face an unpredictable difficulty curve. As such, you could enter each encounter confident that you had the ability to defeat it (as such, perhaps my favourite encounter my first time through DAO was those wolves and traps that ambushed you while travelling).
Second, the game completely eschewed strategic gameplay in favour of tactical gameplay. At least, that's what they said they were trying to do by having everything regenerate between encounters. But, again, what that did was ensure that you would always have the tools available to defeat any encounter, and let you know that you could safely use all of your tools (DA2's encounter waves might help somewhat with that last problem).
I think DAO would have offered a far more tactical experience if it had required more strategic planning (thus allowing you to face encounters both without all of your resources handy, and without you feeling comfortable exploiting all of your now limited resources), and by offering a less predictable difficulty curve (so at the start of any encounter you might not know whether it would be a complete walk in the park or something from which you should immediately flee). These two things together would require much more tactical gameplay from the player, as you would need to enact flexible tactical plans using a minimum of resources.
But DAO didn't do that.
Modifié par Sylvius the Mad, 06 mars 2011 - 09:02 .