So who is actually ENJOYING this game?
#101
Posté 11 mars 2011 - 07:18
#102
Posté 11 mars 2011 - 07:18
Teclo wrote...
I haven't seen the extent of this reuse of areas yet, but I do know that across Origins and its add-ons, the same tower area was used about 5 times. And this is a really distinctive thing, not just like a generic cave or hut. The Chantry building in Awakening is exactly the same as the one in Origins. I'd actually say it's fairer for caves in the same game to be cloned than it is for something like a church in two different games, with areas some distance apart, being identical. Outside of that, you had 3 or 4 identical "back alley" areas in Denerim and then, considering this is a whole country, a forest, a tower (again), a village and castle, a market square, Orzammar and a string of areas that you only got to visit once (quite a believability-breaking thing, that).Yojimboo wrote...
The game is good, nothing great what i normally get from Bioware but it's better then most of the stuff that hits the market.
They really didn't take their time with the game, what really shrugged me the wrong way is the unbelievable reuse of caves/rooms and the promise that Kirkwall would change in the 10 years (7 years really). Apart from NPC standing in a different place there was no change, pff.
To be honest, though, this is a Bioware problem in general. Their games always seem to have a very small amount of unique areas since they went 3D. As I've said elsewhere, entire planets in KotOR were represented by one small town with all the doors locked and about 2 interactable NPCs outside of merchants plus 2 or 3 "wilderness" areas that were usually fairly small. In Mass Effect we had generic, bumpy planets with one of two identical buildings on - plus about 5 specific plot planets. ME2 improved in some ways, by having more unique areas, but then had less areas over all. So maybe the problem is still there in DA2, but it's always been something I associate with Bioware and something that holds the believability of their worlds back from something like New Vegas (but then that has all the glitches of the Gamebryo engine to screw with it, I guess).
Well, for those ones, it's a standard design right? I mean, the Chantry probably builds all chantry's the same way. The tower that was the same, are all LORE-WISE, built by the same people.
But it's a horrible truth. The reusing in DA2 is the worst I've ever seen. Even more so than like.. NWN where everything was just the same tile-sets. In this, they'll have one generic warehouse, and every time you have to go in, it's from a different door, and then doors inside are locked off so it SEEMS you take a different path.
#103
Posté 11 mars 2011 - 07:20
Teclo wrote...
I haven't seen the extent of this reuse of areas yet, but I do know that across Origins and its add-ons, the same tower area was used about 5 times. And this is a really distinctive thing, not just like a generic cave or hut. The Chantry building in Awakening is exactly the same as the one in Origins. I'd actually say it's fairer for caves in the same game to be cloned than it is for something like a church in two different games, with areas some distance apart, being identical. Outside of that, you had 3 or 4 identical "back alley" areas in Denerim and then, considering this is a whole country, a forest, a tower (again), a village and castle, a market square, Orzammar and a string of areas that you only got to visit once (quite a believability-breaking thing, that).Yojimboo wrote...
The game is good, nothing great what i normally get from Bioware but it's better then most of the stuff that hits the market.
They really didn't take their time with the game, what really shrugged me the wrong way is the unbelievable reuse of caves/rooms and the promise that Kirkwall would change in the 10 years (7 years really). Apart from NPC standing in a different place there was no change, pff.
To be honest, though, this is a Bioware problem in general. Their games always seem to have a very small amount of unique areas since they went 3D. As I've said elsewhere, entire planets in KotOR were represented by one small town with all the doors locked and about 2 interactable NPCs outside of merchants plus 2 or 3 "wilderness" areas that were usually fairly small. In Mass Effect we had generic, bumpy planets with one of two identical buildings on - plus about 5 specific plot planets. ME2 improved in some ways, by having more unique areas, but then had less areas over all. So maybe the problem is still there in DA2, but it's always been something I associate with Bioware and something that holds the believability of their worlds back from something like New Vegas (but then that has all the glitches of the Gamebryo engine to screw with it, I guess).
If you saw 1 cave/room/building from each area, you saw them all. I know that Bioware reuses allot of the areas but what they did in DA 2 is not funny anymore.
#104
Guest_Inarborat_*
Posté 11 mars 2011 - 07:21
Guest_Inarborat_*
Quarterly reports don't make a game great. I fear for Mass Effect 3 because that needs to be perfect.
#105
Posté 11 mars 2011 - 07:22
MColes wrote...
Teclo wrote...
I haven't seen the extent of this reuse of areas yet, but I do know that across Origins and its add-ons, the same tower area was used about 5 times. And this is a really distinctive thing, not just like a generic cave or hut. The Chantry building in Awakening is exactly the same as the one in Origins. I'd actually say it's fairer for caves in the same game to be cloned than it is for something like a church in two different games, with areas some distance apart, being identical. Outside of that, you had 3 or 4 identical "back alley" areas in Denerim and then, considering this is a whole country, a forest, a tower (again), a village and castle, a market square, Orzammar and a string of areas that you only got to visit once (quite a believability-breaking thing, that).Yojimboo wrote...
The game is good, nothing great what i normally get from Bioware but it's better then most of the stuff that hits the market.
They really didn't take their time with the game, what really shrugged me the wrong way is the unbelievable reuse of caves/rooms and the promise that Kirkwall would change in the 10 years (7 years really). Apart from NPC standing in a different place there was no change, pff.
To be honest, though, this is a Bioware problem in general. Their games always seem to have a very small amount of unique areas since they went 3D. As I've said elsewhere, entire planets in KotOR were represented by one small town with all the doors locked and about 2 interactable NPCs outside of merchants plus 2 or 3 "wilderness" areas that were usually fairly small. In Mass Effect we had generic, bumpy planets with one of two identical buildings on - plus about 5 specific plot planets. ME2 improved in some ways, by having more unique areas, but then had less areas over all. So maybe the problem is still there in DA2, but it's always been something I associate with Bioware and something that holds the believability of their worlds back from something like New Vegas (but then that has all the glitches of the Gamebryo engine to screw with it, I guess).
Well, for those ones, it's a standard design right? I mean, the Chantry probably builds all chantry's the same way. The tower that was the same, are all LORE-WISE, built by the same people.
But it's a horrible truth. The reusing in DA2 is the worst I've ever seen. Even more so than like.. NWN where everything was just the same tile-sets. In this, they'll have one generic warehouse, and every time you have to go in, it's from a different door, and then doors inside are locked off so it SEEMS you take a different path.
Because all churches look the same...
And all of them are the same size no matter if they are in a village or large city.
Modifié par Ixalmaris, 11 mars 2011 - 07:26 .
#106
Posté 11 mars 2011 - 07:23
#107
Posté 11 mars 2011 - 07:24
Eivea wrote...
I am enjoying it. Loving the gameplay and the new class synergy. Loving the story line and Voice Acting, it builds up nicely and I am glad it's not another LoTR rehash.
But 8 hours in the game and you can tell the game did not had the development time it deserved. The copy pasta dungeons, the odd NPCs with half the poly count that look like alpha place holders, the considerable shorter length, the removal of the isometric camera to cut down even more development time... they all cheapen the experience.
It's a good game but it had the potential to be much more. Please take your time next time.
Since I have not fully played through this. I been hearing this a lot about it being copy and pasted. This does sadden me. Maybe they didn't want to keep us DA fans waiting. I am guessing we would of had to wait another year to have perfect gameplay and more from the game. I guess what this does is keep us fans playing.
It's sad to think they rushed it. I wouldn't say rush, probably just simplify and make it a game you can play, have fun with and then replay right after. A longer game i tend to not want to replay over again. lol I never want to have to play DA O over again. I would kill myself lol. And since I already know the story it would be a waste of another 100 hours for me lol. I have so many games to play.
Maybe they gave us something fun and they are working already on their next project for the DA series.
Guess we got to sit back and wait.
#108
Posté 11 mars 2011 - 07:24
I guess the only thing I really miss from the first one was the campsite conversations and such, but I think it's kind of cool how the characters have their own homes or residences that they stay at. When they aren't out running around with you in the middle of the night turning street thugs into a cloud of bloody mist, they're chillin' at their pads. I suppose I've also gotten a bit more of a linear feeling while playing DA2, but I don't really mind that. I also really like how the conversation system is done, a definite upgrade to the Mass Effect system. I like how you can get your companions to take over the conversation as well in certain parts, gives them a bit more presence.
Anyways yeah, it's been non-stop awesome.
EDIT: Oh I also miss the top-down camera where you can pan the field. Gets really annoying when you can't do that.
Modifié par Yamsandjams, 11 mars 2011 - 07:25 .
#109
Posté 11 mars 2011 - 07:26
#110
Posté 11 mars 2011 - 07:29
#111
Posté 11 mars 2011 - 07:30
I think the reason it seems so awful is because we're mostly in the city. While Origins had Redcliffe, the Brecillian Forest, Denerim, Orzammar, and so on, DAII has The Gallows, Lowtown, Hightown, Darktown, and others all adding up to one city. Each is its own area, fully developed and about the same size as the Origins areas, but because the latter are all in the one city, it starts to feel the same. In Origins, when you ran into your fifteenth group of wolves on the same "Forest Path" map, it wasn't as noticeable because you were going from a town to a city anyway. The variation in environments is what helped ease some of that recycling. People's eyes are just open to it a little more because of the centralized location, I think.
That said, the city locations could have used a little more variation. My biggest pet-peeve is Darktown not actually being dark in either the day or night. I think if that had happened, and if the minimaps reflected the updated variation on the recycled map template, it'd probably be easier for folks to swallow.
#112
Posté 11 mars 2011 - 07:30
Yamsandjams wrote...
On release day, I literally played for a continuous 32 hours... from the 1 AM unlock time until about 6 AM the next day. And no, I didn't have any other plans. So yeah, I've been diggin' it pretty thoroughly. Had to have a good sleep after that though.
I guess the only thing I really miss from the first one was the campsite conversations and such, but I think it's kind of cool how the characters have their own homes or residences that they stay at. When they aren't out running around with you in the middle of the night turning street thugs into a cloud of bloody mist, they're chillin' at their pads. I suppose I've also gotten a bit more of a linear feeling while playing DA2, but I don't really mind that. I also really like how the conversation system is done, a definite upgrade to the Mass Effect system. I like how you can get your companions to take over the conversation as well in certain parts, gives them a bit more presence.
Anyways yeah, it's been non-stop awesome.
EDIT: Oh I also miss the top-down camera where you can pan the field. Gets really annoying when you can't do that.
YEAH!! The campsite conversations were the best. So they don't have that in this game? That makes me sad but the house thing is cool to and new. So it gives me something else to look forward to. Tomorrow morning I am waking up early, having coffee and playing more of this game while my fiancee is at work lol. haha
#113
Posté 11 mars 2011 - 07:32
#114
Posté 11 mars 2011 - 07:32
JamieCOTC wrote...
I'm still playing it, hope to conclude this weekend. There are parts of this game that are legendary, and there are parts that suck on a level I cannot describe.
LMAO!! This sentence makes me laugh. Because it's probably so true! I already can feel the sucky parts coming up. There is always something really sucky in a game and then you play it for it's awesome parts but dred the sucky parts. haha
#115
Posté 11 mars 2011 - 07:34
When my Warden is mentioned in game I feel sad.
#116
Posté 11 mars 2011 - 07:35
RobotWalk wrote...
I'm enjoying this game a lot. An awful lot. I spent 22 hours on the first act and loved most of it. I don't mind the re-used maps so much. It ain't near as bad as City of Heroes and sewers/office buildings. Ugh ugh ugh, they were horrible.
I think the reason it seems so awful is because we're mostly in the city. While Origins had Redcliffe, the Brecillian Forest, Denerim, Orzammar, and so on, DAII has The Gallows, Lowtown, Hightown, Darktown, and others all adding up to one city. Each is its own area, fully developed and about the same size as the Origins areas, but because the latter are all in the one city, it starts to feel the same. In Origins, when you ran into your fifteenth group of wolves on the same "Forest Path" map, it wasn't as noticeable because you were going from a town to a city anyway. The variation in environments is what helped ease some of that recycling. People's eyes are just open to it a little more because of the centralized location, I think.
That said, the city locations could have used a little more variation. My biggest pet-peeve is Darktown not actually being dark in either the day or night. I think if that had happened, and if the minimaps reflected the updated variation on the recycled map template, it'd probably be easier for folks to swallow.
I agree with this. I do notice that about the city and the difference between DA 1 and 2. I find myself getting lost in the cities. lol am i the only one? Even with the map I am just like "huh? Where the hell am i?" I am normaly pretty good at direction in a game but once i start turning the camera to see where I am going, I am lost. lol I have to keep my eye on the minimap or forget it. lol
#117
Posté 11 mars 2011 - 07:36
Take that away, and Origins is more "rushed" since it has far worse graphics (though I totally can see that there are some laughably low quality NPCs in certain places, like one woman on a balcony in the place where Aveline hangs out), incredibly inconsistent voice acting, lots of padding in the sense each of the 3 major dungeons (in my opinion, the three recruitment missions - not including Redcliffe as such) dragged on and one with something more resembling grinding in WoW than a structured and story-based RPG. Plenty of weird bugs, too. Once when I was walking through the camp before the ill-fated battle at the start of Origins, I teleported to another side of the map. No idea what caused it. Something that happens fairly often is a cutscene finishing, and then starting over again. It happens in the DLC too, like the final scene in Leliana's song and the opening scene in Awakening. I've yet to see any ridiculous, Oblivion-tier bugs like that in DA2.
It reminds me of the story-related concerns. Most of what I think people consider the story of Origins seems to be the lore and background. The actual story was remarkably simple and would take only a few sentences to describe in pretty strong detail. The recruitment stories are more like sidequests, but even then they're very easy to sum up and very simple.
Modifié par Teclo, 11 mars 2011 - 07:37 .
#118
Posté 11 mars 2011 - 07:37
GingerAnne wrote...
It's sad to think they rushed it. I wouldn't say rush, probably just simplify and make it a game you can play, have fun with and then replay right after. A longer game i tend to not want to replay over again. lol I never want to have to play DA O over again. I would kill myself lol. And since I already know the story it would be a waste of another 100 hours for me lol. I have so many games to play.
Maybe they gave us something fun and they are working already on their next project for the DA series.
Guess we got to sit back and wait.
Sorry, but it was rushed, the music composer admitted as much in an interview with IGN. That's not to say it's completely negative news though, KotOR2 was rushed by LucasArts and reeked of being incomplete whereas DA2 might be a bit short and have a lot of repeated maps, but it doesn't feel unfinished. Silver lining in the storm cloud and all that, eh?
#119
Posté 11 mars 2011 - 07:39
By music composer, do you mean head of the dev team? 'Cause if not, I don't really see your point. Maybe HE was rushed, maybe they commissioned the music late, but I don't see how he'd know anything about the development process.Pandaman102 wrote...
Sorry, but it was rushed, the music composer admitted as much in an interview with IGN. That's not to say it's completely negative news though, KotOR2 was rushed by LucasArts and reeked of being incomplete whereas DA2 might be a bit short and have a lot of repeated maps, but it doesn't feel unfinished. Silver lining in the storm cloud and all that, eh?
#120
Guest_Inarborat_*
Posté 11 mars 2011 - 07:44
Guest_Inarborat_*
Teclo wrote...
I don't really get why people are saying it was rushed.
I don't get how people can't see that. The copy/paste environments are the biggest clue, broken DX11, console controls missing Auto Attack, etc...
It's fun but it had so much more potential that's either being held back by the rushed push for release or the consoles' outdated hardware.
#121
Posté 11 mars 2011 - 07:44
#122
Posté 11 mars 2011 - 07:46
Teclo
What do you guys think of the music?? I am not digging it.
#123
Guest_mrsph_*
Posté 11 mars 2011 - 07:46
Guest_mrsph_*
This is really apparent when you get to the end and everything just seems to speed the hell up.
#124
Posté 11 mars 2011 - 07:47
The game has its problems, but for me they do not take away enough for me to not enjoy the game.
I am satisfied that my money was well spent, from what I have seen so far.
#125
Posté 11 mars 2011 - 07:47
Teclo wrote...
I don't really get why people are saying it was rushed. They had all the lore and design stuff in place, the concepts and everything. The majority of Origin's development would not have been programming, it would have been meetings and brainstorming sessions, people designing the general thematic look of Ferelden and the concepts of the other places; just coming up with their answer to Middle Earth and all its history.
Take that away, and Origins is more "rushed" since it has far worse graphics (though I totally can see that there are some laughably low quality NPCs in certain places, like one woman on a balcony in the place where Aveline hangs out), incredibly inconsistent voice acting, lots of padding in the sense each of the 3 major dungeons (in my opinion, the three recruitment missions - not including Redcliffe as such) dragged on and one with something more resembling grinding in WoW than a structured and story-based RPG. Plenty of weird bugs, too. Once when I was walking through the camp before the ill-fated battle at the start of Origins, I teleported to another side of the map. No idea what caused it. Something that happens fairly often is a cutscene finishing, and then starting over again. It happens in the DLC too, like the final scene in Leliana's song and the opening scene in Awakening. I've yet to see any ridiculous, Oblivion-tier bugs like that in DA2.
It reminds me of the story-related concerns. Most of what I think people consider the story of Origins seems to be the lore and background. The actual story was remarkably simple and would take only a few sentences to describe in pretty strong detail. The recruitment stories are more like sidequests, but even then they're very easy to sum up and very simple.
This is a truth. All the groundwork and background of the world were already laid out, so all they really needed to do was update the horrible crap about Origins. And they did.
The story in DA II is a lot more leisurely and meandering in its telling as opposed to "There's an evil corrupt demon horde that needs vanquishing, and you're JUST the guy to do it! Go build an army and stop them!" The story and narrative are a lot more sophisticated in this second one. I'm convinced that the people raging about the story "sucking" or whatever are mostly impatient people who need to have a solid goal to work toward. Just because it hasn't got to the point in the first ten minutes doesn't mean it ain't there-- just enjoy the ride while you get to the point, and then marvel at how it all comes together.
Also, the "DAII was rushed omgzzz" argument is mostly coming from the composer who said that the SOUNDTRACK was rushed. He didn't say the rest of the game was rushed, just his portion. The self-righteous ragers are just latching onto this as their battle standard, really.





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