Every company dreams of making the winning formula. A set of rules and characterits that win the customers heart and money. Games like pokemon and Modern Warfare have done this exceptionally well.
DA:O to a certain extent had its own successful formula. It was a gritty (and some what realistic) fantasy game. Characters weilded weapons in a believable way and of a believable size. The interaction with the environment, enemies, and conversations with the player made the game very immersive.
The player made a journey, we trekked through various regions on our way to complete the task at hand, never looking back.
I think this sums up some of our biggest disappointments with DA 2.
There is no journey. We revist the same locales over and over again (and the same bland locales at that, devoid of flavor). Our characters are not believable, neither are their weapons, nor animations.
In DA:O dialogue rarely had a clear result. While this lead to a lot of save, load, save load scenarios to get a desired result, it also had another consequence, fluid conversation. DA2 feels like it lacks conversation you get to hear a comment and you pick a desired result. Very little back and forth. I find myself asking "why do I care about this character". More importantly, "Why do I care about Hawke?". I don't have an answer for that yet, I'm knee deep into the game.
The Winning Fomula
Débuté par
Android_
, mars 11 2011 07:55
#1
Posté 11 mars 2011 - 07:55





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