Dutch105 wrote...
I love Origins, but what has frustrated me playing it just now is the
constant shuffle as characters try to get into position to start
swinging their sword
Yes, this one (and the fact that characters would just push others out of the way, making it impossible to actually block a path with your warriors) made me slam my head against the wall.
But, as it has been pointed several time, world is not binary, and the failing of this game aren't somehow magically fixed because another game had other problems.
They could have fixed all this without needing to go overboard in childish flashy moves.
What I can't understand is why people think faster animations therefore mean a dumbed down experience.
1 - Immersion. Big explosions and over-the-top dumb animations cater to the same crowd than simplistic action movie without a thought but with plenty of big things moving fast on the screen. Idiotic and anti-immersive circus on screen don't make the game more refined.
2 - Lots of foes, lots of AoE, spawning out of thin air and the like... There is not just the animations which show a deep redesign of the fighting in a beat-them-all direction.
As for the spawning waves, I thought that added tactical depth since you have to prioritise enemies and keep changing position. But I can see why it might get a bit annoying if every fight is like that.
There is absolutely nothing tactical in enemies appearing out of thin air. I can't believe how many people can repeat this nonsense. Securing a zone and using ground are tactical. Something that prevent any planification is NOT tactical.