I'm maybe about halfway through the game (maybe more, maybe less, it's difficult to tell), so my experiences are based on that.
[quote]
Riloux wrote...
-Reusing the same four maps 500 times.
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While gathering the 50 sovereigns, the recycled caves were noticeable, but it didn't bother me a lot - but certainly, I'd like it much more if every cave was different. But if one had to choose between maps and stories, I'd choose to have more stories.
[quote]
Setting the whole game in one city.
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I think it's pretty interesting to have one big city in which the game takes place. It's refreshing to be able to get to know a city well. Though I must say that the quests that take you outside the city are a welcome change, to freshen the palate, so to speak.
[quote]Enemies have a ton of HP and come in waves so the game feels longer.[/quote]
Indeed! Especially the coming in waves part. Battle after battle, there's always more enemies that spawn - and not just from logical places, but also out of thin air! It gets stale. Sometimes it's fine to have more enemies rush in from other rooms, but if it's done too often, it just gets boring. It also takes something away from tactical planning if the
enemies appear from all around you. [I also wish that the glyphs of paralysis could be of another shape, like a line on the ground so you could once or twice per battle draw a long line that the enemies couldn't cross. Might make for a more tactical experience.]
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[quote]Frame narrative to avoid being too descriptive about what happens between large periods of time.[/quote]
I think that the framed narrative is fine, even welcome as it does allow the game to cover a larger period of time. But perhaps it would be better if we could make some decisions about what happens during the years we're not shown.
[quote]Half as much dialogue, more passive interaction.[/quote]
I love dialogue. It's one of the major reasons I love BioWare games. That said, I'm not sure what you mean by that ^ ?
[quote]Millions of stupid side quests that have nothing to do with anything.[/quote]
I like the various side quests, they show you what life is like in the city.
[quote]Dull environment bereft of life and matter.[/quote]
How are DA2's environments different from the environments in Origins? Could you provide some examples of this? [smilie]../../../images/forum/emoticons/smile.png[/smilie]
[quote]Inability to customize companions allowed you to skip designing different armor models.[/quote]
Then again, the outfits of the characters change during the course of the game, I understand? So in a way, they may have had to create more armor models, or at least as many as in Origins? That said, I wish there was an option for us to have the companions either wear their own clothes and armor or to have them wear other armor that Hawke gathers during the quests.
[quote]Collecting hundreds of-- literally, junk items-- to create the illusion of immersion and depth.[/quote]
There have always been spoons and all kinds of "useless" items in games, don't think it's a problem here. In fact, the random junk can sometimes inspire imagination, if aptly named.
[quote]Poor character development, so you hardly care about your companions by the end of the game.[/quote]
So far, I haven't really seen any difference from Origins regarding this. I find the characters interesting.
[quote]Lack of any substantial choices that have lasting effects.[/quote]
I, too, would like to have substantial choices, but I also understand that it's a difficult thing to accomplish while keeping costs to an acceptable level. Not sure if another Origins type of story where you would start with different backgrounds and then step into the same role for the rest of the game (be it Warden or something else). But would people appreciate that kind of a structure in another game in this series? Anyway, there have been some choices that have been tough to make - although I think one should always be mindful of not making a choice artificially hard by having the character choose ONLY from two different options - usually there could be a third option that would be more logical - at least for a rational, nonprejudiced/non-violent character.
[quote]Contrived ending, that tells you nothing, and leaves a huge gap for sub-par DLC[/quote]
Haven't gotten to the ending yet so can't comment on that. :-)
[quote]
Generic UI showing a lack of creativitiy and effort.
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I like the user interface - one can easily take in the information there and it looks cool. The attributes screen and how it affects the derived attributes is excellent. (Also, if they decided to cut corners, why wouldn't they just have kept the original UI and made only slight modifications to it?) I think that it takes talent to make a clutterfree user interface that gives you the information clearly. But, the difference in opinion regarding the UI in this case may well be simply a matter of personal preference.
Modifié par BeyondFrozenTrees, 14 mars 2011 - 07:23 .