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This Wasn't a bad game, but was not a great game


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Ripa666

Ripa666
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If any of my comment gets read here bioware i just finished the game, and although there were parts you nailed, there is a bigger list of things i didn't like. I spent alot of the game playing through wondering weather or not I liked certain changes, or if either of your dragon age titles would live up to your older wizards of the coast (D&D) games when i played either of them. So I am basically going to tell you the things i did not like about this game, and a few key things you nailed, and what i think you guys are missing the mark on.

I understand you are probably not going to get the 10 years you need to sink your company into the ground to make a 3d baldurs gate 2, but I'm going to list things i think all your games have been lacking over the last 6-7 years.

You keep making all these adventure dnd style games the exact same way, and its really stale. 1 Block of story, 3 Blocks thrown into the middle of the game and 1 block ending. This is starting to take away from your games story because it's like were all in basic english class and i know exactly to expect this format from every single game u make. I understand thats how alot of formats work, but it's getting really irritating. look at neverwinter. First game garbage. Shadows of undrentide was very appealing, as well as hordes of the underdark was outstanding IMO, but they all seem to follow this format(maybe not so much shadows of undrentide). Dragon age Original had its opening set to meet flemmeth, 3 blocks of main crap to do, with a small sequence in between, and a strong end sequence. I enjoyed the game, But alot of the crap in the middle to be completely honest, just felt like filler to me.
 
Now in Dragon age 2''s story the exact same thing. beggining sequence, welcome to lothering, lets assume all went well in the smuggler/merc year, do 20 sidequests, 2 or 3 main plot things. next act, same thing, next act, same thing then, it's like all of a sudden everyone woke up and created some cool boss's for an interetsing ending.

and a small note on that becuase it's been said 100 times. Great stories and great books have endings, bad games have empty promises and dlc content with more empty promises (I'm think of chasing after morigan from my dlc content). Doing this is thinking very short term IMO, or basically, just milking a bad game with a somewhat interesting for more money, and i don't care if u make millions of dollars, save lives as doctors, or wear a helmet and dig holes, take some pride in your work.

Next comment, did any of you really sit around the bioware round table and say " I think recycling the same 20 maps is an excellent idea".  It's not, at least not the way you did it.  And if any of you said no, which im pretty sure happened at some point, then it makes it looks like you just pushed your franchise button. I have this notion that companies start a franchise put some work in and then just get lazy, which is wierd because i used to tell people biowares expansions were better then there oroginals, not true of dragon age awakening and this is not a good sequel.

I think I can see with the combat system and style of this game what you tried to do, and in alot of ways it's like you were trying to speed up the game and the age old bullcrap of walking around forever that comes with this type of game, and you did get rid of that and for a while i kind of enjoyed that.  Then i started to realize i was going through quest chains so fast i almost felt like i didn't have time to care, it had no time to sink in, even with the great cut scenes.

I will give you that, cut scenes had alot of workin in this(very solid). But i wanted you to leave the in game death animations.

But the combat style in this game locked me into fighting one style of fight over and over, mass amounts of units that keep reloading into the fight, and to be honest, this was fun. The big con for me in this style was simply that the setup left no room for variation, i was always killin 15-35 guys in a battle. but it did feel powerful.

Last thing, you guys have been aweful at sidequests for a long time. I loved getting lost in baldgurs gate 2 sidequest that were just as epic as the story and had no ties what so ever, roamin around in a a dungen for an hour here, go back to town for a chat, head to a bigger dungeon find out a big crazy dragon set this whole thing up and doens't even wanna fight me lol. Those were good times, stories within stories.  Hidden trinkets that take me places, suprises.

Anyways this isn't a hate bioware post as i stated. it is me saying this is why I think your game wasn't what it could have been and these are the things i personally think you should focus on.