MasterSamson88 wrote...
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Okay, now were talking. Nicely worded and thought out post, thank you!
Sibling death/intro: Hmmm, I dunno. I think the intro can be of a decent length (long enough to introduce the characters and get the story atmosphere going at any rate) without having players get impatient. As long as a player feels like they are gaining something from it in the form of XP, unique loot or plain old enjoyment at the story. I have not finished the game, so I'll give it the benefit of the doubt that the dead sibling issue is handled a little better than it was initially.
As for the initial scene. I didn't expcect a whole big grieving funeral. Time was of the essence, I know, but a little more emotion and intensity from all the characters involved would have helped. Comparitively, more time was spent with Wesleys scene than the dead sibling.
Body types: I hear you, extra models cost more dev time and money and atleast they did take the time and trouble to differentiate the races more. But really, how much extra cost is it to have one or two more NPC models? They could have at least made an effort for Hawkes mother. I mean come on, the woman has grey hair and wrinkles around her eyes and the body of bloody Pamela Anderson and were supposed to believe she's our frail old mother, whose given birth to three kids? Old should be old. I'm sure they can spare some cash and get it right.
Interface: I hear you about each class and companion being geared towards a single weapon setup, but I still say being able to switch out weapons quickly and easily would be useful. So for example if you have two longwrods set up with different runes, it would be lovely to be able to simply switch between the two. The same for a mage who might use ice versus a standard enemy, or need spirit against a Lieutenant.
And don't get me wrong, I quite like having the party members in their own locations. It does add a nice element of realsim. It's just that I feel that having to shuffle companions in and out of my party to equip/unequip stuff is an uneccessary timewaster. I know the perpetual-night camp wasn't much better in terms of realism, but at least it made equipped item management that much simpler. I'm thinking either you go for a game that's properly streamlined, or you go for realism. This awkward mix they have at the moment just doesn't work, imo.
Combat: The classes in DA1 were very badly balanced, and as such I really only had fun playing a mage and a dual-weilding assasin. The two-handed fighter was totally gimped. Sword and board wasn't that spectalular either. I think DA2 has gone a long way to addressing the class imbalances in the first game, as well as differnetiating the classes and giving them each their own, very unique styles. Level ups are more interesting now in that there are multiple valid routes for each class to go.
Thievery: I know it wasn't core to DA1, but my point regarding the locked/unlocked containers was made more in terms of game streamlining than DA1 vs DA2 realism. My question is: If there is no in-game mechanism to deal with thievery, then why even bother with locking chests? Just have all the containers unlocked and lootable (so we don't need to waste time and effort to go back with a Rogue, which is probably what most players end up doing) OR have some chests locked ( the ones that make sense) and have a mechanism that punishes a poor attempt at theiving. I don't see the point in having anything in-between.
All in all I'm hearing and agreeing to much of what you've written regarding realism. I know DA1 was never super realsitic in the way Elder Scrolls was, but something DA1's story, the urgency of the darkspawn invasion, the fact that you were one of the sole surviving wardens, the tradgedy and treachery of Loghain all made for a much more immersive and epic storyline.
DA2 is flat in terms of world and plot. It's the lack of immersion that has me seeing all the other little faults and gripes. As I've said before, I'm willing to forgive a lot in a game, provided the story is good and keeps me immersed, which unfoirtunately DA2 just isn't doing.
Modifié par bobo_minky, 14 mars 2011 - 08:55 .