I normally don't bother with writing reviews, but I'd like to give my feedback here in hopes of seeing more of the things I like in DA3 and less of the stuff I don't.
Loved:1. Companions--Unlike Origins there's no more interrogating them at the party camp, or buying them with gifts. DA2 gifts felt more meaningful. Also, enjoyed learning more about them and their beliefs through party banter and their interactions with each other. I liked seeing how their attitudes change toward each other over time and parsing out their personal quests over three acts was well done. I like that Hawke is not the center of their universe. They're not there just *waiting* on Hawke to talk them. I didn't think I'd like all the companions, but I did...even Fenris. Some might argue the writing is a bit sparse, but I found their story arcs touching. Sometimes less is more. I'd like to see this character presentation style return for DA3. I found this cast much more interesting than that of Origins. There were bits that just made me laugh hysterically. I didn't have as many of those moments in Origins. Kudos to the writing team. Also, I know you guys are still getting flack for making some of them Hawkesexual, but thank you for opting to be inclusive of all people who play your games. It means a lot.
2. Combat--I love how quickly melee closed gaps and the way abilities feel more responsive. Combat is more engaging here than in Origins due to the wave system keeping me on my toes, and DA2 nightmare mode stays nightmare mode throughout the game. Origins' nightmare mode became trivial after L10. Playing a 2hdr warrior here finally feels fun, until you sods nerfed it in 1.03. (God, why?? Why you do this?? /sadfase)
3. Crafting--thank you for one stop crafting. I hated the tedious trundling to various maps to get reagents in Origins, and I'm glad to see that particular time sink gone in DA2.
4. Making companion armor unique-- I like the idea of giving them property/attribute upgrades instead of whittling away play time playing dress up with them in the inventory window. That might be fun for others, but my love for
that sort of max/mining died when my free time took a nose dive. Please bring this back in DA3, but with more choices and flexibility please i.e. more passives or the option to have more rune slots instead of passives etc.
5. Dialog wheel and VO-- I was not sold on it at first, but came around to it over time. Loved how it seems like you can mold your own Hawke's personality and that NPCs really respond to your choices. Picked some aggressive options with Meredith in Act III, and it was one of the most heated exchanges I've ever seen in any of your games.
Didn't think you guys could pull this off, and I would normally prefer a silent protagonist, but kudos you changed my mind. I enjoyed it.
Please improve:1. Inventory "streamlining"--whatever time you saved by not having to hand pick your companion's gear is frittered away by dealing with an inventory that looks like this:
RING
RING
RING
ORNATE RING
BELT
BELT
ORNATE BELT
ORNATE BELT
" "
So on and so forth. Not helpful, guys. Can I suggest the use of more descriptive names here? I don't care if a +5% fire damage ring is called "Ring of WTFBBQ" and corresponding upgrades or downgrades are called "Lesser WTFBBQ" or "Greater WTFBBQ"... hell, anything would have been better than just simply "RING." I'd like to get an idea of the item's properties without having to mouse over every. single. iteration of it.
2. Bring back "compare to" from the inventory screen in Origins and the ability to see all of your companions and talents in one go at a designated home base. I hated having to play musical chairs with all my companions and having to go in and out of Hawke's home in order to level them up or check their gear.
3. Allow an option to junk unwanted gear right from the loot box window. Saves you time from having to sift through an inventory such as the one above just to trash something.
4. Combat: shoddy gameplay mechanics, please get the hell out of my way. I like the waves system, but I hate that sometimes the most infuriating things in those fights are: dealing with an uncomfortably tight camera and wonky AI behavior. DA2, I've seen your ceilings, and they're sooooooooo not worth trading in the iso-camera. No deal. Let us pull the camera back further and give us a better view of the field in DA3, please.
Also, AI behavior here is worse than in Origins. I just love it when my ranged set to "ranged" forget how to shoot when a melee unit gets too close and just bravely stand there while getting aoe'd.
Valiente!! My personal favorite is when companions set to aggressive forget how to give chase when an enemy moves away.
Izzy, darling, if we want their stuff, we have to kill them first.I have some tart words for the person who broke my "hold" button, but for DA3 can we go back to keeping party members untethered? When I hit "hold", I expect my companions to stay where they are...not "inch up and make me groan in consternation."
You gave me all these shiny smashmouth/fun abilities to play with, but you've gimped my style! Sometimes it's the little things that make a game wonderful for you, other times it's also the little things that'll make you nerdrage pretty hard while playing it.
5. Waves/Boss fights and enemy AI in general. I don't share other people's hatred for the waves system. I actually do enjoy systematically taking apart the waves, but I also share their call for a more judicious use of the wave system. I don't know if its meant to be representative of Varric's love of tall tales, but not every fight needs to have waves and waves of bodies flying around. If it is the dwarf's doing, I'd much rather he stick to embellishing Bethany/Isabela's cleavage than inflating Hawke's battle prowess with an astronomical kill count. Maybe roll back the waves a tad in DA3?
I disliked seeing you guys tuning the difficulty of certain boss fights with the waves mechanic. On some of these boss fights, you respected the waves more than you do the bosses' abilities...Xebenkeck and Hybris comes to mind. Your more interesting and challenging fights were those that didn't rely too heavily on waves: Ancient Rock Wraith, Act III high dragon (pre nerf), and those three revenants atop Sundermount in Act III. I was actually very glad to have not been playing on the console when I met those revenants...my controller would have went flying across the room just out of the sheer frustration of trying to deal with all three at once.
Enemy AI: Please make enemy mages less stupid in DA3-- the same goes for your lieutenants and desire demons. With the exception of Huon in Act III, you can ignore most of them and dust their friends. Yes, even on nightmare. Your assassins with the uninterruptable lolbackflip iWin button were the only deadly units on the field. It shouldn't be so. Make me worry about high end targets again.
6. Delivery quests: Who is Wrexler, and why should I give a crap about his hat? For the record I enjoyed most of the quests in the game. I understand these delivery quests are xp padding, but I think they could have benefited with a little more set up. It's disconcerting to pick up an item and have the journal tell you to cash in at X map. My
suggestion would be to plant better bread crumbs with these quests...even if they are simply one liners.
Example using Wrexler's quest:
-In Act 1 you meet Wrexler in the Hanged Man, click on him and he fires off a scripted drunk one liner about the
hat or have some other patron make some mention of it.
-Act 2, he could be in the tavern bellyaching about having lost it.
-When you do find the hat later in the game, you'll have some idea of who to bring this hat.
You can also have Varric or Isabela (Hanged Man regulars) fire off a one liner upon receipt of the hat and such.
Point is instead of making these quests droll xp padding, you could take off the training wheels (codex entries, plot arrows) for once and reward players for actually paying attention to the world/environs you've built. After all, these quests are just trivial bonus xp, right?
7. Story/Presentation: Handling of the Hawke v. Arishok duel makes me cry with sad. I'm not even going to touch upon Meredith/Orsino endgame in Act III--I will say that the companion quests were the only redeeming things in Act III for me. Merrill's quest and giving her the last gift were just profound and heavy moments that I did not expect out of the game. Well done there. I find the Arishok duel problematic because as far as duels go the actual fight was pretty uninspired and boring.
Duels in media aren't interesting solely because of the buttwhupping, flash of cutlery, gunpowder, pyrotechnics or what have you. The little things that happen during the duel can also make them interesting: the looks on the combatant's faces, their movements and gestures, reactions from the crowd, the intermittent dialog in between fighting. Duels, imo, are more than just a clashing of arms until one party yields or loses. It's also a chance to show the audience something about the characters that they haven't seen before.
If we're to be tasked to whittle down a boss like the Arishok, instead of having him reset the fight with potions at ~50% health, I'd rather you guys bake those additional hitpoints right into the health bar and give us cutscenes at specific health intervals just to break up the monotony. If there was ever a time to really lean on the use of cinematics, I think this would have been it.
I'd salvage the fight by breaking the fight into phases and start those phases after the cutscenes:
-Opening cutscene where you show combatants sizing each other up. Start of phase 1.
-Get the Arishok to 66% health, get a cutscene and transition to start of phase 2.
-At 33% health, get another cutscene and transition to phase 3.
-Arishok's defeat: trigger final cutscene already in game.
Reveal more of the Arishok's abilities as the fight goes on...would he simply test his opponent in phase 1 or would he go all out? As the fight gets more drawn out would he get more desperate and therefore hit harder/faster but suffer more damage from being more reckless? Would he be hasted with armor penalties in phase 3? What kind of opponent is he when the chips are down? We could have learned something about him here.
More armchair quarterbacking in terms of cutscenes:
-Could have used the intermittent cutscenes to show the tension between the combatants and/or in the room.
-Contrast the shots of the Qunari looking on stoically with that of the hostages cringing at the sound and sight of the fight in the room.
-Show the power of the Arishok. Really. Show him narrowly missing Hawke and let us hear the sound of one of his blades as it swipes past. Show the impact of the missed blows on the pillars. God knows I've juked him into those things enough.
-Give us a shot of Isabela looking on, if present. How would one of the best duelists in Thedas feel about the possibility that her lover/friend dying in a fight that she might have felt was hers?
-If Isabela's not present, maybe a reaction shot of the LI or someone else in the party somewhere in the cutscenes.
-If this fight was a truely a knockdown dragout kind of fight, show the weariness in the combatants' faces. Or fear or determination. Anything. Would have loved to see the Arishok let loose all those years of frustration in this fight.
This should have been a moment of high drama and tension. However, when we clicked on the happy plot arrow over the Arishok all we got was a stultifying pillar hugging jukefest where we chipped away at a seemingly interminable mountain of hitpoints. Given the events in Act III, this fight *was* the high point of Hawke's character arc, and unfortunately it was a complete and utter emotional flat line. Your characters deserved better. Your audience deserved better.
I can't speak for the other forumites, but I do not enjoy playing armchair quarterback with you guys. It's far easier to criticize and tear down someone else's work than to create your own. If someone asked me where you guys excel, I'd easily say storytelling and creating memorable moments in games that stay with you long after you've shelved the title. I don't share in the hatewagon's relentless vitriol, but I do agree with some of them that you guys did not play up to the strengths of your studio in this title. In terms of story, I was with you until the end of Act II, and was pretty numb when the whole thing implodes in the tail end of Act III. The memorable moments in this game were few and far in between compared to Origins.
I do enjoy the overall class gameplay changes and upon replaying Origins I could see why you guys felt a more dynamic gameplay shift was needed in DA2. Would love to see you guys further refine the combat system, and I'm giddy at the prospect of what DA3 might bring storywise. I enjoyed the game in general, hell even loved certain parts of it --warts and all, but I didn't love all of it. There is definitely room for improvement, but I do appreciate some of the risks you took in DA2.
I hope this feedback was helpful in some way, and thank you for reading.
Modifié par catofnine, 26 juin 2011 - 06:09 .