I got around to playing through all the content, and here is a compilation of my criticism and praise -- I hope in a format that is useful to developers. I'm using my experience in years of beta for various MMO's and other games.
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What Dind't Work WellThe game, despite all the flak it got, was deeply enjoyable to me. I would not come anywhere to returning my copy. I will start with experiences that hampered my enjoyment of the game, will move on to what worked for me, and add a few suggestions along the way.
Recycled environments is the dead horse here. If I have to return to an environment, it should have changed from my decisions and circumstances of the game. Environments named differently SHOULD NOT recycle models. It's jarring. Environments should be distinctive. I also hope that in taking cues from Skyrim, you AVOID the cliche drab grey environments of caustic teenage apocalyptic tropes that seem to permeate every game that wants to come off "serious" and "adult". Color should not be avoided.
Both Anders and Fenris were ill-served by their models in-game relative to concept art, reducing attractiveness and resulting in mods to alter appearance. Anders because the stubble does not translate well into the face, and his hair looked too stiff and didn't flatter his face. Fenris suffered the elf model revamp and as a result looks freakishly lanky. For the same reason Varric cannot be a romantic interest Fenris makes a strange choice for LI, because sexually he's not believable in proportions attractive to a human. At least straight/lesbian players had the option of Isabela.
The most frustrating aspect of the game for me was letter font. It was dreadful. It seemed like a taunt to my already average vision. Especially when you didn't have an ingredient and the color was red. This also applied to ability pre-reqs in red. Very hard to read and in the future the font should have both better spacing between letters and be of enough size and contrast with its background to be legible (i.e. not red with a red wine background).
Controls for consoles were insufficient for the amount of activated abilities one could pick up, and pausing the game constantly to activate an ability disrupts combat and makes for a less involved experience. My suggestion is similar to what Guild Wars 2 does where there are chain abilities, so when you press an ability there is a small time window where that button is replaced with a follow up skill. It provides button slot compression. Additionally, switching between teammates could be moved to the menu commands, and L1/L2 for the PS3 be saved for additional button slots -- that would at least open up 6 more skills slots that would be much appreciated.
Targeting was also of issue. Many times Mark of Doom ended on the wrong target due to movement and couldn't benefit from my Assassinate. The select button or the arrow buttons in the controller could be assigned to the target lock switching function.
Some skills contradicted each other. Throw the Gauntlet contradicted Blindside, which every rogue wants to take, resulting in TTG's boosts not being as good as they should be since they cost you Blindside damage. Blindside could've been modified to include the damage bonus on targets affected by TTG.
Archer Hawke was subpar thanks to a single archery tree and the other specializations synergized with dual wield more than anything else. Varric puts you to shame. If Hawke can't get more than one archery tree, at least all his specialization talents and passives should have dual benefits for either the dual wield build or an archer build. For example, Vendetta/Assassinate could have an Archer equivalent functionally altered to mesh with the Archer playstyle.
As a rogue I often felt skimped on armor rewards outside armor sets, and my weapons looked nowhere nearas aesthetically pleasing as the warrior/mage equivalents. Rogue armor outside Enasalin and Champion leave a lot to be desired compared to mage/warrior armor, since the rogue armors made me feel more scrappish warrior than and actual rogue/master of subterfuge/swashbuckler aesthetic. Ironically as well, the mage champion set seemed more appropriate to a rogue while the rogue set seemed fit for a mage. But both are very pretty so I was willing to let that go!

The Warden Scout set was very ugly to my rogue, however, as it seemed like some chain mail knight set that didn't mesh with my rogue in the slightest. The Mark of Assassin set seemed curiously close to the Enasalin set.
What I'm trying to say is, please don't restrict just the nice looks to endgame/DLC armor. It makes you want to rush through the game because it's hard to stomach a mismatched, aesthetically unpleasant look for the several hours into early/middle game. Daggers never goot too elaborate/interesting until The Hawke's Key and Finesse+. Some variety and pizzazz to the dagger designed would've helped.
Concerning companions, Isabela was hard to befriend before the critical point if you didn't try to romance her. As a rogue it's hard not to need to include Aveline (great chacter, by the way, love her) for your tank and Anders for a healer, followed by Merril for damage and combo support that Isabela couldn't afford my rogue. The scenarios where you can get friendship with her without needing to kill off ambiguous characters are few.
Giving same-class companions a reason to include them in my party would be nice, in a way of providing synergy to me. So that my warrior is still interested in Aveline/Carver Fenris, my rogue in Isabela/Varric, and my mage in Merril/Bethany.
Act specific attriubute tomes/potions/upgrades were not fun, particularly since Black Emporium gear was so expensive and the methods for earning money in-game outside few extortion opportunities in dialogue were not plentiful. I missed several stat/ability boosts since I wanted to see Black Emporium gear when it was relevant (Black Emporium gear becomes irrelevant in Act 3 besides the belt, amulet, and rings). If armor and weapons are gonna cost 90+ Sovereign, I'd hope they would remain as top competitors for end-game gear.
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What Worked Really WellWith my main complaints over, I'll proceed to the many positives I feel are underplayed.
I LOVE the combat. It's fast, dynamic, and entertaining. Please don't slow it down or bog it down with unnecessary pre combat preparations. Tactic setups were enough time spent not in action.
My dual wield rogue was ridiculously fun. Vendetta was just so wonderfully Rogue-like in vanishing smoke transport ambush, and I loved the feeling of my class as tricky, slippery, and a master disabler/spiker. Hopefully the same can be recreated next time for the archer branch.
I like that I do not need to babysit my companions' armor. Accessories and weapons were enough. People might be complaining about armor slots, but my game would not be enjoyable if I had to also worry about tracking 4 more pieces for EACH companion lest my companions become subpar/noticeable inferior to a min-maxed companion. If you are going to implement armor slots, please allow them to be organically earned through playthrough and not something that needs to be tracked down/grind for.
I loved my gay Anders (and would've loved Fenris if I wasn't so sympathetic to Ander's fate of being alone in his mission). Thank you so much, Bioware, for providing my Hawke with a character that touchingly calls me "love" during times in our adventure. My romance with Anders truly seems organic. It is my fear that since I'm moving to PC from PS3, in DA3 if the champion is not the character I'm using (and I'm gonna miss Hawke a lot if that's the case) that without an imported save Hawke will be romanced to somebody else in the default. The romance was just beautiful and thank so much the writers for allowing me to share a burden and be a fugitive alongside Anders

. I love my kooky mage and his Justice outbursts. Hopefully we can recover Ser Pounce- A- Lot.
Flemeth's revamped aesthetic was simply amazing. Beautiful character redesign. The look is just spot on. I say the same of the Arishok, whom I misss and whose horns and hair combination alongside attire I greatly envy. His looks were testament to his position. Brilliant character design in DA2 alongside the honorable mention of Corypheus -- good reference to the design of the magnificent Architect.
I was pleased mightily by the voice work and subsequent DLC's. Legacy lived up to developers' wishest to let the environment tell the story (to be honest, maybe too effectively as I'm the person who gets too tense in horror atmospheres like trap-ridden mines and demonic ruins -- certainly something I'll play in pieces to rest from). Mark of the Assassin was just beautiful in the variety of gameplay, from several puzzles to sneaking around, to using diplomacy and wooing Lord Cyril to steal his key. Both the duke and Corypheus fights were abominably fun. If they are the example you talked about when wanting to emphasize tactics over enduring waves of countless enemies, you've succeeded. They were fairly doable in casual difficulty while requiring good tactical play in harder modes, making the experience accessible for all. Hopefully rewards will be better next time, as none of the rewards could hold a candle to the Emporium +attribute bonuses accessories, and there was one odd ring with +2 strength and +2 magic that just didn't seem well-designed as an accessory.
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What I hope forBesides the suggestions I've already offered, please look into mod usage for consoles and allowing for some way of inter-platform save imports. If that can't be the case, a story builder feature for all key flag moments to use as an import for people who've switched platform would be a good alternative to forcing them to start from scratch in a previous installment to import a save that respects the world and characters they've shaped/created.
More rogue support with promo items if you go heavy on promo items as well for DA3, please.
Please keep the bisexual model. I know people like to harp about "realism", but cutting yourself and laying magical waste isn't realistic to begin with, and that sacrifices what makes RPG so enjoyable: options. Sre, you'd be creating a tailor-made gay/straight character that seems "deep/unique", but what that does is limit my romance options because if, say, I didn't like Zevran but was deeply smitten by Alistair as a male player, I was screwed without mods. Yes, that's how it often happens in real life, that people you actually like might not be available, but the point of a game is allowing some greater measure of control in realizing a fantasy.
More Flemeth, please. Bring another Arishok that looks just as cool as the former one. Those gorgeous horns must return.
It'd be cool if similar to how you allowed different races/backgrounds in DAO, you could afford the option of allowing players to either start on a new personality, or at least reprise the role of Hawke. I really, really like and have grown attached to my Hawke. He is a bearded sexiness your concept artists had the boundless generosity to bless me with. I must have more adventures with my beloved Anders and steadfast Aveline at least!
On a final note, I know you guys aren't often provided with all the tools/resources you would like, and that despite your efforts to try something else people might not appreciate the countless hours you devote into this franchise. So I want to take this time to thank you for the stress and scrutiny and harsh feedback environment you guys put yourself through in order to a) feed your families while doing something you love, and

bring people like me such an irreplaceable experience in the Dragon Age and Mass Effect worlds.

you Bioware and thanks for being one of the very few companies I as a gay gamer can always look forward to for my RPG experiences.
Użytkownik Lucrece edytował ten post 04 styczeń 2012 - 04:10