Constructive Criticism
#551
Posté 17 mars 2011 - 09:01
I really miss the interaction with my companions. I loved it at DAO to talk to them whenever I wanted to. In my opinion the romances are too superficial.
The Dungeons/Levels all look the same, that is very irritating to me.
These were my hardest criticism. I like the game, but I want more depth and more emotion.
#552
Posté 17 mars 2011 - 09:14
I miss having someone who feels like my best friend, Varric is the only one who comes close but still fails.
Imo, the *problem* is the whole - relationships matter because the story is over 10 years.... it makes no sense. As I already stated the gamers time frame is not 10 years it is the 40+ hours we put into one playthrough, that is the important factor when developing in game relationships/friendships
Modifié par Jenova65, 17 mars 2011 - 09:15 .
#553
Posté 17 mars 2011 - 09:36
6.31 GB (6,777,143,296 bytes)
5,276 Files, 189 Folders
C:\\Program Files (x86)\\Electronic Arts\\Dragon Age Origins
15.6 GB (16,813,940,736 bytes)
11,742 Files, 236 Folders
Without any of the DLC's I own downloaded.
Both I pre-ordered
Both cost about the same at launch
See the massive difference between content?
Dragon Age 2 is 1/3rd the size of Origins without me installing the stand alones or Awakening.
I don't think this is fair. What kind of business practice is this?
Dragon Age 2 I beat in 20 hours.
Dragon Age 1 took me a lot longer, and the executive of DA2 said it was shorter on the playstation Q and A
If we have to pay for DLCs to make up the difference thats terrible.
We should get 10GB of FREE DLC content or hours more of content.
Edit:
http://dragonage.wik..._Strategy_Guide
Collector's Edition It contains 288 pages (16 pages longer than the standard version)
http://dragonage.wik...cial_Game_Guide
Collectors Edition It contains 408 pages and is 72 pages longer than the regular version.
Thats a pretty big difference in guides too.
Modifié par fallingseraph, 17 mars 2011 - 09:38 .
#554
Posté 17 mars 2011 - 09:46
MrTijger wrote...
Odd, I found myself disliking the Templars more and more, when they basically occupy the Viscount' Keep instead of the guards and the way they are ordering (or trying to) Aveline around. Also, Ser Alric in Act 2 forcing mages who are innocent into tranquility, the first Anders quest with Karl being made tranquil, the incident with the Dalish in Act 2 where templars are intent on murdering dalish just to find Feynriel? That made you hate mages? Interesting...
Also, if you read the Enigma of Kirkwall documents you can find its also clear that Kirkwall has a deep rooted issue with magic, far more mages turn to blood magic in Kirkwall than anywhere else and that mages are more common and less stable there.
No, I dont believe the game makes you hate mages, I believe the game lets your own bias guide you.
I think these things are better off in another thread discussing story elements in particular. But I shall make one last return to the off topic realm.
The game makes no secrets about the Templars being oppressive and cruel, but it makes things personal by involving crazy mages in certain parts of Hawke's life. I never said I liked the templars, I'd nuke the lot had I the option. I never got the templar vs dalish in Act 2, must be the way I played.*slight spoilers* Mages intrude the most personal aspects of Hawke's life and if you cared one iota for your (in-game) family you'd see why the game rather pushes you to have cause to hate mages. Your party aside, hardly any non-companion mages were friendly in the long run. Only one mage was every grateful for Hawke's help, the rest just went mad and turned on Hawke whenever it was convenient. *slight spoilers*
As I've said before I felt for the mages, but I couldn't help but feel that the flow of the story pushed players towards an anti-mage attitude.
Back to our regular programming.
Modifié par Kilshrek, 17 mars 2011 - 09:46 .
#555
Posté 17 mars 2011 - 09:52
I have the CE of both and the DA:O one is a thing of beauty in terms of content and aesthetics where the DA II is.......................not!
Though I'm not sure if this is something that BioWare are solely responsible for? Is it a BioWare issue or a Piggyback/Prima issue? Is it still relevant to the thread.......... If it is relevant then I was quite disappointed in the DA II guide, I was hoping for something like the lovely layout and look/feel of the Origins guide which oddly is more in keeping with the cover of the DA II guide. The pages of the Origins guide were lovely < Book lover, sorry.............
/rant, lol.
#556
Posté 17 mars 2011 - 09:55
Good
- Loved the companion quests, and all of the companions in their own way. Loved the romance with Fenris (both rival and friend) he was by far my favourite character of them all, Varric following at a close second for his hilarious sense of humour and bizarre obsession with Bianca.
- Loved the music.
- Enjoyed combat which made you feel like you were right in the middle of things, battling away. Also loved the excessive, ridiculous gore.
-
Loved the sarcastic answers you could give in conversation, and absolutely adored the voice acting on lady Hawke.... My character speaking made me feel much more involved and by the end of my first playthrough I was loving my Hawke and the things that she came out with. I felt like part of the group.
- Enjoyed the Origin character's cameos.
Bad
- I do game a lot, but i'm a slow gamer, and even then? I devoured the content on one character within 24 hour play time. In Origins I remember putting in hours and hours of time.
- The recycled mines/sewers/houses/dungeons. What the hell was that all about? You were left feeling like you'd been there before, or thoroughly confused and feeling like perhaps you had taken a wrong turn as you'd done this cave ten times over.
- Not enough interaction with companions. I'm pretty sure there's no way you'd be able to get them all maxed on
rivalry/companionship if you don't want to sacrifice your core group. Gifts in origins helped a lot with this. I wanted to see more of my 'friends' and their lives. And in the same vein, not able to talk to your chosen romance - only at certain times during different acts.
- Reused animations. All those merchants flailing their hands in the air like a swarm of bees has taken over the city... And many social animations taken straight from Origins. Also, how many NPCs fall to their knees in dispair during a scene? I lost count.
- There doesn't seem to be a huge amount of freedom of choice. You're always directed toward making certain decisions one way or another.
- I miss being an elf.
Overall
Enjoyed the game, but you can't compare it with origins. They're not on the same level... So treating it as a completely seperate game, I am excited about it and will end up doing a third playthrough so i've seen it from
each class side
Modifié par spookyscarlett, 17 mars 2011 - 09:57 .
#557
Posté 17 mars 2011 - 09:58
The Ending- The actual overall ending was great, it leaves more questions than anwsers which is how any god ongoing series should do it, buuuuuuuut in regards to the companions and everything else it felt very flat, we spend 7 years together and everyone builds up comrardary with each other (more so with each other than myself to them) and for what? barely a passing comment on everyone splitting up and nothing? I gather you're most likely pine'n for post game dlc/expansions and such, but it did cheapen the experiance with them
Recycled stages- and i thought you guys were bad with DLC recycled stages, holy sh!t what the hell guys? at least 60% of the areas are recycled over and over and over....and no restricting certin areas doesn't make it diffrent. i'm fine with Kirkwall it's self, it's big & diverse enough to function as it's own playground, but all the dungeons are recycled, that's a huge no-no
#558
Posté 17 mars 2011 - 10:15
Party banter is still really good, though not as actual laugh out loud as in Origins -
Morrigan ''I hate you all''
Zevran (to Wynne) ''May I rest I my head in your bosom''
Alistair ''Andraste's flaming sword, I know where babies come from''
A lot of it is serious, and the endearing thing in Origins was the humour in the banter.
As for the ending it kind of reminds of the ending to KOTOR II, Obsidian were forced into abandoning the planned end because of Lucasarts time demands, this felt a bit like that, a bit sort of..... cut off in its prime, if that makes sense?
#559
Posté 17 mars 2011 - 10:23
DownyTif wrote...
Disliked: Disconnection between elements
In a city full of templars, having apostate mages in my team... being attacked by a lot of people in city streets for no apparent reasons... This all doesn’t connect. In the middle of the street, during day, I launch crazy spells and make bodies explode everywhere. People around... well don’t care because there is no reaction. Templars don’t show up or wait for you at the city gate. People know Hawke around the city because people talk (some dialogs give us an indication that Hawke is well known)... but nobody seems to know that her sister is unleashing fireballs like crazy to help Hawke. I know this is probably really hard to be consistent in this matter (Origins, at least you had the excuse of being or helping a grey warden against a Blight), but there is some major disconnection there, especially because everything is in one city and not in a region (Origins, more placed to hide). Suggestions: I don’t know to be honest, it’s just something that I noticed. Maybe restrict magic in the city? I know, probably boring.
I second this. It's something I've noticed as well. In my on-going playtrough I play a mage and I was wondering why this doesn't effect anyone in town - a town full of templers, where the fear of being caught seems to be permanent. And yet I'm able to perform magic without any consequences. Suggestions: An occasional encounter with a group of templars would have been nice if I do perform magic in Kirkwall. Or maybe one of the NPCs is going to betray me and tipp the templars off.
Modifié par Caja, 17 mars 2011 - 11:35 .
#560
Posté 17 mars 2011 - 10:26
Combat is improved, skill trees are better, I like the companion armor method, inventory is more streamlined and less unwieldy. I also liked the new imagery and art direction.
My biggest criticism is the recycling of locales, really guys, you can do better. I know we had a fair bit in DAO but it was too much in DA 2 and it detracts from an otherwise excellent game.
Modifié par MrTijger, 17 mars 2011 - 10:29 .
#561
Posté 17 mars 2011 - 10:38
Companions - I engaged a lot more with the companions in DA2 and found them and their stories/quests interesting. I also loved the interactive dialogue between them and some quest situations. I also enjoyed the romances, though the same sex ones do seem a little easy to engage/start.
Look - I loved the new look, the sharper features and interesting designs, though it is let down by over use of some things and some designs (see Bad).
Gameplay - The gameplay was enjoyable, if often linear.
Story - I really enjoyed the story, probably more so than DA:O and found it just as epic...and a lot more like a real adventurer kind of story.
Inventory - I like the new style and easy to find item tabs. I even like the junk section, though treasure or loot may have been a better title for it.
Skills/Talents - I love the new design and the flow of the Talents section now, though i do dislike the requirement to have spent "x" number of points before getting another talent in the chain (this is easily solved with a mod though).
Good & Bad:
Combat - While i enjoy the new combat style and play i do find the "waves of enemies" approach a little annoying. Mostly, it is the fact they appear out of nowhere that i dont like. If they actually ran in from the edge of the map view or something it would be better (and allow for a more tactical fight rather than hack and slash).
Bad:
Map Overuse - I wont go too much into this as pretty much everyone and their dog has said it, the same maps are recycled way too mcuh without so much as a cosmetic change or alteration to the mini-map.
Big Weapons - Some of the weapon models just look silly, especially the 2-Handed Weapons. They are just too big, too much manga cartoon and not enough fantasy RPG...i use Hayden's Razor as a classic example, a weapon with great stats that i just ownt use because it looks so ridiculous.
Exploding Bodies - This is fine if the enemy dies from a fireball, explosion or some other high impact spell or power, but is just plain silly for sword and dagger attacks. At the very least there should be an option to switch it off.
Auto-Target - The fact it is not available on the PC Version is just annoying.
Companion Gear - Not being able to equip your comapnions as you want to. I found it a real step down that you cant give them any weapons or armour that you like...though for the most part their outfits do look great.
Friendship/Rivalry - I feel that if you managed to max the friendship bar with a companion, that they should stay with you and support you no matter you final choice...now if they were rivals, that all makes sense.
Overall, i am finding DA2 to be a great and enjoyable game that will provide many hours of fun gaming, and while it is certainly different to DA:O, it does not make it any less fun to play or engaging (in my opinion).
#562
Posté 17 mars 2011 - 10:46
after playing about... 5-6 days I have to say I really like this game
but with all those points stated by OP it would have been even a greater experience
#563
Posté 17 mars 2011 - 10:59
The positive:
There is SO much positive. You guys really blew me away. As a card-carrying member of the BDF, whether I would likely enjoy the game wasn't really in question, but even I had no idea I'd be this enthralled. It's like you guys knew even the things I didn't know I wanted, and put them in. Not to mention things I wanted but had thought wouldn't be in (like your group walking when you walk, and not run-stop-run-stop-run-stop).
By far the number one greatest thing in my opinion is the rivalry system. It was my number one most-looked-forward-to feature, and now I see it is as glorious as it seemed it would be. Mass Effect and Dragon Age Origins taught me two different ways to interact with companions, both equally wrong.
Mass Effect: Just be Good (Paragon) or be Bad (Renegade). Never deviate or else you'll only be crippling yourself.
Dragon Age: You can be good or bad, but when speaking to companions, always tell them what they want to hear, or else you'll be depriving yourself of content. When in doubt, spam them with gifts.
These were both great games, and at the time, not knowing anything better, I still got a lot of enjoyment out of these systems. But this...it's like a whole new dimension. Finally my characters are free to be themselves. If one of my character's best friends does something awful, I can let them know in no uncertain terms what I think about it. I can get angry. I can be petty. I can argue. Near the very beginning of my second playthrough (female mage), I got in a massive argument with Carver, and it was beautiful. After it was over I had to put down the controller and just bask in it. It was more satisfying than many of the most epic battles I've had in these games. I just cannot get over how cool it is not to have to be nice to everyone even if they have completely opposing philosophies.
And not only is this functionality in the game, it's done well. My first character's rivalry with Aveline was one of the most organic-feeling relationships I've ever seen in an RPG. It wasn't just "I hate you but I'll still work with you just because." There were real, valid issues on both sides, and neither person had to resort to being the jerk. They were just...people. Like, actual people. And kudos to the BioWare writers for coming up with ways for gift-giving to be used to increase rivalry. I especially enjoyed bickering with Aveline after giving her her gift.
So...all those paragraphs are to say I really love the Rivalry system. I'll be much more succinct with the rest of the points.
The game looked amazing, in terms of cinematography/camera work, the character creator, the spell effects, and the level design. Colorful and interesting to look at.
I also love how props get used. Nearly everything in Origins was off-screen, but now we have pieces of paper, bottles of wine, knives, crossbow bolts, and actual freaking boats with people on them and everything.
The design and writing of the companions is another massive high point. Between the voice acting, writing, and animation, I am just enamored with just about every companion. I have to single out animation especially. Isabela's smirk and wink as she leaves Fenris' mansion after hitting on him. Sweet Merril glancing sideways at you while trying to stop herself from babbling. Nearly-drunk Fenris leveling that oh-so-intense gaze. It's actually a pretty fundamental addition...in Origins, there was no real use of body language. I mean, sure, people gestured with their hands every once in a while, and occasionally some eyebrows would move a little bit, but here we have almost entire conversations without a word spoken (see the Hanged Man scene during The Long Road).
I love the spoken protagonist, as I knew I would. Nicholas Boulton and Jo Wyatt did an incredible job. They can make Hawke be funny, angry, sad, fierce, kind, etc. And you can choose different personality options in the same conversation without sounding like a schizophrenic.
Okay, okay, so I clearly want to have this game's babies. But I assure you, even I have a couple gripes/suggestions.
Probably my biggest complaint has to do with companion relationships, which is odd because that's also related to the part I enjoy the most. My problem is that it's really difficult to know where you stand at times. I think the biggest reason is the lack of the ability to start conversations whenever you want. Don't get me wrong; I like that companions can take more initiative. But I think we should still have some control. It got sort of frustrating not knowing when (or IF) you were going to have a chance to talk to a particular companion again before the next time skip. For my second playthrough I wanted to arrange a little love triangle thing (it was going to be epic drama), but I didn't really know when or if anything was going to happen. Then all of a sudden things started happening with one of them (the one my Hawke wasn't going to choose in the end, no less), and I was sitting there wondering "did I already speak with the other one this interval? Will I have another chance? Did I already miss my chance?" In Origins you can just go speak to someone, and you can see how they feel about you based on how they speak to you (and you can see it on the approval meter). But here, all you get is their default statement, and the approval meter doesn't show love, and you just kind of have to hope/wonder if they're going to choose to talk to you at some point soon. This was especially tricky because one of the romances was a rivalry one, so I'm already walking sort of a blurry line, trying to be antagonistic and not too flirty. But if you skip a flirt line, you don't really know if that was your last chance or not. In the end, I lost about 15 hours of gameplay time because I had to revert to a much earlier save (and then fiddle around trying to figure out if I chose a saved game that was not too early and not too late).
And that leads me to my next point: I wish the journal were a lot more detailed. I liked the step-by-step summaries that Origins had. The sheer number of quests could be overwhelming at times, especially right as you start a new time period, and it wasn't very helpful to see "talk to x in hightown" in your journal when you have no idea what the quest is even about. And then if you are resuming a saved game, it can be hard to remember the details. And furthermore, the complexity of the plot sort of adds another reason for why a more detailed journal would be helpful. Between the templars, the mages, the other mages, the chantry, the qunari, etc., it's hard to figure out where you stand and what you've done. I had an NPC accuse me of "siding with the Templars" on something and I had no recollection whatsoever of doing so.
No segue into this one: Let us press X to inspect an item from the loot window. With so many things called simply "Ring," for example, it would be nice to know if we're looting something useful or not. I liked the Junk loot tab, and the fact that I didn't have to sort through it all. Just sorting through the accessories tab was more than enough inventory rummaging for me.
On a related note, let us compare items on the buy/sell screen to companions who are not currently in the group. Again the main issue here is on the accessories tab. I don't want to go back and forth between a merchant and the nearest "gather your group" thing like three times before I know if a certain item is worth keeping or not.
My final gripe actually should have been my second one, because it has to do with relationships and friendship/rivalry. As much as I am crazy for the rivalry system, it could be really hard to anticipate how companions are going to react at times. I mean it's no surprise that helping an apostate might get you rivalry with Fenris, for example, but there are times when I'll get some completely random adjustment. I wish I could remember some examples more clearly, but I'll be doing something totally unrelated to a character and then this +10 friendship thing pops up, leaving me scratching my head as to why they even care. This wouldn't be a problem if it weren't for, as I said earlier, the significantly limited number of chances for interacting directly with companions. Now I'm not saying it should be like Origins, where you can just spam them with gifts, but I just wish there were a few things you could talk about by your own initiative, instead of having to wait around for a companion to visit or send you a letter or for a notice to show up in your journal.
Nearly 4 am here so I'll wrap it up. I may have forgotten some things and rambled far too long about others. I'll edit this or just post again if I think of anything more. Thanks for reading these, though...it's cool to know you guys are hearing this.
All in all, an astonishingly good game, from my perspective. Bravo.
#564
Posté 17 mars 2011 - 11:21
My background - Played all major RPGs since Fallout.
My character - Rogue, dual-wielding, female.
Combat - For the most part, loved the faster approach to combat. Didn't like the respawns, as it diminished the sense of tactical combat (had no idea when the waves would end) and made harder enemies have less of an impact (In DA:O, a Revenant was to be feared. In DA2, it just seems like yet another enemy in a sea of mobs).
Exploration - Supposedly a BW 'pillar', but there was little of it in DA2. If you are going to set an entire game in one city (ala Planescape), you shouldn't open every area right from the off. Why not bar refugees from Hightown, so the player only gets to explore it in Act 2? Would make it more interesting if you had a new area to explore every so often.
Time - Passing of time really didn't come across. The city doesn't change (even a historic city like London is constantly changing) and characters seem impervious to time. Norah works as a barmaid in The Hangman for seven years. Someone has already mentioned the lack of incidental quests that added flavour in DA:O (like Bella in Redcliffe). Surely even a simple dialogue with Norah in every time period would have showed how her life was evolving and added this flavour?
Quests - At times, I felt like I was trying to just clear my quest log than engage with the quests. Maybe too many, not enough focus on making them distinct? I didn't like that most of them spanned different areas in the city too - jumping around all over the place just emphasised how little there was to see of Kirkwall.
Systems - Felt the crafting and runemaking were very detached from the game. I didn't even bother until the end, when I thought I might need an extra bit of power. I like how WoW introduces gameplay elements - with a quest. If you had to get a rune-embedded sword for an NPC as a quest, you would learn the system early in the game, see the benefits and probably use it more.
Characters - In hindsight, I can separate the characters I liked by whether they were radicalised or not. I understand why having characters from both ends of the Templar / Mage dilemma is a good thing for the game, but the constant diatribe made me disengage with some characters. Look back to Canderous in KoTOR for a radical political view, but still doesn't make a PC with an opposing view not want to talk to him.
Story - Felt disjointed, and at times I didn't feel like my character was invested in it (notably act 2). However, as hitchcock said - you just need a good beginning and ending - and I loved the ending. Very well played. Really brought me up from 'disappointed' to 'I like this a lot, despite the flaws'.
Future DLC / Expansion - As well as addressing a few of the issues above, the one thing I'd implore BW to do is acknowledge the emotional state Hawke could be in. I felt deflated by the credits (in a good way), so I think it's safe to say my Hawke would have had a few issues to work through after she left.
I would like this to be acknowledged in any follow-up. Witchhunt, for all its faults, did at least address the actual situation of the Warden and Morrigan. In Awakenings, however, I was annoyed my Elf Mage couldn't tell King Alistair to f-off when he turned up, given he'd cast her aside. I'm obviously not asking for a specific DLC/XP to concentrate on my particular Hawke build, but please try and work in a way to at least acknowledge in what emotional state you left the PC this time around.
#565
Posté 17 mars 2011 - 11:40
So far...
I LIKED:
1. Being in the same city all the time. To me it always feel like "work" when you have to explore a whole new city with 50 unknown NPCs that I feel I should talk to.
But having the familiarity feeling when strolling through Kirkwall and still seeing noticeable changes (more changes would have been nice though) throughout the year is a very, very cool idea.
2. The action packed fights which are still just as tactically challenging as in DAO or the BG series.
I even enjoy pausing the game during a fight more than I did in DAO. Just because there is always some cool stuff going on... Isabella doing some artistic move, Merrill shooting with lightning etc.
3. The companion quests. So far they are just INCREDIBLE!!
4. The companion armor:
- how it gives every companion a specific look
- how you don't have to worry about which armor is best for 8 different characters all the time
5. The Mirror of Transformation and Maker's Sigh
6. How fast DA2 came out. I know that a lot of people criticise this exact point. But I really don't mind the recycled dungeons that much if it means I don't have to wait 3 years for a new game.
7. The new skill system.
8. The phenomenal story.
I DISLIKED:
1. I had trouble deciding which rings/amulets/belts my characters should wear. The star system didn't seem to work for me (example: ring with +4% phys. damage having 4 stars, ring with +4% phys. damage and +10health having 1 star)
2. Not being able to talk to my companions whenever I want like I could in DAO.
3. The quest entries in my journal. There was always just "Go to X to do Y". I think it should be like "Person A told you about B. For that reason you should go to X and do Y".
I know that beforeyou accept a quest you get to know the details but it would be nice to be able to still look them up in the journal afterwards.
4. I agree with the OP that rain and snow would have been great for the atmosphere sometimes.
Overall I have to say I enjoy playing DA2 even more than I enjoyed playing Origins. And I did enjoy Origins A LOT
Thank you Bioware.
Modifié par Timon44, 17 mars 2011 - 11:44 .
#566
Posté 17 mars 2011 - 11:51
- no bowstrings / no quiver
- there is no feeling on the streets or in a tavern ... i mean its a city with thousands of people ... no revolts or a parade or something like that ...
- no weather
- the recycled mines/sewers/houses/dungeons
- dont want to play only as human
- i dont like the Companion Gear
- Exploding Bodies
- the city dosent change in time
- no camera from above
- dont like the new interface
- story is too short
- overall the game feels so unready!
i like the story but i dosent like the fact that Dragonage turn out in a "hack&slay" with "dialoguewheel" .. its the start of the "Dragoneffect"<_< I love DA:O:wub: and Mass Effect 1 and 2
Modifié par Basti88, 17 mars 2011 - 11:53 .
#567
Posté 17 mars 2011 - 11:54
#568
Posté 17 mars 2011 - 11:58
havint read past the first page this has prob been said a few times but anyway
Companions you should be able to pick the companions you want that fit both your play stlye and just the companions you like as charters for exp i hated anders ( but lots of ppl like him so that doeint matter as much) but if you havint picked a mage main he is needed for revivel spell i would of prefered having the sister as my healer with revivel and you should be able to talk to your party mambers at any time really insteed of having the main char talk more chating with your companions would of been way better
Bosses i mean the big ones like high dragon and last boss not the souped up normal mobs)
(on hard ) there not hard but have so much HP by the end they just become boring i dont see why we have fighting bosses for 20 min they should be made harder but with much less HP the random fighting 10 mobs at once with one or two rogue's in the pack are much harder then the bosses
Bring back crafting!!!!!!!!!!!!!!!!!!! i cant understand why that was removed finding an item then buying stuff from a vender is not crafting!!!!
I dont under stand why you would use 7 or 10 year time frame in the story and have nothing change in between this game just doesint feel epic
its a good game but nothing comparded to the 1st if witcher 2 turns out better then the first one dragon age 2 to will be far behide it will look really bad seeing its a devs 2ed game
Sorry for any spelling mistakes
Modifié par Oxyjin, 17 mars 2011 - 12:07 .
#569
Posté 17 mars 2011 - 11:59
It's a great game, I can only guess what it would have been like if you had another year to develop the game.
#570
Posté 17 mars 2011 - 12:23
Another thing that was dissapointing was that there wan't really any speach challenges.. not like in the origins or the Mass effect.. To me RPG should be more focust on the speach challenges.. it was cool to see what type of proach you choise of speach would make but there wasn't any stats that would improve your speach or anything..
Like in origins if you had low cunning stats your speach skill was low, and for that you couldn't talk the opponents to give up.. I just got the feel that the RPG format was dummed down in this.. and for sad point its seems to be major trend nowdays to dum down complex systems.. before RPGs were much more complex and exploring base than now.. just like in Mass effect one you had much more RPG elements in it than in Mass Effect 2 and that really made the whole experience flatter.. Now same thing for Dragon age.. in Origins was so hyped of being return to Baldur's gate series of RPG.. and now the second has dump down of the RPG side and made it more of hack and lash type of game...
I just hope you really listen to the players before you are going to make the 3rd one... and take the system back to the operating table to see what is RPG what is Hack and slash game and what is first person shooter.. and then if you are going to make RPG game then place effort of making one and not to dum it down... Full voiced cast is nice and other element of other genres can be included but not of the cost of the core of RPG that is adventuring, character building and story.. that Bioware games have been so good for in past...
Modifié par LaoGen, 17 mars 2011 - 01:24 .
#571
Posté 17 mars 2011 - 12:26
Edit: About the other things mentioned in the OP, I agree with most of them so far.
Modifié par AngryFrozenWater, 17 mars 2011 - 12:28 .
#572
Posté 17 mars 2011 - 12:30
#573
Posté 17 mars 2011 - 12:36
Where did the stats page go? I liked to be able to see how many codexes I found, which character had the best strike rate, who dealt the most damage etc?
I am liking the dialogue wheel and character voice over but then I liked it on Mass Effect and found it quite jarring to go back to a voiceless lead in Origins and it does make more sense from a storytelling point of view, there were plot points in Origins that made no sense for the Warden not to speak out loud, so this really works for me.
#574
Posté 17 mars 2011 - 12:37
#575
Posté 17 mars 2011 - 12:41
Modifié par AngryFrozenWater, 17 mars 2011 - 12:41 .





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