Aller au contenu

Photo

Constructive Criticism


2797 réponses à ce sujet

#851
TEWR

TEWR
  • Members
  • 16 994 messages

Jenova65 wrote.....

There was a thread months ago talking about this kind of thing and I think I said way back then that the Ranger skill for rogues could have some sort of bonus that enemy dogs and bears could be placated by rangers so that they recognise you as a friend to animals and XP could be awarded for using it rather than fighting if that is the way you want to play.
I want to kill darkspawn and mercenaries not dogs....Even if it meant I lost out on the XP it is a skill I would use and for everyone who wants to chop up dogs can just not activate the skill............ Simple really.



I have not seen this thread but I just thought of that exact idea like 15 minutes ago lol.


Cybermortis wrote....

So...it is fine to murder a Templar by turning him an expanding red ball of body-parts, even though he is just doing his job. But its not OK to make a feral dog, who is trying to eat you, whimper?



It's just.... sad. Most mabari are imprinted to people who are abusing them for muggings and murders, and the ones that aren't imprinted to those people are possibly wild. or abandoned. or whatever. I'd kill a feral animal if I was forced to, but you can't honestly say that you don't have a problem with killing such lovable dogs like the Mabari, can you?

#852
Cybermortis

Cybermortis
  • Members
  • 1 083 messages
I have no problems killing a Mabari who is trying to rip my face off and eat it.

#853
Abispa

Abispa
  • Members
  • 3 465 messages
I actually enjoyed the game, and found the change in format from a "movie format" in DAO to a "television series format" for DA2 worked well with this particular hero. Allowing someone to work their way up to being a hero people want to save the world BEFORE s/he has to go out and save the world is a nice change of pace from the usual RPG formula of having you come out of nowhere and dropped into a epic adventure.

I agree with many of the critics that too many of the slaver quests were repetitive, and the recycling of maps was disappointing. And while you shouldn't have been at odds with Meredith right off the boat, I think a better job could have been done developing her early on, like Loghain (best Bioware "villain" ever). Maybe each "season" we could have seen Meredith becoming overwhelmed by her responsibility and her failures to handle the Gallows and live up to the Grand Cleric's expectations.

I LOVED the change in conversations, with the wheel and dramatic camera angles, which made talking to my group infinitely less painful than DAO and KotOR. Unfortunately, Isabella went from being a hopeful pre-game release favorite to a one-trick pony (pun wasn't intended, but for her, why not) that I grew tired of quickly.

@ Cybermortis -- I don't think it's right to have the feral dogs whimpering as you kill them and then not be able to listen to the Templars beg for mercy. Maybe we should have heard a few slavers calling for mommy, too.

#854
Abispa

Abispa
  • Members
  • 3 465 messages
Mabari taste like chicken. Says so in the Tome of Koslon.

#855
EddySpeddy

EddySpeddy
  • Members
  • 176 messages
Yeah, it would be nice if you made Spirit healer a specialization for all of the companion mages Bioware. If we aren't playing a healer mage ourselves, the only character we can use is Anders, as you really need heals and Merrill doesn't even have the Green heal let alone anything else.

Modifié par EddySpeddy, 20 mars 2011 - 02:16 .


#856
Abispa

Abispa
  • Members
  • 3 465 messages
I've made it through "normal" and "hard" with Merril, using potions and special items. I actually like how the game forces you think about who you take with you and develop different strategies for different groups.

HINT: Hint hard and fast and make sure Sandal has spruced up your equipment.

#857
Griplocke

Griplocke
  • Members
  • 2 messages
Like most have said there are quite a few issues with this game and given it is a Bioware game our expectations were higher. I will not compare this game to Origins just because it is only fair to judge it on its own merit. Origins was a great game even with all it's flaws.

With that said I agree with almost everything I have read on the thread about specific issues but just to reiterate here are a few my pros and cons. In the end it really comes down to details. The execution of the end product was just not done very well.
  • (-) Map reuse (caves, alleys, mansions, etc)
  • (-) Disconnected story (act 1 has nothing to do with act 3)
  • (-) Inventory system (junk as just one issue)
  • (-) Glitches/bugs (scene repeats for instance)
  • (-) Enemy spawns (phasing in, every encounter has mutiple waves, exploding mobs, etc)
  • (-) No real interest in any of the companions (the whole point of companions is to provide more depth and give you a sense of caring for the characters and it just does not deliver on that)
  • (+) Overall flow of combat (attacking, consolidated abilities, etc)
  • (+) Art design (it fits the concept of the game)
  • (+) VO of main character (I personally really like it even though it needs work)
  • (+) Regionalizing NPCs (depending on where they are from they have a different accent, culture, etc)
Now for some elaboration on the items above and other things that bother me.

Story (-)
The framed narrative works at time and then doesn't at others. It works for me when it is used as a setup for an entire act but when it breaks into it out of nowhere it just pulls me right out of the game. Add in the fact that outside of the fleeing from Lothering the whole of act 1 just felt like I had no sense of purpose. I can take a step back and understand the concept of it but in execution it just made all the quests seem pointless.

Each act had a different purpose with a little bit of the overarching story sprinkled in but done in such a way that it did not make it obvious what the characters purpose was in Kirkwall. The build up in Act 2 was done well and felt more climatical than the true climax of them game.

I don't like to be beaten over the head with what the character is supposed to be doing but I do want to see a clear purpose outline. A way to measure progress, affect the story in a meaningful way, someting I felt was seriously lacking given the marketing prior to release.

Combat (+)
Overall I think combat is done well. There are a few things that I didn't like, such as the constant wave of mobs and how some would phase into the scene but overall it felt responsive and pulled me into it. Here are some specifics about the classes and combat related to them.
  • The rogues I just didn't like. The animations are too jerky and the teleporting was just non-sense. Backstabbing a mob to have him explode is comical at first but in the end that wears off and it just feels ridiculous. Rogues are not toe-to-toe fighters and that was represented but their overall stats but the way combat was executed just did not work for. I would like to see things like trip setups (trip then execute), low blows (lowers defense and makes successful attacks auto crits), counter moves, etc. I can think of more but the basic idea is that a rogue should have no equal in a one-on-one fight because they a fair fight is for warriors.
  • As for warriors I think overall they work. Sword and shield really needs something added to it for the basic attacks and if you build it to be a strong tank then you do not have many real attacks and those you do have are not that devastating. Sword and shield should be about counter attacks while the 2-handed warriors should be about pure devastation I get that but as a warrior sword and shield should be more than just a damage sponge.
  • Mages I really like. I do not like the lack of armors though. Being a combat focused character the apparel should match. I really like the Champions armor but it is pretty lame that I don't really have it complete until the very end of the game. Not saying I want to start the game with elite gear, just saying that only getting to play 2% of the game with that gear is not cool. The attack speed and the immediate effect of spells is welcomed but when a mage has to do melee they should use that staff defensively by parrying and tripping. Also in all the web art I see these really cool staves with blades but in game there really aren't any (except for the bonus item). If they're in the game I did not see them which means they are abundant enough for me.
Gameplay (-)
The questing just seems pointless overall. There are way too many quests were you randomly find something and just deliver it back to the owner for a reward without any knowledge of the Five W's (who, what, when, where, why and how). Campanion quests seem contrived but they are usually the better quests of the game. For instance the main quest of act 1 feels like it has no purpose in the game.

What I would like to see is a more generalized theme going to develop the story. In this instance it is the rise of a refugee to a champion who becomes the balance of power in a world changing event. That is not communicated to the player in any of the quests in act 1 and 2. Act 2 explains how the champion comes to be but it just kind of happens. There is no build up, no foreshadowing, no progression to it at all. If the quests had more to do with what the story is actually about it would really lock me into it but as it stands it is just grinding to move the story forward.

Companions (-)
I just did not feel anything for any of these companions. There was nothing memorable or exciting about any of them. If anything I would say they were more annoying than anything else. This is the one thing about this game I have to compare to other Bioware games since this is something that is part of their overall game design for all their games. When you look at DA:O, Morrigan was a memorable character. There was something about her that really stuck with people. ME had Wrex and Liara and KoToR had Bastila. The point is the supporting cast was one you enjoyed and there was usually at least one that people could connect to. I did not get this at all with this game. The voice acting is well done (some better than others) but the personality and story just don't let any of them shine.

Other thoughts
  • As for the inventory system I am not impressed with it at all. The junk items are pointless, way to much gear you can't use and stats of equipment have no meaning to me (+465 fire resistance, how much fire damage will that actually resist?).
  • Companion customization is a mixed bag for me. I like them having their own look and feel but the way the upgrades were done were not satisfying. Looting a mob to get a companion armor upgrade just made it unfulfilling. Also they should have different outfits based on what is going on. For instance Aveline sitting in the office with full armor on is not needed, Isabella going into combat with and oversized ripped up shirt and panties on makes no sense.
  • Armors in general are lackluster at best. I want really cool looking armor the entire game not just the last hour of gameplay. The stats can be added as we "upgrade" it or buy/find new pieces for it but it should look cool pretty early on. This goes for mages apparel to. Mages are engaged in combat so it only makes sense that they would have better protection than just a cloth robe. If you must insist with sticking to robes them make them shorter, armored and add some pants. Just not big on wearing dresses.
  • The conversation wheel overall is good. I like the icons to give me a feel for the tone of what the character will say but the VO sounds different depending on the choice. For instance if my first response is snarky then I follow-up with a more diplomatic response it sounds like two different people. Also all the left items on the wheel sounded like the diplomatic voice so if I was trying to choose more decisive options then it wouldn't keep the overall tone. Finally doing any of the left side options did not allow the conversation to flow very well. The right side options were direct responses to the first thing an NPC said, not just an overall response to the conversation (hopefully that makes sense).
  • Art design is something that I was not immediately a fan of but after playing more than the demo I quickly realized that it was a good thing. There are issues though. First would be the elves, they just don't look right. Nothing specific I can point out but they just look sickly and weak. The Qunari look awesome but there needs to be more variety. For that matter allot of the mercenaries, assassins, thugs, etc all look the same. Nothing about most of the mobs in this game really stand out. Other than the Qunari nothing else is memorable. As for the city and landscape they look very well done but given that this game played out over 10 years there should have been more of an impact to the landscape. The wounded coast should be littered with Fereldan refugees and ship wrecks in the beginning but then turn into camps and such as time moves on. The city should show wear from the major event in Act 2. There were allot of details that were missed overall resulting in less appreciation of the art style.
  • The locale of the game was too constraining. Kirkwall is supposed to be this massive bustling city but it felt small and barren. It looked large vertically but what and where you could actually explore and travel to was minimal. Sundermount is nothing more than a little hill you can walk up in a couple minutes. It should be a journey to get up that thing, not just a couple mobs obstructing the path. I guess because there were so few places to go and such an overuse of the maps nothing felt grand in scope.
I consider myself a Bioware fan overall so when I say this I mean it with respect. This game was not the best work Bioware could do. As a company you have proven that you can do better than this. The most redeeming quality of this game is the potential for the next one to be better.

#858
EddySpeddy

EddySpeddy
  • Members
  • 176 messages

Griplocke wrote...

Armors in general are lackluster at best. I want really cool looking armor the entire game not just the last hour of gameplay. The stats can be added as we "upgrade" it or buy/find new pieces for it but it should look cool pretty early on. This goes for mages apparel to. Mages are engaged in combat so it only makes sense that they would have better protection than just a cloth robe. If you must insist with sticking to robes them make them shorter, armored and add some pants. Just not big on wearing dresses.


Yes! I don't get why mages wear robes, why do mages have to wear robes? Just because Merlin and Gandalf and stuff wore robes doesn't mean you guys have to go down the same path with your mages. Some change is nice as you've shown with the new art design (except for the Darkspawn). Sure have some items stay as robes, some people may like this, but perhaps mix it up with some armours or as Griplocke said.

#859
Xaenn

Xaenn
  • Members
  • 174 messages

EddySpeddy wrote...

Griplocke wrote...

Armors in general are lackluster at best. I want really cool looking armor the entire game not just the last hour of gameplay. The stats can be added as we "upgrade" it or buy/find new pieces for it but it should look cool pretty early on. This goes for mages apparel to. Mages are engaged in combat so it only makes sense that they would have better protection than just a cloth robe. If you must insist with sticking to robes them make them shorter, armored and add some pants. Just not big on wearing dresses.


Yes! I don't get why mages wear robes, why do mages have to wear robes? Just because Merlin and Gandalf and stuff wore robes doesn't mean you guys have to go down the same path with your mages. Some change is nice as you've shown with the new art design (except for the Darkspawn). Sure have some items stay as robes, some people may like this, but perhaps mix it up with some armours or as Griplocke said.


I'm pretty sure mages wear robes and such for balancing issues. I can't see a mage in full plate with natural magical stats being too balanced. I could solo the game likely, haha. Maybe we can get the mages some PJ's.  Too bad they removed things like shapeshifting, didn't expand on it and make it useful maybe the final point in the tree would require level 15 and turn you into a dragon like Flemmeth.  Haha.

Obviously would be OP, just a fun notion.

Modifié par Xaenn, 20 mars 2011 - 03:18 .


#860
ZoMbIEx23x

ZoMbIEx23x
  • Members
  • 47 messages
Mages have always been squishy cloth wearers since 1st edition D&D and it's to balance out the amount of own they dish out. At the least they could give us some stylish cloth stuff. Personally I really liked the sleeveless look you rocked at the beginning of the game. Probably would've had some armors for the Mages if Arcane Warrior had been a specialization. Mages traditionally arn't melee fighters to begin with and the Force Mage tree looks pretty damn cool, can't wait to max it out.

#861
Beerfish

Beerfish
  • Members
  • 23 870 messages
Some robes are not too bad but I sure hate having to wear a 'loyal order of the water buffalo' hat that I'm wearing now.

#862
Xaenn

Xaenn
  • Members
  • 174 messages
Mage's robes have always been pretty lackluster in almost all RPG's I've played. I think Baldur's gate had my favorite style, but lack severely in detail, that game is very old and 2D though, lol. I would love to see mage robes with a lot of detail to them.

Embossed insignia's.  Should make Mage Robes of the divine with the eye insignia, oh the irony!

Modifié par Xaenn, 20 mars 2011 - 03:33 .


#863
EddySpeddy

EddySpeddy
  • Members
  • 176 messages
I don't mean give them heavy armour, I mean light armour like a Rogue, I mean the Rogue is just as OP as a mage damage wise and gets cooler armour. I just really dislike the Robes on mages. Maybe have some cooler clothing, there is nothing that says a mage has to wear a dress, I mean Robe :P

#864
Xaenn

Xaenn
  • Members
  • 174 messages

EddySpeddy wrote...

I don't mean give them heavy armour, I mean light armour like a Rogue, I mean the Rogue is just as OP as a mage damage wise and gets cooler armour. I just really dislike the Robes on mages. Maybe have some cooler clothing, there is nothing that says a mage has to wear a dress, I mean Robe :P


Well on my second playthrough now almost done it, my mage I started is wearing what looks like a vest and pants, it's not too pretty but it's not robes. :s

#865
paulos777

paulos777
  • Members
  • 4 messages
Surely this has been said somewhere (sorry just new to this forum) but it just isn't D&D with humans and 3 classes anymore... where does my desire to escape from my pathetic little life find fulfillment if I can't be an elf anymore? Or a paladin, or a priest? Give me Baldur's Gate anyday, it's not the stunning graphics that make for addiction, it's the investment into an entirely alien alter-ego.

#866
EddySpeddy

EddySpeddy
  • Members
  • 176 messages
Yeah I had that too, ended up replacing it with a robe though xD and then got my Champion Armour... Mages need cooler clothing/armour especially since it's most fun to play a mage in this.

#867
BobWalt

BobWalt
  • Members
  • 769 messages
In most mythos metal interferes with magic that is why mages wear cloth.

Bob

#868
zyxe

zyxe
  • Members
  • 36 messages
great post, OP.

JUNK
i despise how the unusable items are junk both in title AND in value. you used to be able to find diamonds and things that you actually wanted to maybe hang onto and sell. in fact, nothing has decent resell value. :(

GLOBAL HEAL POTION COOLDOWN
i really dislike the cooldown of ALL healing potions at the same time. while it hasn't ruined the game on normal, it just seems kind of silly. at the very least if the global cooldown has to stay, it would be great if they knocked a few seconds off the cooldown, even 5 seconds would make it nicer.

MAGICALLY APPEARING ENEMIES
totally agree about how nearly every fight has enemies spawning in the middle of your group in waves and waves... i don't mind some enemies doing this, such as shades, spirits or darkspawn (or even some of the ambushes outside where it actually looks like assassins are jumping off roofs to get you), but when it's constant and wave upon wave, it really ruins the strategy of crowd control, which this game really lacks (i miss using earthquake or other crowd control powers at choke points). and it looks ridiculous.

EXPLODING ENEMIES
totally agree. it's silly, but then again so are a lot of the rogue moves (i am playing rogue atm). it's not a deal breaker, but it just adds to the thought that the focus was on more flash than substance.

WEAK OPENING PLOT
why in the heck did the writers make you wait until you get to the deep roads before the story actually gets even remotely interesting? that was 15 hours into my quest (i leave my game on sometimes while i clean...). i only kept playing 'cause i've been sick and don't have much energy and don't have any other games, and the gameplay is OK in the beginning. but the story? i like the idea of it being told as you play by varric, cool idea, but please. make it interesting. i was grabbed by the skin of my neck within the first 10 minutes of DA:O.

other points: agree about the interface - i don't hate it but it's too minimalistic, and looks unfinished; why can't i mouse over items on the mini map and have descriptions pop up?; more interaction with characters is a must--i really couldn't care less about most of them besides aveline and varric; i do like the faster-paced fighting, but totally miss the tactical play of DA:O; miss customizing companion armor; totally miss persuasion and coercion for dialogue options.

they did some things really well in this game, but overall i don't feel it's as good as DA:O, and certainly not worth $60 yet :(

#869
WJC3688

WJC3688
  • Members
  • 290 messages

EddySpeddy wrote...

I don't mean give them heavy armour, I mean light armour like a Rogue, I mean the Rogue is just as OP as a mage damage wise and gets cooler armour. I just really dislike the Robes on mages. Maybe have some cooler clothing, there is nothing that says a mage has to wear a dress, I mean Robe :P


The thing about mages in armor is that it can certainly happen.  You just have to put enough points into strength and constitution for them to equip the armor (or dex/cun if you want rogue armor), which happen to be useless stats for spellcasting, but hey, that's the tradeoff you make.

---

Just completed the game and now for my contribution to this thread, didn't want to start criticizing the game before I'd gotten all the way through with it, after all.  I won't be saying much about the game's positives (of which I did feel that it had many) here as this is the constructive criticism thread, which implies to me that Bioware is looking for input on specifically what went wrong, not what went right.  Minor DA:O spoilers ahead, if anyone cares.

Story

My biggest criticism of the story is the pacing during Act I.  For starters, there's the game's beginning/prologue, Hawke's "origin story" if you will.  You are thrust immediately into action, conflict, and battle as Lothering is overrun; contrast this to the origin stories from DA:O which did not start off with immediate action and conflict.  Instead, DA:O's origin stories had some character interaction and plot development take place before tossing you into the fire.

For example, during Origins's City Elf origin, you start off in your family's home, woken up by your sister, after which you speak to your father, conversations which help to establish who your character is and what's going on in his life, and  are then given a chance to go out into the alienage, explore it, and interact with its residents--all dialogue and exposition, no combat (yet).  It's only after the stage has been properly set that conflict is introduced and you are given a task to complete and enemies to fight.  This sequence of events allows you to get a sense of connection with the characters before you go off fighting for them.  In DA2's beginning the first part of this process is skipped entirely.  You're fighting to help your family survive right off the bat, without getting a chance to actually interact with any of them or get to know who they are (or who Hawke is, for that matter).

Next up is what happens after the prologue is done.  You escape and get into Kirkwall, and this is where the main story should be introduced, but instead it's put on hold.  You're given a glut of sidequests to do without there being much focus on a primary conflict or a sense of what you're doing these things for.  Once again, this can be contrasted with DA:O's (imo much better) progression of events.  After your origin story, you're dropped in Ostagar, followed by Lothering, both of which serve to introduce the game's primary conflict and place you right at the epicenter of it--and only after that are you given free rein to choose how you proceed next and what, if any, sidequests you want to do.

DA2 does give you a main purpose as well, but it's very underdeveloped compared to DA:O's approach.  Just consider the amount of time the Ostagar/Lothering quests take in DA:O vs how long the cutscenes between the prologue and Act I take in DA2.  Hawke's goal for Act 1 is introduced in a brief, bare-bones manner and then cast aside for the rest of the first third of the game.  In DA2, it feels like you get straight down to the sidequests after entering Kirkwall without having any substantial development of the main character's goals and the setting's conflicts, and almost as if to add insult to injury, you can't just skip this part and get on with the main story, you're actually required to do a ton of sidequests in order to proceed to the next chunk of the main story.  I felt like the story didn't give me enough time or material to form a connection with Hawke before it switched to focusing on the stories of the characters in the various self-contained sub-plots of the game's myriad sidequests.

Combat/Gameplay

Combat was very well done compared to DA:O, huge improvement overall, but of course it's still not perfect.  The waves of enemies I feel weren't an entirely bad thing; the problem was that every encounter was designed like this, instead of only some.  While it can add some diversity to the encounters to have reinforcements in some of them, it doesn't really add variety to switch over to every single encounter being designed this way.

Another problem with the reinforcements is that they add cheap difficulty to the game--this is supposed to be "tactical" combat, but tactical combat requires you to make informed decisions about what's happening, and you obviously can't make an informed decision about the reinforcements in DA2 because you have absolutely no clue where they're going to come from.  They jump down from buildings or walls, rise up out of the ground, or sometimes just appear out of thin air.  Reinforcements would be fine if you could predict where they came from and thus prepare for them appropriately, but instead they can come from nearly anywhere and often do spawn all around you.  Having to reload because you didn't know that 2 guys were about to spawn on top of your mage adds the wrong kind of challenge to the game, it's annoying as it requires trial-and-error, rather than actual decision-making or strategy, to overcome.

Next thing is the exploding bodies.  I know this game is supposed to be more stylized and visually appealing, but there's a line past which something goes from being stylized to ridiculous, and imo the exploding bodies with gallons of blood bursting out crossed said line.  It's completely unrealistic and I actually found it kind of comical.  Which would be cool if DA didn't take itself seriously as a whole, but the thing is, it does; the whole "gritty, realistic" atmosphere is an angle that the DA series goes for, as exemplified by features like characters retaining blood splashes on their faces and clothes after combat.  The exploding bodies in DA2 directly contradict that tone.

Miscellaneous

These are some random details that bugged me for one reason or another, mostly stuff that I found to be immersion-breaking, made me pause and go "wait, really?"

Re-used environments (duh).

There was a certain side quest in Act 2 that had demons and abominations spawning in the viscount’s keep and/or in the Chantry.  Now that’s all well and good so far, but my willing suspension of disbelief was shattered when none of the NPCs in those places even batted an eye at the battle with—I repeat—demons and abominations going on on the balcony above them or in the next room over.  No templars or guards running in, no civilians screaming and fleeing, no acknowledgment of any kind.

The random gangs attacking you at night also struck me as somewhat of a wall-banger.  The numbers that they attack Hawke in and the manner in which they do it are just absurd.  Large groups of organized criminals is one thing, but those groups being willing to throw 20+ guys at a group of 4 armed travelers right in the middle of the street, without introduction and for no particular reason, strikes me as pretty ridiculous.  Maybe it wouldn't have given me pause in Darktown, but Lowtown and Hightown were the same deal.  In the latter two places, a smaller group of thugs accosting you if you wandered into a backalley would've been much more reasonable.  There's also the fact that if there are any NPCs standing by when this happens, they don't react at all to the massacre taking place in front of them.

These are just random bits that pulled me out of the game and reminded me that it was just that, a game, rather than keeping me immersed in the story.  They didn't detract much from the overall experience, just annoyances that I felt were worth noting.

Now to my last and by far my biggest complaint, the bugs.  Oh man, the bugs.  Please Bioware.  Patch them ASAP and try your hardest not to have such prominent bugs in the next DA release, that's all I can say.  This is killing me much more than any of your actual design decisions.  Things like Anders's eyes being messed up during cutscenes involving Justice really make me wonder if this game was playtested at all, bugs that happen rarely or that you don't really notice unless you're looking for them are understandable, but this bug is the kind of thing that jumps out of the screen at you, is impossible to miss, and detracts from the experience.

Modifié par WJC3688, 20 mars 2011 - 06:46 .


#870
ZaroktheImmortal

ZaroktheImmortal
  • Members
  • 901 messages
This game didn't have the same Epic Tale feeling as Origins did. Sure telling the story of one guy is alright, but I'd rather have some grand adventure. Also it didn't seem like any of my choices did anything, everything always turns out the same. So what's the point of giving us choice if it does nothing? It seems more like the illusion of choice.. It's a fun game and all and I liked having the different extreme views of both Templars and Mages. But it just didn't seem to really go anywhere. By the end everything is screwed up and other than putting down the leaders of both factions it seems things are just the same. Also most of the armours and mage outfits looked pretty much the same, it overused them way too much. Different armour sets shouldn’t look different. I also didn’t like the fact that I couldn’t have proper conversations with companions. And it felt like the whole death and mourning over deaths was done a bit much throughout the game as if it was a constant desperate attempt to make us feel something. But when it’s happening all the time it just doesn’t have the same effect. Plus you don’t really get to know some of the characters that well, even the mother you barely speak with her. And a lot of the plot just didn't make any sense.

Now don’t get me wrong, I had a lot of fun with this game. But there were a lot of things I would have preferred were done differently.

#871
zyxe

zyxe
  • Members
  • 36 messages
oh... one more thing... i HATE the fact that there's DLC right as the game launches... flipping include it in the game. i paid $60 for it, i'm not going to spend another $5-$10 on another "part" of the game... i'm not talking stupid graphic packages, but actual content. i don't know if this was the case with DA:O as i only got it a few months ago, but...seriously. *grumble*

#872
blush

blush
  • Members
  • 9 messages
The dialogue/speech:

I felt as if the script could have been a lot more intelligent and interesting...I started to skip what the characters were saying and I never, ever do that usually. Both LI's for a female seemed to be depressing - broody/ annoyed with the world. I much preferred the silly humour of Alistair or the seedy humour of Zevran from DA:O - the characters this time round just didn't seem as multi-dimensional. The romance scenes were a total joke - i didn't feel invested in them at all - there was nothing real about them and they need a little less Mills and Boon obviousness! This part of the game was probably my biggest disappointment. I would suggest a better counterpart love interest, both Anders and Fenris are renegade type characters with huge chips on their shoulders - I'd like a paragon type thrown in there to combat that.
Another thing I didn't like about the dialogue was the little coloured symbols showing you which dialogue item was "angelic", "humourous" or "renegade"...it felt condescending, and part of the fun of choosing dialogue in DA:O was that you weren't sure how the character would react to it. I also felt like a lot of the choices when spoken by hawke did not actually match the idea of the written dialogue.

Finally, there didn't seem to be as good voice acting by the actors. A lot of the speech seems monotone (perhaps this is also the weakness of the script?)...I had particular trouble relating to Female Hawke because she sounded like she would've been better off at a tea party or wheeling around a trolley at the library...I would find a Hawke with a voice similar to ME2 to be a more realistic "champion of kirkwall" character.

Inventory:

I was really disappointed in this "junk" idea - it seems to make up most of the pick-up items. I also became annoyed with the amount of armour that no one could wear...it just seemed like a waste. i would prefer some historical backstory to some of the 'junk' to give it at least some meaning. I miss the idea of 'gifts' too...i liked being able to understand my party members' back stories by giving them something of sentimental value to them.


Enemies: I too was annoyed with the spawning of enemies from thin air...I would like a return to actually having them come from doors and such so my strategising doesn't seem completely worthless. The button mashing attack system is kind of frustrating too.

Customisation:

I wasn't really pleased with the customisation of the character...I was sad to see that i couldn't even change the lips on my character to form more of a pout etc...the elves werent very attractive with their new 'Avatar/alien' feel. i'd also like to see more variety with Hawke's costume too. It felt like only the colours changed! i love the mages spells, but, more skill trees please!

Lack of epic-ness:

Repetition of areas, the idea of a day/night toggle, limited to Kirkwall and a political-only backstory made the world seem small and the reasons for Hawke's fighting weak. i still am confused as to why Hawke didn't return to Ferelden sooner or why the characters in the party were actually staying with Hawke.

#873
Tomomi

Tomomi
  • Members
  • 118 messages

EddySpeddy wrote...

Griplocke wrote...

Armors in general are lackluster at best. I want really cool looking armor the entire game not just the last hour of gameplay. The stats can be added as we "upgrade" it or buy/find new pieces for it but it should look cool pretty early on. This goes for mages apparel to. Mages are engaged in combat so it only makes sense that they would have better protection than just a cloth robe. If you must insist with sticking to robes them make them shorter, armored and add some pants. Just not big on wearing dresses.


Yes! I don't get why mages wear robes, why do mages have to wear robes? Just because Merlin and Gandalf and stuff wore robes doesn't mean you guys have to go down the same path with your mages. Some change is nice as you've shown with the new art design (except for the Darkspawn). Sure have some items stay as robes, some people may like this, but perhaps mix it up with some armours or as Griplocke said.


I do agree wholeheartedly at this.  However I would like to point out a few things that these robes do look alot better than the ones in DA:O.  Well maybe Tevinter short robes look good.  Chantry robe looks good (Cultist Enchanter Robe uses the graphic of Chantry robe in all black with silver lining looks so great).  But other than that, it was bad.  DA2 so far I approve of the robes.  They aren't great, but they at least do look like mages' robes.  At least its robes, instead some of the alternative like this thing mage gets at Prologue: it looks like commando armor in some South American jungle warfare, doesn't it?  I was constantly distracted by it.  I mean, it was hard enough for me to focus into this new Dragon Age's world while it reminds me so much of Assassin's Creed 2 (the hoods, overall graphics, and architecture of Kirkwall).  I just want to feel I am in Thedas, dang it, not Renaissance Italy, nor Brazilian jungle.

Sorry for the Assassin's Creed's reference.  But for those who did play AC2 before and getting to Kirkwall for the first time (and seeing those mage's hood), doesn't it immediately give you flash back of Ezio?

#874
blush

blush
  • Members
  • 9 messages

Tomomi wrote...

EddySpeddy wrote...

Griplocke wrote...

Armors in general are lackluster at best. I want really cool looking armor the entire game not just the last hour of gameplay. The stats can be added as we "upgrade" it or buy/find new pieces for it but it should look cool pretty early on. This goes for mages apparel to. Mages are engaged in combat so it only makes sense that they would have better protection than just a cloth robe. If you must insist with sticking to robes them make them shorter, armored and add some pants. Just not big on wearing dresses.


Yes! I don't get why mages wear robes, why do mages have to wear robes? Just because Merlin and Gandalf and stuff wore robes doesn't mean you guys have to go down the same path with your mages. Some change is nice as you've shown with the new art design (except for the Darkspawn). Sure have some items stay as robes, some people may like this, but perhaps mix it up with some armours or as Griplocke said.


I do agree wholeheartedly at this.  However I would like to point out a few things that these robes do look alot better than the ones in DA:O.  Well maybe Tevinter short robes look good.  Chantry robe looks good (Cultist Enchanter Robe uses the graphic of Chantry robe in all black with silver lining looks so great).  But other than that, it was bad.  DA2 so far I approve of the robes.  They aren't great, but they at least do look like mages' robes.  At least its robes, instead some of the alternative like this thing mage gets at Prologue: it looks like commando armor in some South American jungle warfare, doesn't it?  I was constantly distracted by it.  I mean, it was hard enough for me to focus into this new Dragon Age's world while it reminds me so much of Assassin's Creed 2 (the hoods, overall graphics, and architecture of Kirkwall).  I just want to feel I am in Thedas, dang it, not Renaissance Italy, nor Brazilian jungle.

Sorry for the Assassin's Creed's reference.  But for those who did play AC2 before and getting to Kirkwall for the first time (and seeing those mage's hood), doesn't it immediately give you flash back of Ezio?





Re: Assassins Creed environment.
I thought the same thing!!

#875
MC P Pants

MC P Pants
  • Members
  • 189 messages
Ive just started playing the game and one thing ive noticed - which im guessing someone else has mentioned - is that the codex entries that unlock no longer have the 'back' button (on xbox) prompt to jump right into reading it. I love reading the codex entries however having to pause, select journel, left trigger, then open the apropriate subject (sometimes i dont even know which one), then scroll down till i find something with a flag next to it, by which time ive forgotton what im looking for sometimes, i can finally read it. Just pressing 'back' was easier. It wastes time and i have no idea why this would be removed - was it too conveniant or something? There are a few other things ive noticed but i kinda want to get back to playing now.