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#1
Auraad

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Hi!
This thread is supposed to put as many (different) reviews (please, no previews) here (from all over the world Posted Image).

OK, I just got this today - it's the PCGames magazine and it rates DA:O a wooping 91/100.
Here is the details of the pros/cons:
+ Minimap: Tooltips
- Minimap: no zoom
+ Terrain is usable for tactical combat
- Meele fighters can't "bind" their opponents (like eg. in WoW)
- No command queques for characters - you have to assign commands for each round
+ Customizable quick bar + tooltips for talents
- the descriptions are not exact enough
- Permament character status (s.a. auras or sickness) not displyed next to the char pic (where we'd expect them)
+ Inventory: sortable (weapons, armor, ...)
- Inventory: can't simply move items from one char to another (eg. drag + drop the item onto the char-portrait)
+ Strategy: able to assign a very complex set of strategy rules for each char (similar to BG)
- Strategy: the AI is - in the later game - useless (must asign commands manually to each char)
+ Codex/journal: many infos about the world is disclosed here
- Codex/journal: no graphical aids, too much text

Overall:
+ superb story
+ nice battle sequences
+ many different and challenging quests
+ different origins motivate for long-term fun
- simple and blurry environment textures
- many NPCs "don't move" (sit there as if made from stone)
- the blood effects get boring with time (and you can't turn them off)

Ok, that's about it ... your turn Posted Image

#2
Repton15

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Here's Now Gamer's review of the 360 version........


Final Verdict

Like playing one of the most engaging games of your life on an emotional rollercoaster suspended between an excitable pair of moral pendulums. An engaging, emotive, thrill-packed joy ride of an RPG whose quality exceeds anything we could have possibly expected. 9.4/10



Link: xbox-360.nowgamer.com/reviews/xbox-360/8763/dragon-age-origins

Modifié par Repton15, 29 octobre 2009 - 08:00 .


#3
Achromatis

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- Minimap: no zoom
Kinda blows.

- Meele fighters can't "bind" their opponents (like eg. in WoW)
Dont really know what this means, and I play WoW...

- No command queques for characters - you have to assign commands for each round
Wierd. I thought I had heard differently and it was similar to KOTOR with move ques? I guess its more like Mass Effect, which wasnt that bad on the consoles but will probably suck if its the case for PC.

- the descriptions are not exact enough
/shrug, I dont know why everyone needs numbers.

- Permament character status (s.a. auras or sickness) not displyed next to the char pic (where we'd expect them)
This really sucks.

- Inventory: can't simply move items from one char to another (eg. drag + drop the item onto the char-portrait)
Well seeing as its all one inventory I dont see what his problem was...

- Strategy: the AI is - in the later game - useless (must asign commands manually to each char)
I wonder if thats with or without setting their AI himself.

- Codex/journal: no graphical aids, too much text
Lol QQ reading.

- simple and blurry environment textures
On PC or Console? Either way Im sure someone will make a high res texture pack in the future.

- many NPCs "don't move" (sit there as if made from stone)
Thats a little 90s. These days where every RPG at least has their NPCs walk around a bit, maybe its for nostalgia reasons.

- the blood effects get boring with time (and you can't turn them off)
I liek bloods.


Personally Im waiting for Dtoid to get their review out, because you can go and ask them specifics like this. The guy over on Neogaf was answering questions as he played, though the thread is FULL of spoilers.

#4
Mistersunshine

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Auraad wrote...

- Codex/journal: no graphical aids, too much text



....


That's got to be the stupidest "con" for a game I've ever seen.

#5
Herr Uhl

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Achromatis wrote...

- No command queques for characters - you have to assign commands for each round
Wierd. I thought I had heard differently and it was similar to KOTOR with move ques? I guess its more like Mass Effect, which wasnt that bad on the consoles but will probably suck if its the case for PC.


No, there is no command cues.

Modifié par Herr Uhl, 29 octobre 2009 - 10:48 .


#6
gewthenKartoga

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Achromatis wrote...
- the blood effects get boring with time (and you can't turn them off)
I liek bloods.


According to mutliple sources, all new within the last week,  ( and I don't remember whjere exactly) you can tone down the blood effects.

#7
jrastaban

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The queues would have been nice, oh well.
I am puzzled about this: 

the blood effects get boring with time (and you can't turn them off)

I am sure I have read that you can disable the excess blood, though maybe it is just for cut scenes.

Modifié par jrastaban, 29 octobre 2009 - 10:56 .


#8
Taltherion

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According to this test, you can't. There seems to be a toggle for the blood staying on the clothes/armor after the fight, but no slider to tone down the blood effects when a weapon hits somebody.

Modifié par Taltherion, 29 octobre 2009 - 10:59 .


#9
S0ndor

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The inventory comment is pretty lame. It's all one big party inventory, why would you have to drag items to portraits?



"- Strategy: the AI is - in the later game - useless (must asign commands manually to each char)"



That's like saying it's lame that you have to issue orders to your squadmates in Ghost Recon. Or have to micro manage your troops in Starcraft.

#10
Arttis

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There has to be more reviews.

#11
invert180

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- Meele fighters can't "bind" their opponents (like eg. in WoW)
Dont really know what this means, and I play WoW...


They're undoubtedly talking about snares (i.e. movement speed reduction abilities).  Hamstring, crippling poison, wing clip, curse of exhaustion, etc.

#12
frano1

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well...all character in dao have blessing of freedom permanently:)...you wow m8s know what i mean:D

#13
Malvicus

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Oh, I thought it was saying that meleers are not locked on to their targets. They could swing and hit a target in front of them, turn around and swing and hit another target behind him without tabbing to select a new target. In WoW, we are locked to our targets. If we turn around, we get an error message saying that we are not facing the target.



But that snare definition works for me. I'm surprised that's not the case for meleers in DA:O. I mean,don't players with injuries suffer a penalty to movement? Can we not do something similar, if only temporary, to the monsters we fight?

#14
Jonkenden

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Eh, there is snares for melee fighters.



Dual wield has one called Cripple (3rd tier or so though)



Two hand has one called Mighty blow (1st tier even)



Shield and weapon types are lacking one, but they are likely to be taunting and keeping the opponents on them anyway so don't see any reason to get a snare for them. Leave the snaring to the dps or support. If the tank does his job well enough a movement decrease is not necessary.

#15
Darke1

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PC Gamer in the UK had Dragon Age as it's Editor's Choice. It got 94% and the follwing notes:

"A truly astonishing game. Vast, Wild and microscopically detailed. Dragon Age IS the RPG of the decade."

Very high praise indeed.

Again, the only negative was linked to the combat difficulties and the fact that easy is often what may normally be considered hard, while normal certainly required pause and play tactics to survive battles, though he did say that it was something that could be easily resolved with a patch (to make easy actually easy and so on).

Modifié par Darke1, 30 octobre 2009 - 12:04 .


#16
Auraad

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invert180 wrote...

- Meele fighters can't "bind" their opponents (like eg. in WoW)
Dont really know what this means, and I play WoW...


They're undoubtedly talking about snares (i.e. movement speed reduction abilities).  Hamstring, crippling poison, wing clip, curse of exhaustion, etc.


Not really ... what they say is that meele chars don't have a high threat level, so that even if a fighter stands next to a monster, the monster would walk away (unharmed) and attack a different oponent (eg a caster). This sorta is unrealistic (for brainless monsters even more so).

#17
Chikkenstorm

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Herr Uhl wrote...

Achromatis wrote...

- No command queques for characters - you have to assign commands for each round
Wierd. I thought I had heard differently and it was similar to KOTOR with move ques? I guess its more like Mass Effect, which wasnt that bad on the consoles but will probably suck if its the case for PC.


No, there is no command cues.

Wow, what? That sucks. I found it very useful in NWN2. Give everyone 4 commands and watch the dragon die!
Guess I'll have to be a little more active here then.

#18
FlintlockJazz

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I think people are thinking too much in terms of WoW or rather MMOs in general. I don't think there has been any mention of any kind of 'threat management' in the game, and I hope not. I hope the enemies will attack intelligently, like going for the healers instead of some guy putting some artificial 'threat' thing on them.

#19
Chikkenstorm

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Warriors got skills to raise their threat. It'd really suck if the enemies would take down your healers first, since then you'll never be able to beat the game. It's the price you pay for fighting against enemies much stronger than you.

#20
Joel171

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Auraad wrote...

invert180 wrote...

- Meele fighters can't "bind" their opponents (like eg. in WoW)
Dont really know what this means, and I play WoW...


They're undoubtedly talking about snares (i.e. movement speed reduction abilities).  Hamstring, crippling poison, wing clip, curse of exhaustion, etc.


Not really ... what they say is that meele chars don't have a high threat level, so that even if a fighter stands next to a monster, the monster would walk away (unharmed) and attack a different oponent (eg a caster). This sorta is unrealistic (for brainless monsters even more so).


That doesn't mesh with what we saw at the Warden's Quest event. He may have not had "threaten" or "Taunt" going.
If he means a hard target lock, then no, there isn't one. It's soft target.
He can't mean snare effects as there is a ton of CC for almost every class in this game.
Archer has a snare, two handed weapons and dual weild also, Sword/board and two handed has a crap load of stuns between the two of them.

Honestly, I don't know what that reviewer is talking about.

Modifié par Joel171, 30 octobre 2009 - 12:28 .


#21
Chikkenstorm

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I think that the reviewer means with 'bind', that you lock yourself to a target. And if the target moves, you just chase him automatically, so you don't need to micromanage that aswell.

Will probably ****** me off a few times, but I'll have the AI on most of the time (except for the harder battles) anyway, so that's not going to be too much of a problem for me.

#22
FlintlockJazz

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Chikkenstorm wrote...

Warriors got skills to raise their
threat. It'd really suck if the enemies would take down your healers
first, since then you'll never be able to beat the game. It's the price
you pay for fighting against enemies much stronger than you.


That's why you shouldn't have pure healers, and use the environment to create choke points etc.  Bah, I'm probably just tired of the tank-healer-dps stuff is all, to quote Die Hard, "I'm getting too old for this ****." :P

EDIT: Added in quote to make it clear who I was responding to.

Modifié par FlintlockJazz, 30 octobre 2009 - 12:31 .


#23
Chikkenstorm

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FlintlockJazz wrote...

That's why you shouldn't have pure healers, and use the environment to create choke points etc.  Bah, I'm probably just tired of the tank-healer-dps stuff is all, to quote Die Hard, "I'm getting too old for this ****." :P

You want Arcane Warriors only then? Since only mages are able to heal, and they're kinda squishy (unless you're an arcane warrior). Would be boring for me.
And a dragon isn't really going to be bothered by a stone, it'll just walk around it and cook you anyway. And no healer = death.

#24
boe2

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Auraad wrote...
Not really ... what they say is that meele chars don't have a high threat level, so that even if a fighter stands next to a monster, the monster would walk away (unharmed) and attack a different oponent (eg a caster). This sorta is unrealistic (for brainless monsters even more so).


Actually that is very realistic: You want to take out the casters/healers first, unless the melee is clearly highest priority, and that is no different for the AI enemies. You have to praise them for not just blindly attacking the closest character but actually having some intelligence. And that is one of the aspects that make the game so hard: Enemies just won't leave your healers alone.

#25
FlintlockJazz

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Chikkenstorm wrote...

FlintlockJazz wrote...

That's why you shouldn't have pure healers, and use the environment to create choke points etc.  Bah, I'm probably just tired of the tank-healer-dps stuff is all, to quote Die Hard, "I'm getting too old for this ****." :P

You want Arcane Warriors only then? Since only mages are able to heal, and they're kinda squishy (unless you're an arcane warrior). Would be boring for me.
And a dragon isn't really going to be bothered by a stone, it'll just walk around it and cook you anyway. And no healer = death.


Mages can blast and heal, don't have to be melee warriors, and you can use potions and the such like.  Will just have to see how the game plays out I suppose.