Survey Time!
#76
Posté 06 avril 2011 - 11:16
In KOTOR your got a totally different ending depending on which side you picked (or even neutral). Although, I really liked that DA:O had the little epilogue bits for each character and major choice as well - something that wasn't implemented in the time of KOTOR.
In DA2, there is a single ending. Nothing about the ending changes, no matter what you do. Even the details remain the same, except for one or two very minor spoiler things I won't say here.
#77
Posté 06 avril 2011 - 11:20
#78
Posté 06 avril 2011 - 11:27
#79
Posté 06 avril 2011 - 11:31
#80
Posté 06 avril 2011 - 11:33
#81
Posté 06 avril 2011 - 11:34
#82
Posté 06 avril 2011 - 11:36
About the voiced character: The voiced character per see its not a problem.. its a problem with mass effect dialogue wheel
#83
Posté 06 avril 2011 - 11:37
#84
Guest_Alistairlover94_*
Posté 06 avril 2011 - 11:39
Guest_Alistairlover94_*
#85
Posté 06 avril 2011 - 11:50
#86
Posté 06 avril 2011 - 11:59
#87
Posté 06 avril 2011 - 12:12
#88
Posté 06 avril 2011 - 12:14
#89
Posté 06 avril 2011 - 12:28
#90
Posté 06 avril 2011 - 12:30
Modifié par Chewin3, 06 avril 2011 - 12:30 .
#91
Posté 06 avril 2011 - 12:35
Chewin3 wrote...
Vote.
I see what you did there;)
Vot.
#92
Posté 06 avril 2011 - 12:39
Modifié par Zmajc, 06 avril 2011 - 12:39 .
#93
Posté 06 avril 2011 - 12:42
Monica83 wrote...
Voted
About the voiced character: The voiced character per see its not a problem.. its a problem with mass effect dialogue wheel
That isn't a problem either.
I like a voiced protagonist when everyone else is voiced and the dialogue and the intent is to create a cinematic experience. I also like written dialogue (not voiced) but if its going in this direction the writing needs to be impecable. I'm fine with both as long they are done well.
I'm also ok with short, linear narrative but if you choose to do this the narrative has to be compelling, exposition needs to be handled well and the writing needs to be of a high standard. I like games with choice but I appreciate that the more choice you have, the more narratives you need to write. Each narrative also has to have a certain amount of interconnectedness. For instance, in ME2, Shepards character and motivation is more or less set in stone and Paragon/Renegade dialogue choices impart flavour more than anything else. You can alternate between Paragon and Renegade lines and for the most, it still feels like its coming from Shepard.
In DA2 it feels like the friendly, witty and hostile dialogue choices are 3 entirely different people so alternating between them feels rather schizophrenic.
#94
Posté 06 avril 2011 - 12:50
If i had to choose between 1 fixed voiced race or multiple non voiced races i would choose the second. BUT if all races were voiced i would preffer that to silent protagonist.
#95
Posté 06 avril 2011 - 12:57
#96
Posté 06 avril 2011 - 12:59
Where's the "I prefer the way elves looked and sounded in DA2" option? That is the one I would have chosen.
#97
Posté 06 avril 2011 - 01:00
Boiny Bunny wrote...
Hmm...it's been awhile but if I recall correctly, in KOTOR you were somewhat constrained at the end by the character you had become over the game. If your light side bar was almost full (or not in the dark side zone) - was it possible to side with Bastila and become evil?
Well, even if it was, KOTOR at least had many meaningful choices along the way. Even if some of them were a little over the top in terms of extreme actions.
In DA2 it doesn't feel like you ever have a choice. Often, even when you refuse a quest (the game gives you the specific 'refuse' icon), the game ignores your decision and gives you the quest anyway. What is the point of showing the option if you won't let the player choose it?
As I remember it you can always side with, or against Bastila, in doing so you can go from light to dark, or dark to light in one swoop, overriding everything before that point.
& I agree that KOTOR had lots of choices before that, but they did little to impact anything outside your light or dark side, but as said you can change that towards the end without consequences.
Just saying that as for consequences KoToR isn’t really a good example, or from BioWares rooster I’d place Jade Empire before it, since while here you could also define too much at the end, but less so than KoToR, and choices you did played out more in the Epiloge, and companions could be influenced and changes etc, like in KoToR2.
v_ware wrote...
KOTOR is 8 years old and still has more and better choices then DA2.
It's just overall much better then DA2.
The choices are better in KoToR than in DA2, I was just saying that KoToR isn’t a good example since there are other games that allow you to decide more, and then forces you to stick with your choices.
#98
Posté 06 avril 2011 - 01:06
#99
Posté 06 avril 2011 - 01:13
Boiny Bunny wrote...
Not to mention, your choices in KOTOR, of all Bioware games, had the most impact on the final ending cutscene IMO. In DA:O and ME, your choices matter - but the result is the same. The archdemon is slain, but the details differ. Which party members were with you? What became of them? What did you do after? Did you help the elves? The dwarves? etc.
In KOTOR your got a totally different ending depending on which side you picked (or even neutral). Although, I really liked that DA:O had the little epilogue bits for each character and major choice as well - something that wasn't implemented in the time of KOTOR.
In DA2, there is a single ending. Nothing about the ending changes, no matter what you do. Even the details remain the same, except for one or two very minor spoiler things I won't say here.
Yes, I love the ending of KoToR, and I love KoToR, don’t get me wrong on that, it just feels a bit strange as you are allowed to undo all you did towards the end.
It’s one of the best endings of any BioWare game I’ve played, and since BioWare normally does these well, one of the best I’ve ever experienced.
Maybe that FO2 is more rewarding for me, since there is more consequences, more epilogues, and several of these are hard to get, but KoToRs end is inspiring.
Or I miss these in KoToR to really make it a key game for decisions - It allows you to override all you did (as I mentioned) and in the end nothing you did outside the three endings you choose is shown, no consequences, no epilogues, nothing. It’s a grand ending, but also a bit empty when it comes to choices (Save the big 3).
& You can’t influence characters, even someone that should be as sensitive as Juhani, or as mandible as Mission Vao won’t change, despite you getting the chance to push them in some dialogues, but its always to no effect.
Sure Mission Vao will help in killing her friends, but that’s all, she won’t be swayed, and neither will anyone else save Bastila, and maybe Carth if you romance him, since I never tried that, but it would make sense.
Something games like Jade Empire, KoToR2 and other games have done better (and DA:O, and actually DA2 comically enough).
I still love KoToR, but games that allow me to influence and change the world are really games that bring me back, and after the three endings in KoToR there was really little to explore further.
& It’s better than most by far.
Like now I'm planning to go through BG2 and TB again, and one of the key motivators will be my influence over Viconia and have her turn away from her evil ways and become neutral.
& I don't defend DA2 here, for I agree that you had almost zero choices in DA2, and in the end what ever you do, its always the same. (save what lover you walk away with, unless you slept with Isabela, as the bug would always have you leave with her).
Modifié par randName, 06 avril 2011 - 01:17 .
#100
Posté 06 avril 2011 - 01:34





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