What did they do to Anders?! Awakening vs DA2
#76
Posté 04 mai 2011 - 11:18
#77
Posté 05 mai 2011 - 01:59
Poleaxe wrote...
Of all the things that could be complained about in DA2, this seems like just a whine. "I don't like Anders this way!" "They changed my Anders!"
A little FYI just letting u know, the topic tittle is
"What did they do to Anders?! Awakening vs DA2"
NOT
What you want 2 complain about DA2,
So yeah we talk about Anders here ....
Modifié par Edhriano, 05 mai 2011 - 01:59 .
#78
Posté 05 mai 2011 - 02:01
Never stated he wasn't, either.Russalka wrote...
He never stated he was heterosexual.
...now let's stop having this damn argument already.
#79
Posté 05 mai 2011 - 02:17
#80
Posté 05 mai 2011 - 02:20
We all know cats aren't picky with whom they hump, ergo, thats why Anders is Bi.
#81
Posté 05 mai 2011 - 02:28
#82
Posté 05 mai 2011 - 05:25
XXVI wrote...
Step by step:
1. Fans of Anders' new direction like his brooding, dark personality, and insist that it is more real.
2. Every other damn character in DA2 has a dark, brooding personality as well.
3. Without the ability to talk with the characters whenever you want and delve into their backstories, "dark, brooding personality" comes off as "contrived attempt to make the game grittier".
4. While the writers attempted to make the plot and characters darker and more realistic, the gameplay developers and designers succeed in making the gameplay faster and more arcade-like (exploding animations, unrealistic spawns, no explanation for some battles), and the art more cartoonish.
5. It's the selfsame faction of developers advocating "faster, fun gameplay" that resulted in the implementation of the dialogue wheel and the lack of on-demand dialogue, thus preventing point #1 and 2 from having any real impact.
I think it's this critical disconnect between various departments that makes the "darker" Anders seem ridiculous and unneccesary.
Eh? Anders, dark and brooding? I'm somewhere in the middle of act 2 and he just seems the most dull and boring of the lot. I have just stopped taking him anywhere. Would have to disagree with your point #2 as well. (Well... maybe you're right. Let's see if I discover something to the contrary later on.)
Till now, I don't actually miss the being able to talk to companions whenever I want so much, as to the seeming lack of depth to any of them. Also this frendship-rivalry system seems a bit funny to me. I keep wondering: Do companions ever leave? Do they turn on you (and die)? (The Fade sequence doesn't count.) Can I influence their personalities? I'm trying to push Fenris' to full rivalry - lets see how that one goes.
Addressing something that one Bioware rep. commented somewhere with regard to the combat (forget who and in what context): I guess there is some fallacy at work here. The combat in DA:O probably wasn't so endearing (if one thinks so) because it was "slow" and "less flashy". It probably simply lacked sufficient depth. Something like a "Demon's souls" kind of combat adapted to a cRPG with party based pause and play combat could be one way to go? Would be interesting to see how a DnD kind of ruleset would map to such a combat. Hmm...
Your point about the disconnect maybe valid. I see it routinely happening in my own organization. Let me just say that it is something very hard to correct, unless someone pulling all the strings has a clear vision of where one wants to go...





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