iamthespark wrote...
The thing is that its the same interrupt. Its always a Renegate interrupt at X scene and a Paragon at Y scene, so no matter how I play I always have the same interrupts at the same scenes.
That's not entirely true. I know in the scene with Veetor (the Quarian in front of all the monitor on Horizon) the interrupt you get seems to depend on how you begin the dialogue. If you start out being snippy you'll be given the option to shoot out his monitors to get his attention (renegade interrupt). If you begin more diplomatically, you'll have a paragon interrupt where you disable his monitors with your omnitool.
But that's the only one I can think of off the top of my head. It may be that most of them are a choice between paragon/nothing or renegade/nothing depending on the scene. But that's still a choice. You can choose NOT to push that mercenary through the window or shoot the other one before actually having evidence she was the killer you're looking for. etc.
It'd be nice if it was different. Maybe if I wasn't that Renegade, I'd have a chance of the interrupt failing and causing a differnet (and more comedic) outcome.
Not a bad idea. Although I'm still not a big fan of alignment tracking in games since it tends to marginalize anyone who isn't one-dimensionally good vs. evil (or paragon/renegade) i.e. Anyone who has an interesting character rather than a charicature. I'd rather the outcomes were based on your class/skill choices if anything.
I actually enjoyed how DA2 captured the tone for the smaller comments, that makes playthroughs a little more fun and it suits the last 3-ish choices you may have made.
Agreed. I got a real kick out of it when my Hawke started going on about the Wounded Coast, wondering aloud if that was anywhere near "Head Trauma Bay", etc. I may not have pressed a button to make that happen, but it was totally in-character.
ME2 is a very popular game and DA2 has already grabbed the dialogue wheel from it and now we are considering interrupts? DA2 was already blasted with the line "Mass Dragion Effect" in gamer articles because it was getting similar to ME2. Now its time for DA3 to think of something uniquely its own.. Its got to stand on its own legs and not keep borrowing its brother. That's what I mean about "thinking outside the box".
Nothing wrong with new ideas, but I don't want different just for the sake of different. Much of what DAO did right was borrowed from successful RPGs of the past. I'm a fan of re-using what works because that frees them to focus on what REALLY sank DA2: Lack of content and lack of interesting story.





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