Whacka wrote...
Perles75 wrote...
I must say that I also do not agree with Laidlaw's premises of seeing the RPG community as a sort of caste locked in an ivory tower and impatient towards innovation, but that's another story.
I'd love to see where he said that, if he said that at all.
Anyway, I disagree with Laidlaw's mantra. DA2 was in some ways a success, but in more ways a failure. Basically, for me DA2 was this:
Everything that was broken is fixed, everthing that was fixed is broken. (Though some things that were fixed were improved.)
It is a very inaccurate stance, but I can't say anything better without letting the hate get hold of me.
DA2 was indeed rushed. It had many bugs when it was released.
I also think they might want to reimagine some parts of how the DA franchise is going to be. Not reinventing the wheel, of course. More like take all the good things from DAO and DA2 and put both together in a game.
I have to agree. It took me a while, but eventually I fell in love with Origins, not with the combat mind you, but with the story and characters. If I wanted to, any character could perform any job, and the story did a good job of keeping you moving forwards.
Dragon Age 2 on the other hand, has little momentum in its story telling, and now there is no "classes", because essentially the characters are the classes. I have no free reign on what anyone BUT my character is, but serves to be more restricting then. The beginning lacks any oomph, and the forced killing of a sibling without a choice as to who ruins it.
I should be allowed to turn Merril into a healer, Aveline into a 2-hander berserker, Fenris a sword-and-boarder, you get the point. I refuse to use Anders because of the borked (in my opinion) dialogue system. I have no issues with bi/homosexuality, but when I avoid the heart Icons, that should mean I'm not interested and should not be pushed into a corner of 2 heart icons and a heartbreak.
Heck, I still am in the first "act" or so to speak, because I have no interest in the story. There's nothing to urge me forwards, no overarching sense of threat I want to find more about it. As been stated elsewhere, such time should of been used directly at the beginning of the game so that when the sibling dies, I might actually care about it. We're thrust into a situation in which we were supposed to care about someone who dies, but don't, like how Fable 2 tried to make you feel a connection with your mutt companion then kill him off temporarily.
And it would be nice to see the removal of the enemy "bits" thing when they die, seeing them explode is far from a visceral or interesting sight, and I much more loved Origins finisher system. A little bit of time to include more unique finishing moves would of been amazing.
Who wouldn't want to see Hawke impale an enemy on his greatsword, lift em up, then slice em in half?
Or take a giant hammer to an Ogre's kneecaps, then golf-swing right into his jaw?
Modifié par cursedsei, 29 mai 2011 - 04:00 .