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Interview with David Gaider & Heather Rabatich


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#401
Zeevico

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In Exile wrote...

Zeevico wrote...

Would it be so bad to go back to a time where not everything under the sun was voice acted? The time when we had games instead of quasi movies? More content> rushed and voiced game, anyone?


If it's more content like IWD, I'll pass. If it forces the PC to be passive like in KoTOR - DA:O, I'll pass. If we went back to full text for an NPCs, maybe.

Passive?
Maybe it's the cut-scene style presentation in DAO that gives the impression that the PC is passive. I'm not enamoured of it, frankly, or of the cinematic style and its application to computer games. BG2 was better for simply leaving it to the imagination. But that just makes me an RPG troglodyte, I imagine.
As to IWD, I haven't played it .

I simply make the point that this game didn't skimp a cent on voice acting but saw fit to recycle environments. More movie for less game. Not happy, Bioware.

Modifié par Zeevico, 01 juin 2011 - 08:48 .


#402
mesmerizedish

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Zeevico wrote...

I simply make the point that this game didn't skimp a cent on voice acting but saw fit to recycle environments. More movie for less game. Not happy, Bioware.


The environments are more a time thing than a money thing. I doubt their level designers could have been working any harder than they were, and they certainly weren't being held up level-designing by the voice team.

#403
marshalleck

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ishmaeltheforsaken wrote...

Zanallen wrote...

marshalleck wrote...

Indeed, and yours is malformed. :?


Opinion, butt or both?


I assure that marshalleck has never come near my asshole. And I'm totally willing to accept that for some reason unintelligible to me, he really liked Fallout.


The first two were okay. If you had said PS:T was the only excellent RPG they ever did, I probably wouldn't have argued. But you said it was the only decent game they ever did, which I think is inaccurate. Both Fallout titles were decent as well. I'm definitely no Fallout-NMA troll, if that's what you're thinking. 

#404
Shadow of Light Dragon

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Interesting interview...thanks for posting.


David Gaider:
[...] and also have the concept of the “unreliable narrator”—such as in The Usual Suspects where you’re not certain by the end of the tale whether the narrator was telling the truth.


Perhaps I'm slightly bitter about the DA:O epilogue slides being labelled as 'rumour and hearsay' when I think you might as well have a self-declared liar narrating the entire game. At least it's out in the open that any differences between DA2, the DLC and future DA games can be attributed to a dwarf's creative liberties.

Much as I love Varric as a character and think this sort of narrative style is fine for a movie, for the most part I don't think it works for an RPG. Being left wondering if your character actually did the things you made her do isn't a satisfying experience.

David Gaider:
I think the medium is quickly moving toward being far more cinematic than it was—which is both good and bad, I think. It’s good in that we can show as much as we tell, now. Bad because we suddenly have to show, and less can be left to the imagination … something which, in many ways, we will never be able to compete with. Far be it from me to be a Luddite, however. This is the direction the technology is moving, and hopefully we’ll reach a point where creating the cinematics is inexpensive enough that we can branch out as much as we did when it was primarily text we were working with.


It's fantastic to see that issues like this are recognised, and even better than we're able to *see* Bioware recognises them. Good interview question, great answer.

The day cinematics become easy/cheap enough for them to be as branching as dialogue options will be an awesome one indeed.

Same with multiple PC VOs. ;) Unfortunately I am stuck in my camp of 'If you can't branch and offer diversity, don't do it! Or let me turn it off! STOP OPPRESSING MY IMAGINATION!!111!1!eleventyone!1!'

Speaking of branching stuff, when will the Flirt button become a menu leading to 5 different ways to hit on an NPC? We must have cheesy pick-up lines! XD

*ahem* Moving on...

David Gaider:
[...]It’s about the player’s story more than it is about the writer’s, or at least you need to get them to the point where they buy into your story as their own.


I can only speak for myself, but DA2 didn't manage that for me. There were a number of places where I, as the player, was given the option to refuse doing something, refuse a SECOND time, then hey presto you're doing it anyway because the Plot Says So. To name a few examples, it happened with Flemeth (refusing her help), Meredith (refusing to go after the three apostates for her), and killing Thrask.

Things like that made it feel very much like the writers' story, in which we were just allowed to paddle around in the shallow end. Puncturing the inflatable toys was not allowed, even though we kept being asked if we'd *like* to.

I know there's only so far we can deviate from the main plot before huge swathes of story would have to be rewritten, but I do have a problem with being repeatedly given options to refuse something only to have my character's responses pretty much ignored.

(I would have loved an option to tell Duncan to go screw himself in DA:O after what happened to Jory, but unless that would have led to him killing the PC in a nice little cinematic that ended the game I'm *glad* there was no option to refuse only to be told "You have no choice," to which I'd have been forced to reply, "Well, since you put it *that* way...")

Heather Rabitach:
Our cinematic design and cinematic animation teams are responsible for implementing the more dynamic conversation and cutscene system in DA2. For conversations we wanted to depart from the static “head on” style that you see in most fantasy RPGs as it didn’t fit with the more fluid approach we were taking with gameplay.


I like a lot of the cinematics in DA2, but have to say I miss the more 'casual' feel of the talking-heads style dialogue. I know it's been said by other devs that there has to be some accounting for camera angles to have dialogue (esp. with party members) just anywhere, as in DA:O, but I *really* wish there was a way to have both.

The cinematic style, while awesome, is very much staged. They are set pieces. If you want to advance with that character and complete his/her arc, you *have* to have those staged conversations.

Keep them, please, because I liked the concept. But if there's time and a way to re-introduce a little casual companion dialogue for the sake of spontaneity and pure camaraderie, that would be fan-freakin'-tastic. I miss just being able to *talk* whenever, wherever, even if I've exhausted my dialogue options and can only pash with Alistair to annoy Morrigan.

This was my biggest grievance with Awakening as well. Dialogue was reduced to events, complete with quest markers. While I understand the necessity of those quest markers since I really didn't want to be visiting everyone's separate houses to see if they finally had new dialogue to offer, can I just say I found myself doing this *anyway* in DA2?

Yeah, I'm pathetic. I missed casual conversations that much. :P

Heather Rabitach:
We’ve adopted the Mass Effect-style conversation wheel, departing from our very text heavy and, at times, confusing system in Origins. One issue from fan feedback that kept coming up was that people would pick an option from the dialogue and not get the response they intended. For instance, you may accidentally flirt with a party member you had no interest in or anger an ally without meaning to.


I can't help but laugh a bit considering there were possibly *more* confusions and paraphrase-to-dialogue issues in DA2. XD

And I still think the whole Zevran debacle was 95% a case of people not reading the responses they were clicking, and then overreacting at the result they got.

Reminds me of a quest in Guild Wars: Factions, one of the few where you are given a choice and incidentally involving drinking from a chalice. The options are simple: Yes or No (drink or don't drink). 'Yes' being the first option, most people click it and are immediately sickened because they just chugged poison, forcing them to do another quest to cure themselves. A lot of people got upset at this, when really the fault was theirs for not bloody well reading the quest dialogue. :P

"Yay, experience points!" *click!* "Wait, what? Why are my stats lower now? Why is my character surrounded by an ugly green fog? WTF This game SUCKS!"

Sheesh, if they'd ended up in the bed of the Am Fah Captain the internet would have exploded.

(cont'd) The intention with the new system is to not only clear up those issues by implementing helpful icons but to visually simplify your options overall. The lore is still very much there in the “investigate” options, and for those who want to proceed quickly, they can avoid an overwhelming amount of text to choose from and still be clear about the story direction they have chosen.


But you can't go back to investigate stuff in a future dialogue, which is unfortunate. Due to the cinematic style, every conversation only happens once and things you might have wanted to discuss later never eventuate unless the NPC brings it up.

If swamping the PC with dialogue options and differentiating between important dialogue and 'flavour' dialogue was such a huge issue in DA:O, why not just colour the quest dialogue to make it stand out? (Yeah, I know, retrospect is a wonderful thing.)

Heather Rabitach:
I have been into games since I was a little kid tinkering on a Commodore 64, but I never realized my hobby would turn into a career for me. My aspirations after college were to become a video editor but when I graduated the new media industry was pretty unstable. So it took a few years for me to career back into the digital industry and make the move to Edmonton for BioWare (insert girlish glee). Since working in gaming, I have found I prefer working in a male dominated industry; You can wear what you want and say you like obscure Japanese cartoons and be considered “cool,” and the women’s washroom is never occupied.


You, ma'am, are awesome. And I'm jealous. XD

Modifié par Shadow of Light Dragon, 01 juin 2011 - 09:25 .


#405
Vaeliorin

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ishmaeltheforsaken wrote...

Alistairlover94 wrote...
Frankly, i'd rather have KOTOR 3. Or Obsidian should do it, instead. Black Isle Studios>BioWare.

I'd love KotOR3.

Torment was the only decent game Black Isle did (come at me, Fallout fans, I can take it).

I'm an IWD fan...am I allowed you come at you?


IWD > Any of Bioware's games except DA. :devil:




(Yes, I actually believe that.)

#406
Zeevico

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ishmaeltheforsaken wrote...

Zeevico wrote...

I simply make the point that this game didn't skimp a cent on voice acting but saw fit to recycle environments. More movie for less game. Not happy, Bioware.


The environments are more a time thing than a money thing. I doubt their level designers could have been working any harder than they were, and they certainly weren't being held up level-designing by the voice team.

Perhaps. Is that also true of other gameplay elements? What of the recycled creatures, met over and over again throughout, with often only cosmetic differences between them?

#407
TEWR

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LobselVith8 wrote...

Zanallen wrote...

The Ethereal Writer Redux wrote...

I'd accept that too. Just something to explain why they don't pursue him other than sheer incompetence. I mean with Athenril/Meeran you were given safety. Afterwards plot armor all the way.Image IPB 


I recall hearing somewhere that their is party banter that explains that Varric has been paying off the templars to hide Anders or Merrill. So, you can extrapolate that he was doing similar for mage Hawke, but yeah...A few lines of dialogue would have went a long way to enforce that idea.


If that was the case... what happened with Bethany? And how can Hawke stop an Abomination Profane, a horde of Rockwraiths, and an Ancient Rockwraith, but not do anything about two templars, especially after the information he finds out in "Tranquility"?

Zanallen wrote...

Once again, you can not believe in the Chant without being athiest. The Chant is a religious doctrine analogous to the Bible. Just like you can not believe in the majority of Christianity while still believing that God exists, you can believe in the Maker while disavowing the Chant.


I understand what you mean, but Aveline never states she believes in the Maker. I suppose Lukas Kristjanson could clear this issue up for us.


she gave herself up voluntarily. Of her own volition. Since it was her choice, Hawke didn't try to intervene.

#408
TEWR

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Aesieru wrote...

The Ethereal Writer Redux wrote...

that's the type of idiotic horse**** that pisses me off.

"You don't believe in our religion! You're a heretic and you will burn in hell for your sins!!"


If God loves all of his children then I doubt he gives a flying f*ck about what religion his children believe in. Especially if we're made in his own image. He probably even laughs at blasphemous jokes. If we're made in his image and we have a sense of humor, then so does He. If we can laugh at ourselves, then so can God. So he finds blasphemous jokes funny.

That's how I see it anyway. Makes enough sense.

I'll believe what I want and I will not let some other religion tell me that I am wrong and I'm a heretic for my beliefs.


And I am starting to get pissed off, but only because I've got an unbelievably painful headache right now. When I get a headache this bad I start to turn into a ****. So I need to call it a night

Also, we do need to stop the religion talk now. Let's not be the reason why the thread gets locked. Just talk about Dragon Age 2 and Templars and mages and whatever.


Go tell your father to drop dead, then see how he feels about you.

Now, go repeat that every time you see him, or any family member.

Love requires justice, and sometimes justice requires disownment to "teach you a lesson", and sometimes you don't learn that lesson.



that had absolutely nothing to do with what I posted.

#409
KLUME777

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Alistairlover94 wrote...

The Ethereal Writer Redux wrote...

Alistairlover94 wrote...

Genly wrote...

Alistairlover94 wrote...

I don't get it, what aspect of the dialouge list was confusing? If anything, it allows me to choose what the PC actually says, instead of just picking "Hey! I'm a mage!" And getting "I have friends who are mages."

Alpha Protocol takes it to a whole different level. It doesn't even give you paraphrasing(not saying that I like the dialouge wheel more for it), but it just says "Sarcastic", "Direct" and so on.

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Just to play devil's advocate (as I dont really love the conversation wheel), when you choose an option in a list of text lines, like DA:O, it's difficult to know beforehand the tone and other characteristics associated with social interactions, Much like on the internet, where sometimes you have to use emoticons and tags to convey what you really mean, along with text. Ingame, that's acomplished by the icons in the wheel.


Add icons next to each option in the list. Problem solved.


Very much this. This was suggested numerous times in the Constructive criticism thread as an ideal compromise.


Alas, David Gaider has said that they like the dialogue wheel and highly doubt it will ever be removed.


Sorry for sounding a bit crude here, but...GODDAMNIT!!!!!!


Where did he say this?

#410
Tommy6860

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Morroian wrote...

Tommy6860 wrote...

Morroian wrote...

Not IMHO, I can honestly say that 100% of the time in DAO DA2 the dialogue was delivered with the intent I wanted in terms of how the line was delivered (angry, snarky etc.). A lot of the time the actual dialogue didn't match up with the paraphrase very well but thats a different issue.


So, you concur with my reply? (You did say 100% with Origins)


Fixed I meant DA2.

Tommy6860 wrote...

Genly wrote...

I honestly haven't noticed that. Even when you consider an obviously poor (and funny hehe) example of the paraphrasing ("I'm a mage" -> "I have mage friends"), the end resultlng meaning is the same. Even if it completely destroys my sense of roleplaying :( , Anders will still like me, NPC should know I support mages and not his ideas, etc.


So, the paraphrasing icon wheel doesn't function as well as the literal written line responses in Origins?

The intent is clearer in DA2 the literal response is clearer in DAO.


I am having a hard time trying to differentiate intent from literal response, the two seem to go hand in hand. Whenever I picked the text response of my SP in Origins, I got the intended answer. I didn't get that most times with DA2 with the icon and paraphrasing, so I really don't see this. But, if that worked for you, I give you credit, but it didn't work that way for me.

#411
TEWR

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@Klume: over in the "Your random dragon age question" thread

#412
Xewaka

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In Exile wrote...
If we went back to full text for NPCs, maybe.

Problem solved!

Modifié par Xewaka, 01 juin 2011 - 12:28 .


#413
Kidd

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EDIT: Wow, this length of post is what I get for jumping in on page 17...

Reading interviews like these always make me feel so giddy. I wanna work at BioWare so bad ;_; xD

element eater wrote...

so to remedy that you changed to a system well known for its inability to accurately reprersent what will be said by the pc

I may be in the minority but I've not had as much trouble in DA2 with my PC responding in a certain tone I didn't expect as I have in the classic setup. Makes total sense to me that you can now tell if you're talking in a jokish tone or an insulting one when you tell Alistair to grow a set, etc =)

Alistairlover94 wrote...

In short, how is the dialouge wheel a less confusing system than actually reading what the PC is actually going to say and do?

Because words without smilies only mean so much. You can't infer tone from it, it's why we use smilies on the internet and why our writing teachers tell us not to rely so much on dialogue - it takes the reader out of the story by not "showing" tones.

Of course, I feel like a million ways of hilarious saying that since I'm in a special school class for people with Asperger syndrome and other such neurological handicaps XD

But yeah, in the classic format, you couldn't tell how your character was going to say something. With the dialogue wheel, you can't tell which words your character will use to say what you want them to say. There's a downside to each system. The best of both worlds (in this perspective) would be to show full lines (then you know the exact words) along with intent icons (then you know the tone) - but then you run into the other problem which is redundancy. Reading the full line makes hearing the full line later kind of.... awkward. So there's three ways of doing this unless they come up with some new system later on;

- Lose track of the exact words your character will say (wheel)
- Lose track of what your character means when saying it (list)
- Awkward redundancy while you wait for your character to finish speaking (list with voice over)

Alistairlover94 wrote...

and with convo skills intact(like Coercion).

I hope not. I really dislike being better at diplomacy because I chose I wanted to be able to do it when on the level-up screen (which does a great job of putting you out of the game world's eyes), even though I had never even tried to be diplomatic up until that point. One who tries to parlay with words becomes better at it with time. Same goes for weapons. We finally have that kind of role playing realism on our conversation skills, I'd prefer not to go back to the age where your mechanical character sheet was more important than actual in-game actions ^^;

tallon1982 wrote...

If you didn't enjoy the non-voiced protagonists then you didn't play any games unless you played something like Street Fighter to hear the various grunts and b*tchslappings [smilie]http://social.bioware.com/images/forum/emoticons/grin.png[/smilie]

As someone who plays BioWare games and Capcom fighting games (mostly SF, at that), I take offense from this drastic generalisation that seemingly attempts to talk down on my intelligence!

Joking of course =D On the taking offense part I mean, I do play SF quite religiously ;)

Genly wrote...

For example, let's say for DA:O style,
you have to choose a text line to say something to Anders, then you 
pick one that you intend to be a joke. But instead the game "chooses" 
for you a serious tone, making Anders angry and you lose friendship. 
Now, let's say you say that same thing to Aveline: even if she knows 
you're joking, she might react badly anyway. In both cases, their 
responses were "unexpected", but in the first case, it was a flaw of the
"system",

Very well put =)

When I role play around a game table, I can always use the tone I want to since I say the words myself. There are no misunderstandings. If I ****** an NPC off then it's because this NPC doesn't like what I said, not because there was a wall in between me and the NPC that misinterpreted what I said (that wall is your video game, which sadly must interpret and fit everything you do into pre-made choices the writers have set up). BioWare is doing a great job at making sure that wall is as slim as possible with the intent icons. Of course, even more choices are always welcome! ^^

erynnar wrote...

And for the record, my hubby played Douchwall of Kirkwall and the aggressive options are not always aggressive. In fact, one I chose as snarky was more aggressive and garned me a very mad NPC.

That's good. Some people will become more annoyed at you being snarky than if you're being blunt. You don't control the NPCs, you only control Hawke. If you make Hawke do something that annoys the NPC, the NPC will react accordingly.

The Ethereal Writer Redux wrote...

I would've liked to make Hawke an atheist. Right now I'm roleplaying Damaeus Cousland as an atheist because he was actually given the option to tell Mother Mallol in Castle Cousland that he doesn't believe in the Maker.

That.... actually made me happy when I found it out.

Little choices on a character mean so much in the grand scheme of things.

I agree, touches like that are awesome =) I remember when Varric asked Hawke "so what do you want to do with your life?" and I had like 5 choices or something to choose from. I sat on that screen for a good minute or so before choosing on my first character. Of course, what I picked didn't change crap which is very wasted potential, but it was a very nice moment that allowed me to flesh out my Hawke as a character. Definitely great illusion of choice on my first playthrough, it's just sad DA2's rushed-to-the-door design indeed kept it at illusion of choice instead of doing something with it. Still, having the small detail there is better than having nothing at all, definitely =)


One thing's for sure about the whole voice debacle, if our PC ever turns silent again, I want them to be -truly- silent. It's horrible hearing my character talk to me while I'm selecting her, and hearing her comment on getting orders and stuff, yet she never speaks out of combat. Then again, I have a feeling I might feel that way since I'm a console player, cause I don't have that problem in BG on PC at all. There's just something weird about having the down-to-earth camera that immerses me into the world more instead of letting me look at it all as symbols, and then having my character speak to me in that view. Yuck!

Modifié par KiddDaBeauty, 01 juin 2011 - 01:37 .


#414
Ninotchka

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Shadow of Light Dragon wrote...

David Gaider:
[...]It’s about the player’s story more than it is about the writer’s, or at least you need to get them to the point where they buy into your story as their own.


I can only speak for myself, but DA2 didn't manage that for me. There were a number of places where I, as the player, was given the option to refuse doing something, refuse a SECOND time, then hey presto you're doing it anyway because the Plot Says So. To name a few examples, it happened with Flemeth (refusing her help), Meredith (refusing to go after the three apostates for her), and killing Thrask.

Things like that made it feel very much like the writers' story, in which we were just allowed to paddle around in the shallow end. Puncturing the inflatable toys was not allowed, even though we kept being asked if we'd *like* to.

I know there's only so far we can deviate from the main plot before huge swathes of story would have to be rewritten, but I do have a problem with being repeatedly given options to refuse something only to have my character's responses pretty much ignored.


Great post - I agree with everything you mentioned especially this snipped quote. It was incredibly disappointing to experience this lack of player agency in-game after all of the DAII pre-release hype we copped about our "choices mattering". Choices schmoices!

#415
Guest_Alistairlover94_*

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Ninotchka wrote...

Shadow of Light Dragon wrote...

David Gaider:
[...]It’s about the player’s story more than it is about the writer’s, or at least you need to get them to the point where they buy into your story as their own.


I can only speak for myself, but DA2 didn't manage that for me. There were a number of places where I, as the player, was given the option to refuse doing something, refuse a SECOND time, then hey presto you're doing it anyway because the Plot Says So. To name a few examples, it happened with Flemeth (refusing her help), Meredith (refusing to go after the three apostates for her), and killing Thrask.

Things like that made it feel very much like the writers' story, in which we were just allowed to paddle around in the shallow end. Puncturing the inflatable toys was not allowed, even though we kept being asked if we'd *like* to.

I know there's only so far we can deviate from the main plot before huge swathes of story would have to be rewritten, but I do have a problem with being repeatedly given options to refuse something only to have my character's responses pretty much ignored.


Great post - I agree with everything you mentioned especially this snipped quote. It was incredibly disappointing to experience this lack of player agency in-game after all of the DAII pre-release hype we copped about our "choices mattering". Choices schmoices!


Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?

#416
Icinix

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Alistairlover94 wrote...

Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?


Hehehe.

It never gets old.  Its so cruel even tempting the dialogue choice and still doing nothing with it.

#417
Obadiah

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Icinix wrote...

Alistairlover94 wrote...

Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?


Hehehe.

It never gets old.  Its so cruel even tempting the dialogue choice and still doing nothing with it.

That is just wrong.

#418
Guest_Alistairlover94_*

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Icinix wrote...

Alistairlover94 wrote...

Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?


Hehehe.

It never gets old.  Its so cruel even tempting the dialogue choice and still doing nothing with it.


It's like I was being mocked by the writers. You could hear them pointing and laughing at you. Just proves Hawke is infact, not the "most important person in all of Thedas".

#419
Nerevar-as

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Alistairlover94 wrote...

Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?


Holy .... Hadn´t seen that one. Bloody idiot falls short.

About choices, anyone can tell me whatever choice happened 1st time on Sundermount that one review mentioned as different Hawkes returning?

#420
Guest_Alistairlover94_*

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Nerevar-as wrote...

Alistairlover94 wrote...

Just gonna leave this here:

Is everyone in Kirkwall a bloody idiot?


Holy .... Hadn´t seen that one. Bloody idiot falls short.

About choices, anyone can tell me whatever choice happened 1st time on Sundermount that one review mentioned as different Hawkes returning?


wut?Image IPB

#421
Nerevar-as

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It was in a review, can´t remeber what magazine it was, saying it was the first great twist (Flemeth) and that Hawke could be a very different character after that.

Modifié par Nerevar-as, 01 juin 2011 - 02:04 .


#422
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Nerevar-as wrote...

It was in a review, can´t remeber what magazine it was, saying it was the first great twist and that Hawke could be a very different character after that.


Different... how so? More relevant to the plot? Because that certainly did not happen.

#423
Nerevar-as

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Didn´t give any more details. I´ll try to find it again.

#424
Nerevar-as

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It was in Gameinformer.

Maybe I missunderstood something, but the reviewer said by this time Hawke could be a very different character. I saw nothing in Act 1 that could give that impression.

Modifié par Nerevar-as, 01 juin 2011 - 02:29 .


#425
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Nerevar-as wrote...

It was in Gameinformer.

Maybe I missunderstood something, but the reviewer said by this time Hawke could be a very different character. I saw nothing in Act 1 that could give that impression.



So how is Hawke any different? And that wasn't a huge plot twist. Hawke just undid what my Wardens did.