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Please no more JRPG?


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#301
Il Divo

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The Ethereal Writer Redux wrote...

It still glows. That's my point. People dislike glowing weapons, even if certain explanations are given. Lyrium runes make them glow (and lyrium does glow as Javaris says)? They're still glowing! It was made from a meteorite and meteorites tend to glow? It's still glowing!


Oh, I wouldn't say that. I personally wouldn't trade Spellweaver for the world. Posted Image

#302
Bejos_

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Theagg wrote...

AlanC9 wrote...

Bejos_ wrote...
Did you read all my posts on the page? Shrug. Either I got that provincial debating trophy for nothing, or those hip shades you're wearing prevented you from reading it all.


Page ten, right?

I count two posts of yours there. Post one -- "I would not hold my breath ..." -- is more about your personal taste, and if anything makes it sound like the art style is relatively trivial.

So I guess the post about the Matrix -- " Matrix 1 has very little sci-fi?" -- is supposed to have the actual argument in it? I discounted that since much the post is about how the Matrix did have a consistent art style and the sequels failed anyway.

You are arguing that changing art styles is a bad thing, right?


Hmm, I missed that one. Thanks for pointing that one out, as you say, read fully the first post quoted does sound like he has little problem with changes in art style ( to quote.."The artstyle should really be the least of the complaints") and in fact, that he would have been fine with it had they just been more blatant about the changes. His problem then doesn't seem to be one of a lack of consistency but that they were not dedicated enough to making the changes more concrete.


And if you read my posts following that, you'll see the rest of the argument.
At it's most simple: DA2 is still connected to DA:O, so it should have a consistent artstyle. The Matrices all have a consistent artstyle, because they have a shared story arc. Considering that even the Matrices, which are largely considered to be a failure in all other respects-- because they moved away from the core of TM1-- have a consistent artstyle, the DA franchise has no excuse for not sticking to its artstyle. Evolve a little, sure; reimagine it all, no.
There you go. If you're going to try to poke holes in this, have fun. It's a clearly argued assertion. I don't see any new points coming up, other than your trying to poke holes in it. Which would be fine, except there aren't any.
Unless there's anything new, I'll be taking my leave.
Good day to you, Sirs!

#303
Funkjoker

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Before this thread gets "too old", I'll post a link for some good laugh:

project-apollo.net/text/rpg.html

The text may be a little bit older, but most of points still prove to be valid in "modern" JRPGs. Hence the dislike.

There are many good ones. Here an example:

76 Magical Inequality Theorem

In the course of your travels you may find useful-sounding spells such as Petrify, Silence, and Instant Death. However, you will end up never using these spells in combat because a) all ordinary enemies can be killed with a few normal attacks, making fancy attacks unneccessary, B) all bosses and other stronger-than-average monsters are immune to those effects so there's no point in using them for long fights where they'd actually come in handy, and c) the spells usually don't work anyway.

77 Magical Inequality Corollary

When the enemy uses Petrify, Silence, Instant Death, et cetera spells on you, they will be effective 100% of the time.

96 I'm the NRA (Billy Lee Black Rule)

Opposition to gun control is probably the only thing you could get all RPG characters to agree upon. Even deep religious faith and heartfelt pacifism can't compete with the allure of guns.

Modifié par Jean-Funk Van Damme, 10 juillet 2011 - 06:17 .


#304
T764

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An interesting read, but many of them are also prevalent in wrpgs.

#305
Wolfborn Son

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I don't think anyone who says "DAII looks like an anime/JRPG" ever really watched an anime or played a JRPG. If anything, DA2 was closer to Warhammer Fantasy, a western property that anything Japanese.

Over the top and stylized armor? Check. Massive weapons? Check. Over the top fighting? Check.

#306
Harid

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Jean-Funk Van Damme wrote...

Before this thread gets "too old", I'll post a link for some good laugh:

project-apollo.net/text/rpg.html

The text may be a little bit older, but most of points still prove to be valid in "modern" JRPGs. Hence the dislike.

There are many good ones. Here an example:

76 Magical Inequality Theorem

In the course of your travels you may find useful-sounding spells such as Petrify, Silence, and Instant Death. However, you will end up never using these spells in combat because a) all ordinary enemies can be killed with a few normal attacks, making fancy attacks unneccessary, B) all bosses and other stronger-than-average monsters are immune to those effects so there's no point in using them for long fights where they'd actually come in handy, and c) the spells usually don't work anyway.

77 Magical Inequality Corollary

When the enemy uses Petrify, Silence, Instant Death, et cetera spells on you, they will be effective 100% of the time.

96 I'm the NRA (Billy Lee Black Rule)

Opposition to gun control is probably the only thing you could get all RPG characters to agree upon. Even deep religious faith and heartfelt pacifism can't compete with the allure of guns.


I can quote jrpg's off the top of my head that break each and every one of those rules, yet I can't do the same for WRPGs, though, that may be because I haven't played enough.

Regardless of which, most of those same cliches are prevalent in wrpgs.  Cliches ultimately don't matter if the game ends up great regardless.  And there are many great properties rife with cliches that end up great as well.

Modifié par Harid, 11 juillet 2011 - 12:01 .


#307
Ronin2006

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I was thinking that in terms of the art style, DA could take a lot of inspiration from Demon's Souls. Ironically, this Japanese game actually captures the Western fantasy look a lot better than DA2.

DA2 doesn't look like European/Western fantasy, it looks like a silly cartoon.

#308
PinkDiamondstl

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I don't know White Knight would have been better if it was like DAO and had a story less child-like .
I mean man it was like I was watching a bad anime. Did you see the dancing on the lake scene?! ...........(Vomits)

#309
Faunwea

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Hmm... DA doesn't remind me of JRPGs at all. =\\

#310
erynnar

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I haven't played any JRPGs so I have no comments on that. But I do like DAO's art style better. And especially if the new "derpspawn" look continues (Genlock Alpha/LoTR Troll, and the Genlock Skeletor gorrilas). DA2 was a little to, "cartoony" for me.

#311
Wolfborn Son

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Ronin2006 wrote...

I was thinking that in terms of the art style, DA could take a lot of inspiration from Demon's Souls. Ironically, this Japanese game actually captures the Western fantasy look a lot better than DA2.

DA2 doesn't look like European/Western fantasy, it looks like a silly cartoon.


Again, I suggest people look into Warhammer art.  It has armor that's more stylish than functional, with an emphisis on massive pauldrons, larger-than-life weapons, and is one of the iconic Western fantasy settings.   While I understand people might not like the style, it is Western.

#312
erynnar

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Wolfborn Son wrote...

Ronin2006 wrote...

I was thinking that in terms of the art style, DA could take a lot of inspiration from Demon's Souls. Ironically, this Japanese game actually captures the Western fantasy look a lot better than DA2.

DA2 doesn't look like European/Western fantasy, it looks like a silly cartoon.


Again, I suggest people look into Warhammer art.  It has armor that's more stylish than functional, with an emphisis on massive pauldrons, larger-than-life weapons, and is one of the iconic Western fantasy settings.   While I understand people might not like the style, it is Western.



WoW (World of Warcraft) does this too, along with bright colors and a cartoony style. I think that is why I don't like DA2 it reminds me of WoW.

#313
MonkeyKaboom

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A lot of people seem to think that slow (as in DA:O) is somehow more realistic.  The flippy stuff was over the top but it just goes to show how little people know about actual fighting.  

www.youtube.com/watch

These are just technique demonstrations.  But it does show just how precise a 2 hand weapon can be.  It is not an unwieldy beastly weapon.  It is built for range.  In Musashi's Book of 5 Rings he talks of the reach of a daito and in battle you must avoid being "entangled" in the weapon when weilding a shorter blade.  A weapon that is slow is a weapon that is useless.  Imagine these great sword techs above being utilized in real time.  Then add to that the fact that against an armored enemy there are only a few precise points that can effectively be targeted (openings around the armpits, neck).  There is nothing realistic at all about a 7 foot man mountain (Sten) swinging a sword once every 10 seconds. 

#314
Lord Coake

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WilliamShatner wrote...

Huntress wrote...

DAO perfect?
Combat animation for mages improved alot in DA2, hell with that! Mages improved by 100%!, not only the staff waving thing, thats what everyone also focus, the ability for them to MOVE away from a mele attack is 100% better, thats what I miss when I play DAO.
When I play DA2 I miss finishing move from Dw warriors and rogues, I miss DW warrior all together but, yes finishing moves are so cool in DAO.
Crafting system in DAO and Awakening are just.. bad, DA2 improved that on my eyes, not need to make 1 alch/poison and wait for it to gain X level for me to learn and for me to be able use it if am able all together .. I rather find the materials and use it when I want and even if I get to use them at level 5, thats my choice. I use poison on my mages staff and when they get mele attack they slow the enemies, how cool is that??? lol

Dao wasn't perfect, DA2 is not perfect but yes, I like things from both games, thats what makes me going back and playing them.


Combat animations are way down on the importance totem pole.


It's called immersion.  DA2 had none.

#315
furryrage59

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MonkeyKaboom wrote...

A lot of people seem to think that slow (as in DA:O) is somehow more realistic.  The flippy stuff was over the top but it just goes to show how little people know about actual fighting.  

www.youtube.com/watch

These are just technique demonstrations.  But it does show just how precise a 2 hand weapon can be.  It is not an unwieldy beastly weapon.  It is built for range.  In Musashi's Book of 5 Rings he talks of the reach of a daito and in battle you must avoid being "entangled" in the weapon when weilding a shorter blade.  A weapon that is slow is a weapon that is useless.  Imagine these great sword techs above being utilized in real time.  Then add to that the fact that against an armored enemy there are only a few precise points that can effectively be targeted (openings around the armpits, neck).  There is nothing realistic at all about a 7 foot man mountain (Sten) swinging a sword once every 10 seconds. 


That's a long sword, not a great sword as used in Dragon age 2.

Also, http://www.youtube.c...?v=_hfLZozBVpM.

Look at how unbalanced he becomes when he does a powerful swing, certainly isn't swinging like a meth addicted crack bunny. To effectively use two handed weapons in DA:O you use abilities instead of 'just' swinging. Which doesn't take ten seconds which is just a flat out lie.

#316
xkg

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^ TRUE.

and MonkeyKaboom@, i hope you noticed that those dude in your video aren't wearing any armor ?

But even without armor thery are rather slow compared to this:



+ If you watch closely you can see that Hawke is using 1 hand to swing 2h great sword ;)  lol

#317
A Crusty Knight Of Colour

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While neither Origins or Dragon Age 2 had "realistic" 2h sword swings in the sense of the word, the combat animations (as a whole) of Origins felt much more appropriate for the setting than Dragon Age 2's. I got the impression that much of the gameplay and animations in Dragon Age 2 were made to be "cool for the sake of cool" rather than making them appropriate for the setting. While I felt that Origins animations were too slow and that the shuffle was really annoying, I'd rather have them as a whole than what Dragon Age 2 presented. Although, ideally, a medium between the two could be reached.

When you have ninja parachuting spawns, blatantly over exaggerated combat animations along with the frameskips and exploding enemies (though I hear that's fixed now), it's hard to take the game seriously. Especially when it's contrasted with a narrative that's aimed to be realistic and grounded. It creates this inconsistency that conflicts with the setting/narrative and (for me), makes the suspension of disbelief all the harder to maintain.

Modifié par mrcrusty, 11 juillet 2011 - 11:14 .


#318
In Exile

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mrcrusty wrote...

While neither Origins or Dragon Age 2 had "realistic" 2h sword swings in the sense of the word, the combat animations (as a whole) of Origins felt much more appropriate for the setting than Dragon Age 2's. I got the impression that much of the gameplay and animations in Dragon Age 2 were made to be "cool for the sake of cool" rather than making them appropriate for the setting. While I felt that Origins animations were too slow and that the shuffle was really annoying, I'd rather have them as a whole than what Dragon Age 2 presented. Although, ideally, a medium between the two could be reached.


It's not cool for the sake of cool so much as it is the composition of the dev. team - Mr. Laidlaw was the lead writer on JE, and the art team was from JE as well. I think if you think of it as wuxia, you can start to see how the artistic vision is coherent between the two. 

#319
Xewaka

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In Exile wrote...

mrcrusty wrote...
While neither Origins or Dragon Age 2 had "realistic" 2h sword swings in the sense of the word, the combat animations (as a whole) of Origins felt much more appropriate for the setting than Dragon Age 2's. I got the impression that much of the gameplay and animations in Dragon Age 2 were made to be "cool for the sake of cool" rather than making them appropriate for the setting. While I felt that Origins animations were too slow and that the shuffle was really annoying, I'd rather have them as a whole than what Dragon Age 2 presented. Although, ideally, a medium between the two could be reached.

It's not cool for the sake of cool so much as it is the composition of the dev. team - Mr. Laidlaw was the lead writer on JE, and the art team was from JE as well. I think if you think of it as wuxia, you can start to see how the artistic vision is coherent between the two. 

There might be a problem when a game compares better to a different setting, ruleset and tone than to the predeccessor it shares setting with. I do believe asking for coherence within the same setting is not out of line.

Modifié par Xewaka, 11 juillet 2011 - 12:55 .


#320
Wolfborn Son

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erynnar wrote...

Wolfborn Son wrote...

Ronin2006 wrote...

I was thinking that in terms of the art style, DA could take a lot of inspiration from Demon's Souls. Ironically, this Japanese game actually captures the Western fantasy look a lot better than DA2.

DA2 doesn't look like European/Western fantasy, it looks like a silly cartoon.


Again, I suggest people look into Warhammer art.  It has armor that's more stylish than functional, with an emphisis on massive pauldrons, larger-than-life weapons, and is one of the iconic Western fantasy settings.   While I understand people might not like the style, it is Western.



WoW (World of Warcraft) does this too, along with bright colors and a cartoony style. I think that is why I don't like DA2 it reminds me of WoW.


I really didn't see bright colors in DAII though.  While it could be my TV,  everything seemed more muted to me.  It's just that there was more color that Origins browns and grays. 

#321
In Exile

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Xewaka wrote...
There might be a problem when a game compares better to a different setting, ruleset and tone than to the predeccessor it shares setting with. I do believe asking for coherence within the same setting is not out of line.


No. But DA:O's faux realism (IMO) had to go either way. 

#322
In Exile

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Wolfborn Son wrote...
I really didn't see bright colors in DAII though.  While it could be my TV,  everything seemed more muted to me.  It's just that there was more color that Origins browns and grays. 


Where?

#323
Xewaka

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In Exile wrote...

Xewaka wrote...
There might be a problem when a game compares better to a different setting, ruleset and tone than to the predeccessor it shares setting with. I do believe asking for coherence within the same setting is not out of line.

No. But DA:O's faux realism (IMO) had to go either way.

Is there a reasoning behind this? Other than the fact that some people felt the combat needed more flashiness?

#324
A Crusty Knight Of Colour

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In Exile wrote...

Xewaka wrote...
There might be a problem when a game compares better to a different setting, ruleset and tone than to the predeccessor it shares setting with. I do believe asking for coherence within the same setting is not out of line.


No. But DA:O's faux realism (IMO) had to go either way. 


Cure worse than the disease, perhaps? I think it's possible to make the combat more responsive and faster without going over the top like Dragon Age 2 had. Likely, BioWare will try to aim for that if/when a Dragon Age 3 gets developed. It (OTT) would've worked better, had it been a new setting, but in an established setting, coherence in tone is an important area for me for "immersion", especially in a narrative-heavy game.

If a game contradicts it's narrative or established setting in tone internationally, that's the equivalent of the game not taking itself seriously. Therefore, why should the player take the game seriously? I had the same problem with Fallout 2. It eventually won me over, but it undoubtedly changed the Fallout setting in a way which I wouldn't consider a good way as far as taking the game's narrative and setting seriously goes.

Modifié par mrcrusty, 11 juillet 2011 - 02:49 .


#325
LeBurns

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mrcrusty wrote...

While neither Origins or Dragon Age 2 had "realistic" 2h sword swings in the sense of the word, the combat animations (as a whole) of Origins felt much more appropriate for the setting than Dragon Age 2's. I got the impression that much of the gameplay and animations in Dragon Age 2 were made to be "cool for the sake of cool" rather than making them appropriate for the setting. While I felt that Origins animations were too slow and that the shuffle was really annoying, I'd rather have them as a whole than what Dragon Age 2 presented. Although, ideally, a medium between the two could be reached.

When you have ninja parachuting spawns, blatantly over exaggerated combat animations along with the frameskips and exploding enemies (though I hear that's fixed now), it's hard to take the game seriously. Especially when it's contrasted with a narrative that's aimed to be realistic and grounded. It creates this inconsistency that conflicts with the setting/narrative and (for me), makes the suspension of disbelief all the harder to maintain.


In a nutshell for me.  Just this alone would make me not ever play DA2 (I only played the demo).  Add to that all the other problems like maps, story, etc. and it quickly becomes a game I'll never play even if it was given to me.

I come here because DA2 destroyed one of my favorite gaming universes, the world of DAO.  Why the devs felt they had to do that and not start a new game for all their 'fresh' new ideas is beyond me.  To me there is no hope for DA3 and the world of Dragon Age for me will always be just one outstanding game, which I'm still playing over and over.