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The Official Knight-Captain Cullen Discussion thread 2.0.


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#53751
Adela

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R2s Muse wrote...

Anyhoo I wonder if we can read into the castle having the power which you now control, or if an English speaker just did an awkward job translating the original tweet into German.  ag99, what do you think?


well im not really German either im Romanian but i live here because my husband works for the US army so we are just stationed here the only thing i know in German is how to count from 1 to 10 lol and ive been living here for the past 4 years.. sad i know i should have known the language by now but idk i find it a bit hard

#53752
R2s Muse

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ag99: LOL As a non-German speaking American in a bilingual household, I hear ya.

FWIW, husband also thought FB post perhaps was being deliberately obscure. Like the English post! LOL

#53753
LolaLei

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New info:

"Stop press: just heard that Gamespot AU recorded the entire panel, it'll be uploaded most likely tomorrow Australia time (so 12-24 hours from now). I'll link to it if I can, but somebody else will probably find it first.

Bioware panel - PAX Australia
First of all, everyone from Bioware was incredibly nice and enthusiastic, and Patrick Weekes is genuinely hilarious. They couldn't say much about DAI *at all*, and so the response to almost every question was "we can't talk about that yet". Cameron had a presentation prepared but most of the session was Q&A.

I wasn't able to copy exactly what people said in many cases, so don't overanalyse the language I'm using here - I got pretty much everything related to Dragon Age down on paper, but it's not exactly using the words that the Bioware staff used.

- The E3 trailer was made by approximately 30 people and took 5-6 weeks - they deliberately included certain scenes and characters because they wanted to get a few messages across to the fans.

- The DAI artwork of the Inquisitor reaching for a helmet (and wearing rings) is more about a representation of the player being immersed into the game, and that it's *our* story. This was a theme that they constantly repeated, they want DA Inquisition to feel like "our" story. Cameron said people had wondered a lot about who the helmet figure was, and what the rings were for - he never really explained either of them, though.

- They want to emphasise "an epic story and a world in chaos". A bigger, broader story like Origins. Cameron pointed to a few of the new creatures in the trailer: one is a new type of demon, the crystal/rock monster thing has a giant club to use in combat, and the thin, skeletal one is called a "Nightmare". At the same time as a demon invasion is happening from a breach in the Veil, chaos also engulfs human nations and factions as they go to war with each other. The story is a long one (that sounds obvious but it was part of a larger sentence and I forget the second part).

- Another section of the E3 trailer was intended to represent "decisions that matter". The scene with Varric and the dead bodies actually occurs in the game - a village is destroyed and its people wiped out because of actions that the Inquisitor did, or failed to do. They want consequences for our choices to ripple through the game.

- Old news, but the player leads the Inquisition - and the Inquisition is not part of the Chantry.

- The map scene with Cassandra from the trailer was the Inquisition plotting and planning an attack, with various people gathered around the table, plotting.

- Cameron showed a screenshot from the E3 trailer of the environment/fortress where lightning strikes (the one dotted with statues, I don't have a picture) and said this place appeared normal but strange things happened there. This location has been something they've been working on for the last few months.

- Three new pieces of concept art (I don't have pictures, but people were taking them):

- A desert scene, Cameron mentioned it had oases, with a door and some kind of symbol above it.
- A swamp landscape, "hidden ruins"
- A really interesting shot of a qunari sitting/lying in a sandy/arid location, next to a large-ish reptilian animal (someone said "dragon" but it didn't look like it?) that had *qunari-shaped horns*. Cameron made the connection between the qunari's horns and the animal's, which were exactly the same shape and type.

- Again, they're aiming for a mix between the tactical combat of Origins and the "fluidity" of DA2.

- Patrick Weekes seemed to imply that the tensions or conflict between Empress Celene and Grand Duke Gaspard will be a significant plot point in DAI. The reason he's writing The Masked Empire is that (to paraphrase) they wanted to give more background about internal Orlesian politics and the characters of Celene and Gaspard, and a novel was the appropriate narrative method to do it justice in terms of length, etc.

- Karin Weekes said dealing with the writers was occasionally like, I quote, "herding rabid cats"

- Lots of exploration, they mentioned Bioware's history of exploration in previous games and said it was a theme they were returning to.
- The player can explore maps and find new things, including (I have it quoted as, by Cameron) "small dungeons or big dungeons".

- DAI has a diverse range of environments. Patrick said (like Mike has said at other events) there won't be the same cave repeated seventeen times, etc. The team went through and listed some, as well as showing all the concept art we've seen so far (including the new ones they showed at PAX Aus).
- Desert, swamps, mountains, grasslands, ruins, snowy locations - possibly some more but I didn't catch them.

- On save-files, they can't reveal anything yet but decisions will carry across.

- They're not going to scrap "Bioware-style choices", and there was an interesting discussion of persuasion options (Patrick said Mass Effect arguably became 'pick the glowing blue/red option to win'). They want to have *some* other influence on dialogue and choice outcomes, whether that be stats-based, or having certain options require having a particular companion present, or having dialogue or choices dependent on other things said earlier in the conversation.

- Patrick said the best choices are the ones that get people genuinely thinking and debating the one they chose. He wants to write them so that each choice looks "right", depending on the player's worldview or philosophy - not just "save the baby or save the warlock", which are absurdly obvious binary good/evil choices.

- Patrick, Cameron and Chris (I think Chris was involved) talked about the proposal of using random numbers in determining the outcome of dialogue options or choices, and said they've basically rejected doing this. Players like seeing the consequences of their choices, and seeing a cause -> effect relationship, and introducing an element of randomness to choices/dialogue could be seen as unfairly punishing them. Also, players would reload if they "randomly" got a "bad" outcome, or something they didn't want, and anything that forces the player to constantly reload their saves isn't very fun gameplay.

- On dialogue:
- Patrick Weekes was talking about the reaction to Hawke and the way dialogue in DA2 was affected by previous things the player had said in the conversation. He said some players found this confusing and that they were looking at it for DAI.
- Patrick also said (unprompted) that they're aware of the backlash against ME3's 'autodialogue'
- People were also occasionally frustrated by dialogue paraphrases in DA2 (where the dialogue option they picked didn't really sound like what Hawke actually said), Patrick and Karin Weekes had an interesting and entertaining conversation about the difficulty of paraphrasing. It's an issue that they're kept in mind when developing DAI.

- Finally, they said more information is coming, eventually. They're asking us to be patient, but with an extra year of development the panel really seemed to be positive about DAI's potential."

Modifié par LolaLei, 19 juillet 2013 - 12:52 .


#53754
Adela

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hmm so once again to me it seems like they pretty much  said what we kinda already know...

Modifié par ag99, 19 juillet 2013 - 01:06 .


#53755
Adela

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and go figure "more information coming eventually"

#53756
R2s Muse

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OMG!!! Can't believe I'm traveling so I can't fully dissect w you guys.

Love that the scenes in trailer were meant to show us specific issues. Knew Cass map scene was the Inquisition plotting! Interesting that Varric scene was real too! Hmm whole village dead... Sounds like more tough decisions... that I love to hate.

Can't wait to watch panel!!

#53757
R2s Muse

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We'll have to watch for new concept art on FB.

Animal with qunari horns?? Weird.

#53758
R2s Muse

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Still betting the Nightmare demon is despair demon.

#53759
Adela

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- Patrick, Cameron and Chris (I think Chris was involved) talked about
the proposal of using random numbers in determining the outcome of
dialogue options or choices, and said they've basically rejected doing
this. Players like seeing the consequences of their choices, and seeing a
cause -> effect relationship, and introducing an element of
randomness to choices/dialogue could be seen as unfairly punishing them.
Also, players would reload if they "randomly" got a "bad" outcome, or
something they didn't want, and anything that forces the player to
constantly reload their saves isn't very fun gameplay.


so does this mean we only get 3 options again?

#53760
R2s Muse

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 I don't think it says anything about just 3 options but they've previously said there will also be some kind of reaction wheel in addition to tones.  I think all weekes is saying is that there will be choices that you control. 

Modifié par R2s Muse, 19 juillet 2013 - 01:31 .


#53761
Adela

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in a way they are kinda right in the regards that its not fun to reload every time u made a bad choice that u may not have been aware of usually in my 1st playthrous i like to have a "clean" game and get the most good outcomes that i can get and after that i play as and evil person or whatever lol

Modifié par ag99, 19 juillet 2013 - 01:27 .


#53762
CuriousArtemis

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My first game is usually a complete fcuk up ... I miss quests, accidentally don't recruit companions, don't build up enough persuasion/influence/whatever to make the "right" choices, and also have to do it all with a really ugly PC who looked great in the CC lol

#53763
Adela

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motomotogirl wrote...

My first game is usually a complete fcuk up ... I miss quests, accidentally don't recruit companions, don't build up enough persuasion/influence/whatever to make the "right" choices, and also have to do it all with a really ugly PC who looked great in the CC lol


lol i feel ya there hopefully this time the CC wil be more "acurate" with how it actually looks in game usually if i dont like how my character looks i just keep remaking it till im satisfyed lol and THEN play the game :P

#53764
Adela

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i see there is also a blog with some pics about this info

#53765
Danny Boy 7

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motomotogirl wrote...

My first game is usually a complete fcuk up ... I miss quests, accidentally don't recruit companions, don't build up enough persuasion/influence/whatever to make the "right" choices, and also have to do it all with a really ugly PC who looked great in the CC lol


Same here. I tend to just rush through the game get my companions and see how awful the world looks by the end of the game. I like how they said that it won't just be save the baby/warlock because that happens a lot in RPGs and even though it's fun it gets a bit old.

#53766
Melca36

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I have a question for Cullen experts.... :wizard:


During the battle with Wilmod on the Wounded Coast I witnessed Cullen set his sword down and this glowing ball/orb formed in his hand. He then threw the ball/orb at one of the abominations and there is even a trail it leaves. He grabs his sword after and resumed normal fighting. Has anyone had this experience? Is it a Templar ability or a glitch?:wizard::o

Here is the only screenshot I was able to get of the orb and the trail that it leaves.  



http://i1183.photobu...4c.jpg~original


What is it? :o

#53767
Adela

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Danny Boy 7 wrote...



Same here. I tend to just rush through the game get my companions and see how awful the world looks by the end of the game. I like how they said that it won't just be save the baby/warlock because that happens a lot in RPGs and even though it's fun it gets a bit old.


wait does that mean we dont get to save anyone and that whatever choice we make will end up like DA2??

#53768
Shades_Of_Pale

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I had never seen that, though when I was in that battle I hardly looked at what everyone else was doing. Maybe he is using his templar abilities to smite the abominations to take away their mana.

#53769
Adela

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@Melca36 I think that may be a glitch cause i never had that happen o me before...

#53770
Danny Boy 7

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Melca36 wrote...

I have a question for Cullen experts.... :wizard:


During the battle with Wilmod on the Wounded Coast I witnessed Cullen set his sword down and this glowing ball/orb formed in his hand. He then threw the ball/orb at one of the abominations and there is even a trail it leaves. He grabs his sword after and resumed normal fighting. Has anyone had this experience? Is it a Templar ability or a glitch?:wizard::o

Here is the only screenshot I was able to get of the orb and the trail that it leaves.  



http://i1183.photobu...4c.jpg~original


What is it? :o


It's probably just a templar ability. 

#53771
Danny Boy 7

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ag99 wrote...

Danny Boy 7 wrote...



Same here. I tend to just rush through the game get my companions and see how awful the world looks by the end of the game. I like how they said that it won't just be save the baby/warlock because that happens a lot in RPGs and even though it's fun it gets a bit old.


wait does that mean we dont get to save anyone and that whatever choice we make will end up like DA2??


Where did you get that from?

I think they meant that the choices weren't going to be easy like baby/warlock thing. We might have to choose between a village or its alienage. That's a scenario I can think of.

#53772
Adela

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oh so like in DA.A where u get to chose between the city of Amaranthine or the keep?..To me that would kinda suck cause i wanna save everything i know it sounds lame but idk that's just how i like it all tho i hope there will be some sort of a 3rd option where u kinda get to save both IF u really wanted too idk im just spit balling here lol

#53773
Shades_Of_Pale

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I really enjoy when they give you difficult situations like that, really does get you involved in the story and always makes me have to sit there thinking for a good five minutes on what would be better for everyone and whether or not to be I want to be selfish on it.

#53774
Danny Boy 7

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ag99 wrote...

oh so like in DA.A where u get to chose between the city of Amaranthine or the keep?..To me that would kinda suck cause i wanna save everything i know it sounds lame but idk that's just how i like it all tho i hope there will be some sort of a 3rd option where u kinda get to save both IF u really wanted too idk im just spit balling here lol


That's what I got from it. Like most choices won't be super simple and we'll really be talking each choice over. They even said that having certain companions may affect choices.

#53775
R2s Muse

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Melca36 wrote...

I have a question for Cullen experts....
During the battle with Wilmod on the Wounded Coast I witnessed Cullen set his sword down and this glowing ball/orb formed in his hand. He then threw the ball/orb at one of the abominations and there is even a trail it leaves. He grabs his sword after and resumed normal fighting. Has anyone had this experience? Is it a Templar ability or a glitch?:wizard::o
Here is the only screenshot I was able to get of the orb and the trail that it leaves.  

What is it? :o

Cullen is a boss of a certain rank in that fight and those grenade thingies he throws are standard for the type of boss he is for that fight. you'll note he also does the rallying thing other bosses do tht you might be more familiar with. You can google the Cullen thread and find where we discussed it last time, or search for a listing of NPC bosses by rank. I don't remember the details anymore since it's been a while.