Modifié par Worrywort, 16 octobre 2011 - 02:55 .
Mark of the Assassin feedback
#576
Posté 16 octobre 2011 - 02:55
#577
Posté 16 octobre 2011 - 03:49
#578
Posté 16 octobre 2011 - 04:33
The only bit that irritated me was Tallis' defense of the qunari religion and how there was no option to point out HOW UTTERLY WRONG SHE WAS, made me double think clicking the heart dialogue options. Then again, you have to be a zealot to believe in something like that, despite her protestations to the contrary. So I guess it isn't too much of a stretch to say that any attempt to defend said religion would be a bad one.
#579
Posté 16 octobre 2011 - 05:14
MotoSkunkX wrote...
I liked the DLC A LOT. Had me laughing out loud more than once.
The only bit that irritated me was Tallis' defense of the qunari religion and how there was no option to point out HOW UTTERLY WRONG SHE WAS, made me double think clicking the heart dialogue options. Then again, you have to be a zealot to believe in something like that, despite her protestations to the contrary. So I guess it isn't too much of a stretch to say that any attempt to defend said religion would be a bad one.
You can midly and politely disagree. Picking, for example, "something something tyranny" has Hawke say "The qunari go too far,".
#580
Posté 16 octobre 2011 - 05:57
#581
Posté 16 octobre 2011 - 06:20
#582
Posté 16 octobre 2011 - 08:04
#583
Posté 16 octobre 2011 - 08:31
#584
Posté 16 octobre 2011 - 09:48
Criticisms:
- The collectibles quests were kind of kitschy (excluding the caprices--I thought that was elegantly simple), although I very much liked the party dialogue around them. I think a party companion dialogue or a sentimental keepsake with a write-up would be a better reward than the somewhat bland companion-specific gear.
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
#585
Guest_PresidentCowboy_*
Posté 16 octobre 2011 - 11:57
Guest_PresidentCowboy_*
TS2Aggie wrote...
I can't help but wonder if the writers giggled to themselves about the irony of Tallis's line: 'Different paths don't have to lead to the same destination' when all paths in the DLC led to the exact same destination regardless of what was chosen.
HAHA - yeah I noticed that!
fritzywiggins wrote...
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
You would have had people crying "OMG IMMATURE OTT AWESOME BUTTON CRAP WAH WAH WAH" if they did
#586
Posté 16 octobre 2011 - 12:44
PresidentCowboy wrote...
TS2Aggie wrote...
I can't help but wonder if the writers giggled to themselves about the irony of Tallis's line: 'Different paths don't have to lead to the same destination' when all paths in the DLC led to the exact same destination regardless of what was chosen.
HAHA - yeah I noticed that!fritzywiggins wrote...
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
You would have had people crying "OMG IMMATURE OTT AWESOME BUTTON CRAP WAH WAH WAH" if they did
Yes, they had to add something a bit more tedious for the "hardcore" fans...
#587
Posté 16 octobre 2011 - 01:06
- Longer than Legacy, which is much welcome
- Lore and high-level story: MotA provides a very nice introduction to Orlesian culture as well as Qunari’s Ben-Hasrath division. It was especially fascinating to see the perspective of Qun from a convert.
- Plot: Nice twist and surprise to standard heist story
- Tallis’ a pretty good character. Felicia’s Day’s enthusiasm shines through her acting, although her performance was somewhat uneven and some of her lines felt flat.
- Duke Prosper’s a pretty good character.
- Humorous party banters! Keep it up.
- Stealth, conversations, puzzles and combat – the palette of activities are very much preferable to the heavy combat focused DA2.
- Fantastic new monsters/enemies: wyverns, ghasts, vegalastrial, harlequins. Especially wyverns/Leopold, their visceral animations really made them come alive. Harlequins have rogue fighting style AI which is pretty distinct from normal mobs; vegalstrials had some weird couple spells that weren't seen before; this is a step in the right direction – like to see even mob enemies have their own characteristics and styles.
- Amazing Boss Fights: It’s certainly worth mentioning that MotA had the best boss fight in DA franchise thus far – Duke with Leopold, just WOW! Would be great to see the main character able to ride on one of these creatures or equivalent monsters. Also, that Sky Goddess had me there many times.
- New stealth gameplay served to add variety and change of pace. But it’s underdeveloped and lacked refinement. Would like to see it expanded upon.
- Pretty good puzzles (very Orlesian). Picture tile puzzle’s a bit too tough, glad the puzzles were optional
- Nice amount of replay value: different companions’ quests, different routes for infiltrating castle: combat or stealth
- A nice change to open environments – green lush mountain forestations’ a breath of fresh air
- Pleasure walking around in environments with more than one path
Points for improvement:
- Stealth: too slow and may need to be sped up; more realistic AI from guards that isn’t immersion breaking; first person view option like Elder Scrolls series; being able to steal guards’ uniform; give guards bigger patrol routes; have more interactive actions – rogue: being able to jump from/to ledges, jump from high ground and take out guards in one stroke, warriors can stow away unconscious guards and tie them up, mages can use magic to dim an area, blow off lights, or temporarily blind a guard, blood mage can mind control a guard
- While the boss battles were well done, like to see them not so reliant on long health bars. For reference: look at boss battles of Demon Souls
- Prefer to see hints on upcoming boss fights providing info like strength/weaknesses/fighting style etc. if the player does the due diligence to search for them. Some of the boss fights were completed via too much trial and error. In other words, deaths occurring for having no clue whatsoever on what to expect until it’s too late. Imagine the sense of achievement derived from having being well-prepared for a battle, some players like that
- Need alternatives to heal potions (lacking sometimes) or if no mage member is present.
- Mass production equipment still oftentimes quickly surpass legendary items of yesterdays
- Hope to see a button to switch between weapon sets like how it was in DAO, was annoying having to manually do so in a middle of the last boss fight countless times, especially rogues that use both daggers and bows
- Hope to see a toggle hold fire button and a tactics toggle. Useful for rogues going into stealth mode and you don’t want them to reveal themselves by attacking
- Combat animations still too jarringly quick and snappy
All in all, well done Bioware. Looking forward to the next DLC. Hope DA team continues to really push for further improvements the next time around.
Modifié par SphereofSilence, 16 octobre 2011 - 01:19 .
#588
Posté 16 octobre 2011 - 02:49
I liked the different and nice environments (especially the exteriors), the solid and varied encounters, the party banter and the NPCs (especially Duke Prosper and the Qunaris), the humorous party sequence with all the famous NPCs, the introduction of different gameplay features and the boss fights (I had a lot of fun with Leopold), the politics and the introduction to Orlais. The storytelling was over the top but I do not mind some light hearted fun (even if I hope too that it won't became the standard of the franchise).
There are some thing I liked less or that could be improved off course.
- Stealth sequence: the idea is fine and for a DLC is a nice add-on. But I think that in a proper game it should look and play differently. I mean, right now it seems like a poor man version of an proper action/stealth game, just like TW2 and AP stealth sequences. I think that stealth parts could improve a lot if they play differently according to your class and use more RPG features: they should be "infiltration" mission where every class plays to Its strenght (mages should use magic off course, rogues should skeak/distract like in the DLC and warriors should use a more direct "brawling" approach).
- Boss and minor-bosses fights: while I had fun with the boss fights because they were designed and charachterized nearly perfectly, I should mention that they could have been even better without the flaws I've allready encountered in the main game: boss enemies are resistent to anything and there is no way to de-buff them, mages and dw rogues are mostly useless in those sequences and there is a little bit too chaos for my tastes: it's hard to play those sequences as a party based RPG without feeling that too much is happening and that you aren't in controll anymore.
- Total lack of choices and consequences, total lack of proper roleplaying... again, if not for Isabella's minor quest. I believe that MoTA's story have the potential for some roleplaying.
- Sorry, but Tallis looked and sounded like a commercial from the beginning to the end of the DLC. I hope that Bioware will stop to blend their games with their marketing so much. Mr. Silvermann, leave us alone
- The different areas should have been more open ended and less "corridor like".
Modifié par FedericoV, 16 octobre 2011 - 02:57 .
#589
Posté 16 octobre 2011 - 03:00
I really enjoyed Mark of the Assassin (MOA): a very good mix of dialogues, fighting, puzzles, exploration (sort of) and an optional "stealth" minigame. All new environments (except the first scene which takes place in Kirkwall), new character and monster models and I think I've heard a couple of new music tracks as well. Compared to Legacy which was very action-oriented, there are more and better dialogues and less fights (yay). The wave system is still there, but you do see where monsters are coming from so it all looks natural. Dialogues are well written, some are very funny (the lines of sarcastic Hawke are priceless), others are more serious (especially in the second half of the adventure). The plot is interesting and, without going into spoiler territory, know that you might end up changing your opinion about a certain faction you met in the main campaign.
You can take only two companions with you and you can't change them, so choose wisely. I took Aveline and Isabela for the lulz, but since I was playing as Mage Hawke my party was quite unbalanced and I had to lower the difficulty setting from "hard" to "normal"; still, the fights were nowhere as intense (and frustrating) as in Legacy. I recommend to take your LI with you, since there are some nice LI-specific dialogues. Besides the main quest, the DLC offers some side missions and your companions will unlock two short character-specific tasks each.
There are puzzles! I really hate puzzles in RPGs, but the ones in MOA were quite easy to solve in my opinion: they're nothing like the infamous bridge puzzle in Origins or the Tower of Hanoi in Mass Effect (ugh). The stealth minigame is a nice addition: I've read mixed opinions in other reviews, but mine is positive. The stealth mechanics are quite simple and enemies are dumb enough to make it easy. There are checkpoints, just in case you get caught. The whole thing lasts enough not to overstay its welcome and it's entirely optional, which makes it even more awesome.
I played MOA with a post-campaign save, therefore the loot was quite meaningless to me. There are some good weapons and armour, but nothing to write home about.
Final thoughts: MOA is a well balanced DLC, with an interesting plot, good dialogues and enough "distractions" between a fight and another (aka puzzles and sidequests) to keep you interested from beginning to end.
#590
Posté 16 octobre 2011 - 03:22
TS2Aggie wrote...
Bear in mind that Seneshal Bran brought Serendipity who is also an elf (among other things).
Serendipity just freaked me the <bleep> out. Even my husband was like ... O.o??
#591
Posté 16 octobre 2011 - 03:25
fritzywiggins wrote...
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
If fireballs are your idea of stealth, perhaps the sneaky path is not the way for you.
#592
Posté 16 octobre 2011 - 04:14
I reckon his/her idea of magical powers may be broader than fireballs. Like say, mind control being 'official' part of blood magic.Cutlass Jack wrote...
If fireballs are your idea of stealth, perhaps the sneaky path is not the way for you.fritzywiggins wrote...
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
Although since that saves us the obligatory "these aren't party guests you're looking for" maybe it's for the best...
Modifié par tmp7704, 16 octobre 2011 - 04:14 .
#593
Posté 16 octobre 2011 - 04:18
tmp7704 wrote...
I reckon his/her idea of magical powers may be broader than fireballs. Like say, mind control being 'official' part of blood magic.Cutlass Jack wrote...
If fireballs are your idea of stealth, perhaps the sneaky path is not the way for you.fritzywiggins wrote...
- The stealth mechanic could have been a bit flashier--why was my mage throwing stones when she has magical powers?
Although since that saves us the obligatory "these aren't party guests you're looking for" maybe it's for the best...
Hey there's already enough references to stuff in MotA! What's wrong with a few more?
#594
Posté 16 octobre 2011 - 04:23
#595
Posté 16 octobre 2011 - 04:26
#596
Posté 16 octobre 2011 - 04:28
#597
Posté 16 octobre 2011 - 04:36
#598
Posté 16 octobre 2011 - 04:40
You create this awesome DLC (MotA) complete with Orlesian style armors and what not. It all looks great!
And then [POSSIBLE SPOILER] you also provide a set of armor that can be obtained through completing certain tasks. That's great too!
You go all that way and then drop the ball just short of the goal - you give us Orlesian armor that does not look Orlesian, but instead just use existing models already present in the base game.
This would have been OK was it not for the fact that you have created numerous new models as seen on NPCs throughout the DLC!
How did you think your fans would respond to this??? You didn't give us a recycled set of armor in Legacy, why do it now?
Would it have taken that much more effort to use your new models instead?
The MotA experience would have been completely satisfiying had you done this right...
Never mind, your FANS will fix your boo-boos! www.dragonagenexus.com/downloads/file.php
Modifié par Dubya75, 16 octobre 2011 - 04:58 .
#599
Posté 16 octobre 2011 - 08:15
Thus, I have eagerly awaited the feedback from Legacy and now MotA for the direction of the game.
I played the dlc near the end, just before the final fights begin.
Mark of the Assassin:
+ Cool lore, good story
+ Builds up to something big... DA3 I asssume
+ Funny banter, and I like that Hawke participates. This is a really good move.
+ Hard fights. My "breeze team" really struggled.
+ Non-mage, non-demon villain!
+ Stealth mode was fun, but the "reset" was silly
+ The cameos makes sense, and hints of the seriousness of the situation
+ Puzzles
+ Interesting bits about Aveline. I can see her as a recurring character in future games.
- Merrill shows her weakness for lacking healing. I ran out of potions and had to finish on casual mode!
- It is a contained chapter/act of sorts. I would have prefered it broken up in several parts actually enhance the main game - like the Exiled Prince or Shale. It would have broken up the grind of the main game.
- The world still feel a bit stale. Random dialoge and events at the party would have fixed that. Sloppy.
It does not save DA2. Bioware has to do something with the main game to do that. That said, I think this DLC is a step in the right direction. I think its better than Awakenings and the most part of DA2. DA2 would have been a good game if everything was like this.
I'm ready for more.
Modifié par Thelzar, 16 octobre 2011 - 08:24 .
#600
Posté 16 octobre 2011 - 08:55
David Gaider wrote...
Just a reminder to keep spoilers out of this forum, please.
I'm just wanted to know why there was not more than a journal entry back in kirkwall? I played in the first act to see if anyone would treat me different when comming back and the answer was no. I would have expected the Arishok to say I see you are more than expected. I wanted him to notice my amulet or at least say something about me having a better understanding of the heart or the qun. I would have at least expected him to say awe Hawke something in qunari and me to be able to respond with something in qunari. Not just my chatty elf. I also could not tell my mom about how much she was missed or let her know about the wishing well.
I did like the game. The puzzles were awesome. Im still toying with the 25 square tile one. I liked the sneak side of it. I would have liked to keep my sneak atk sills once back to kirkwall as a learned set of skills.





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