I'm hoping to see a return to the world feeling like it has 'gravitas' and this applies to combat in particular. I want weapons to swing with a sense of intertia and momentum instead of mass-less turbo-speed ninja swooping and absurd null-gee acrobatics. I'm hoping that Mike's comments about the rogue animations and the 'awesome button' are a hint that this aspect might be sorted out at least.
I also want to see more gravitas in the toughness of opponents/number of opponents balance. Origins had fewer but much tougher enemies, while DA2 had countless wimpy enemies. And since the auto-attack failed to aquire new targets after you killed wimpy-mob #86, this means that you had to click endlessly even when you were using the auto-attack. Which rather defeats the point of having an auto-attack at all.
And if you're going to show the future direction of combat by showing a tactical overhead-view diagram, then all I'm saying is that not bringing back that option for players would be a bad move.
I'd also like to see a move to take the art direction back to a semi-realistic aesthetic: but I don't have my hopes up.
I agree completely that the new face morphs for the DAO characters look terrible by comparison to the originals. Leliana looks significantly worse than in Origins. Zevran is barely recognizable. Isolde looks way better in Origins. And yes, Merril DOES look better in Origins. DA2 elves in general, and Merril in particular, looks like neotany has gone rampant in the elven gene pool since the blight was defeated in Ferelden. They look really, truly bad IMO.
The darkspawn are comedic in appearance now. Combined with their nerfing, they hardly can be taken seriously as a credible opposition that would cause fear in a human populous.
The only retcon that I think works is the qunari. These really do look significantly better than in origins. The only problem is that they all look like clones. I do not know if this is intentional, or more copy and paste syndrome, but some individual variation would be good if it fits with the lore.
It was good to hear some deference to the idea of player agency regarding armor customization. But what I want to hear more about is player agency with regard to companion interactions. DA2 and Awakening both failed relative to Origins in this regard. I understand they still do not wish to sacrifice the suppsed benefits of fully stages cinematic conversations to accomodate this, but I want to hear how they plan to provide more agency to players over conversations with their companions. I really cared little for any of the companions by the end of DA2 because they all felt like they ceased to be 'people' the moment that they left their home base: walk through the door and suddenly they exist only as wisecracking combat statistics on legs.
But overall, bringing back exploration sounds good. Bringing actual consequence for choices made by players sounds brilliant! And extrapolating from the DLC's, reintroducing non-combat mechanisms back to the game would be fantastic (persuasion, coercion, puzzles, stealth etc).
But, I have to say, I really hope that there's a lot more to DA3's story than the endless mage-templar struggle. I was utterly sick and tired of it by the end of the second act of DA2. Even if everything else about DA3 were up to origins standards or better, the subject matter really is a bit of a turn-off. So, I really hope the writers introduce other major themes this time around because the whole chantry-mage thing is getting really stale.
Modifié par craigdolphin, 23 octobre 2011 - 10:27 .





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