[quote]Ramante wrote...
Edit: another question, what exactly is your main problem with Legacy?[/quote]
The encounters are contrived and game-y (particularly the final battle and those three golems is disparate resistances), and the ambient dialogue steals even more control of Hawke from the player than DA2's core dialogue system did.
The things DA2 does badly, Legacy does even worse (with one exception - I mentioned Legacy's level design was superior).
[quote]seraphymon wrote...
I honestly dont know how you can say that, when its the complete opposite. Hawke is not my character, and i
hardly ever got to decide what to do, none of the decisions mattered. Only thing was in what order to do them, and many of them have no reason other to just help a person you dont know, some of which you still do even when you refuse.[/quote]
Which is why I had such bad things to say about the emergent narrative and the dialogue system. The structure of the game is ideal for a first-person roleplaying experience wherein the player creates his character's mind from scratch, but the implementation of the game's roleplaying systems are antithetical to that style of gameplay.
The game's structure serves one master (which I like), while the game's mechanics serve another (which I do not).
[quote]nightscrawl wrote...
Also, since you only played through the game once you might not have had the opportunity to play Hawke as a
different personality. I can understand how the
dialogue wheel with six different icon types is daunting at first, but it's logical if you understand how it works. There are three core icons that determine
personality, and then three secondary icons that determine
tone. The very first dialogue option you make in the game during the prologue
(telling your brother/sister to attack or step aside) determines your initial personality. You are then able to alter it over time with your dialogue choices.
In addition, the strength of your personality type will also determine what you hear if you choose an option that
deviates from your normal tone. For example, a diplomatic/nice (green/blue) Hawke who picks a direct (red) choice will typically say the line in a nicer tone than a Hawke who has a purely aggressive personality. So you see, there are variations that are allowed within each type.
I do agree however that there could have been more options. I sorely wished for it on many occasions.[/quote]
I reloaded incessantly and played through many conversations several times each. There was generally no way to get Hawke to say things in the way I wanted her to say them. She could never be both direct and agreeable at the same time. She was forced to behave as if she held an irrationally negative opinion of some people, and an irrationally positive opinion of others.
DA2's dialogue system was horribly broken. Irredeemably so.
[quote]I'm kind of confused about your notions on the companions leaving. Other than Isabela in Act 2 who can really leave and you never see her again if certain conditions aren't met, no other companion abandons you
until you tell them to leave (ie Anders asking specifically if he should go.)[/quote]
I lost Carver for more than an entire Act. I lost Isabela for the climax of an Act. This is a big deal, particulaly since each companion has unique abilities. If the companions all obeyed the same class rules - for example, if every ability available to Isabela was also available to every other Rogue (including Hawke) - then this wouldn't run the risk of crippling the party the way it does.
[quote]FedericoV wrote...
You do not resolve it.[/quote]
That's an untenable position unless you're not roleplaying your character. Your character surely must be aware of these mechanical differences, as they directly affect his life.
Either you resolve the incongruities, or the PC and every other character in the setting is so mind-bogglingly oblivious that they bear no resemblance to real people.
[quote]You sacrifice inner logic for the narrative.[/quote]
The logic is part of the narrative. If you sacrifice logic, the narrative instantly becomes demonstrably nonsensical. Furthermore, it would then be impossible for you to have any idea what any character's opinions are within the game, as their system of reasoning would be necessarily incomptible with yours.
Put another way, the system of reasoning the PC uses to make decisions must be compatible with, and ideally even a coherent part of, the game's setting taken as a whole. If the game's setting is internally inconsistent, then no such system of reasoning can exist.
If you have managed to formulate a system of reasoning that is compatible with DA2's mechanics, I'd like to see it.
[quote]Dubya75 wrote...
What?! Sylvius, you only managed to complete the game now? Only once?[/quote]
It took me this long because I really don't like it. The game was a chore to play from start to finish. Right from the start, with Hawke not behaving at all how I would like him to, and me having literally no idea what he's going to say or do from moment to moment, DA2 prevented me from roleplaying a coherent character.
Perhaps there is a coherent character than can be played, but there's no way for any player to know what that character is without first having perfect knowledge of the game's content. And that obviously isn't possible.
The game should be playable as a roleplaying game right out of the box. That means no metagame information required, and a fully documented set of game systems. DA2 had nothing of the sort.
[quote]MerinTB wrote...
Such a review can miss a lot of nuance in the game... and some reactions to the game do need to be taken with a grain of salt.
If someone felt railroaded in one playthrough you could say that they didn't experience making different choices, for example. But if they've played it, say, three times making wildly different choices and seeing the same end results everytime then you know they aren't missing much.[/quote]
And I played through several sections of the game several times each, trying (and failing) to get Hawke to so anything even vaguely like what wanted.
But it didn't happen. Hawke routinely behaved entirely contrary to my preferences.
[quote]FitScotGaymer wrote...
Sylvius claimed in this very thread he ran out of content to play in DA2. And then in the next breath confessed to have not actually completed the game.
So he cant have actually run out of content to play if he hasnt completed the game; claiming there is nothing more to do in game when there is still quests left to play makes ZERO sense.[/quote]
I did complete the game. I just didn't see the end of the authored narrative.
[quote]FedericoV wrote...
Simply because the player is not as awesome as the charachter he is roleplaying and even because the game
was not balanced to be played with FF on. FF in DA2 is simply an innatural layer of difficulty for the player who likes an absurd level of challenge. It's called nightmare for a reason. But I'm not saying that DA2 is balanced perfectly. I'm just saying that asymmetrical combat is better for storytelling RPGs (especially for videogames that
have to focus on visual storytelling). [/quote]
FF is better for storytelling because its lack creates incoherence within the setting.
[quote]n2nw wrote...
As a roleplayer (and being Dr. Spock), wouldn't you *like* this? It's totally illogical that if someone really hated what you did that they would stay with you. Do you really see Anders slaughtering the mages? I don't like losing a party member, but them leaving makes sense. It would irritate me if they stayed, regardless of their personal beliefs or how much they hated me, unless I somehow bribed or talked them into it. It just doesn't fit otherwise.[/quote]
I don't agree that the companions are entirely independent of me. In fact, the game's mechanics ensure they are not, as they learn the abilities I want them to learn, and they travel where I want them to travel, and they employ the tactics I want them to employ.
The companions are distinct from Hawke. They are not distinct from me.
[quote]And I don't want to know what's junk. [/quote]
I don't want to know what's a plot item, either. If I have a quest-related item, let me sell it if I'm careless, and force me to buy it back later if I want to complete that quest.
[quote]FedericoV wrote...
Well, I don't agree. Asimmetry is the way to go for any kind of "heroic" RPG storytelling (if the focus is storytelling). Asymmetry allows a lot of flexibility and can be used in many different ways.[/quote]
It's unecessary. There is no reason at all to do such a thing.
I much prefer a balanced system where everyone can have the same (or comparable) abilities.
[quote]tmp7704 wrote...
DAO was largely symmetric, actually -- both the NPCs and PC + companions utilized the same abilities, levelling mechanics, tactical systems and stats.[/quote]
The damage and HP totals in DAO were not symmetrical, though they weren't nearly as skewed as DA2's.
[quote]The Ethereal Writer Redux wrote...
He apparently only played up until the beginning of Act 3 where Meredith sends him a letter. I'm assuming he sided with Orsino in the opening.[/quote]
I tried to side with neither of them. Their dispute wasn't my concern.
Though Meredith's behaviour during the Act II climax didn't endear me to her. Ideally, I'd have liked to take advantage of the chaos and kill her right then.
[quote]FedericoV wrote...
DA:O was largely asymmetrical as
Sylvius correctly stated in the OP. A very basic example: the darkspawn could not use cross class combos.[/quote]
Most glaringly, the Warden and his companions most certainly were not shatterable. Though that was corrected in a patch, when Lieutenants were also made unshatterable, thus fixing the imbalance.
DAO enemies could use at least some spell combos. Grease + Fire worked for them.
Modifié par Sylvius the Mad, 26 octobre 2011 - 12:30 .