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This game has very little replay value.


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#126
Phaedros

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I use mods to *add* to the experience .. not *limit* it ...

#127
Sylvius the Mad

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I don't think a replay necessarily needs to be a complete replay. I start games far more often than I finish them.

In a recent replay of DAO, I started out with an interesting character, and I played him for about 40 hours, up to the point where I no longer expected any roleplaying surprises, and then I stopped. I'll likely start another character soon.

#128
TEWR

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As much as I hate the Fade in DAO, I tend to always go to an online walkthrough and I clear it in an hour. Hour and a half tops. Since I play on PS3, I don't have access to mods. The Circle is always the first place I tackle in DAO.

I love the Deep Roads though, but I found it odd that I can travel throughout the Deep Roads without any encounters with the Darkspawn. Even after the Deep Roads are done, I'd like to still find Darkspawn throughout there. Maybe have them as a reappearing enemy like the FF series does with their enemies. Leave an area, come back, enemies abound. I just hated the look of the Deep Roads in DAO. Didn't really feel all that Dwarven to me. DAII nailed the look for me.

So, the Deep Roads should look like DAII's, but be as long as DAO's. IMO of course.

The Fade should look like DAII's, and not feel monotonous like DAO's did. Again, IMO.

#129
FaeQueenCory

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The Ethereal Writer Redux wrote...

I just hated the look of the Deep Roads in DAO. Didn't really feel all that Dwarven to me. DAII nailed the look for me.

So, the Deep Roads should look like DAII's, but be as long as DAO's. IMO of course.

The Fade should look like DAII's, and not feel monotonous like DAO's did. Again, IMO.

I disagree. I feel that the Origins' Deep Roads fit better in with the fact that they were made by the dwarves centuries ago and now are overrun with darkspawn and everything else. They looked like ruins in Origins, and I really disliked how clean they were in DA2.  (And the lack of the squishy taint-stuff.)

#130
TEWR

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FaeQueenCory wrote...

The Ethereal Writer Redux wrote...

I just hated the look of the Deep Roads in DAO. Didn't really feel all that Dwarven to me. DAII nailed the look for me.

So, the Deep Roads should look like DAII's, but be as long as DAO's. IMO of course.

The Fade should look like DAII's, and not feel monotonous like DAO's did. Again, IMO.

I disagree. I feel that the Origins' Deep Roads fit better in with the fact that they were made by the dwarves centuries ago and now are overrun with darkspawn and everything else. They looked like ruins in Origins, and I really disliked how clean they were in DA2.  (And the lack of the squishy taint-stuff.)



For me, what I hated was just how the floor and ceiling didn't look all that well carved. The part underneath Vigil's Keep where the ceiling and floor was intricately carved by the Dwarves -- since they did business with the Avvars -- was how I'd like the floor and ceiling to look.

The buildings in a state of despair -- as well as the Dwarven statues, though I'd like to see more variety in what the statues look like -- in DAO was something I did like.

It's just that DAO's Deep Roads felt more like Darkspawn carved caverns than something the Dwarves actually made. It felt like, if the Dwarves really did carve all those passages that led to the Deep Roads, they just threw in a few buildings in the area but didn't carve the actual rock surrounding them very intricately.

Don't know if that makes any sense.

Modifié par The Ethereal Writer Redux, 15 novembre 2011 - 06:52 .


#131
Sylvius the Mad

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I got the impression that the Swarven work were the roads themselves, but they'd mostly been blocked through disrepair, so you were forced to follow the darkspawn tunnels a lot of the time.

I'm on record having wanted more Deep Roads content in DAO.  Just walking the old Dwarven highways, even without combat encounters or other gameplay content, would have made the Deep Roads feel more vast.

Modifié par Sylvius the Mad, 15 novembre 2011 - 06:56 .


#132
alex90c

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The Ethereal Writer Redux wrote...


So, the Deep Roads should look like DAII's, 


NO THEY SHOULD NOT.

f*cking hell, DA2's deep roads were AWFUL.

I swear, don't make me get the comparison pictures out

#133
TEWR

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Sylvius the Mad wrote...

I got the impression that the Swarven work were the roads themselves, but they'd mostly been blocked through disrepair, so you were forced to follow the darkspawn tunnels a lot of the time.

I'm on record having wanted more Deep Roads content in DAO.  Just walking the old Dwarven highways, even without combat encounters or other gameplay content, would have made the Deep Roads feel more vast.



That's exactly the feeling I got. It felt like we were traversing into Darkspawn carved tunnels that may have led into old forgotten Thaigs.

But even then, the Thaigs felt like they were just a few Dwarven buildings and statues thrown into a cavern and the Dwarves hadn't really carved the floor or ceiling very well.

And I would've definitely loved more Deep Roads content. More lore, more Darkspawn and broodmother fights, etc.

What I really would've loved is for Xanthos Aeducan to take the throne of Orzammar when he returns to get their aid. I will never put Harrowmont on the throne and Bhelen is a hack compared to Xanthos.

#134
happy_daiz

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alex90c wrote...

The Ethereal Writer Redux wrote...


So, the Deep Roads should look like DAII's, 


NO THEY SHOULD NOT.

f*cking hell, DA2's deep roads were AWFUL.

I swear, don't make me get the comparison pictures out


Yeah, they were not so great in DA2. If you want to see some awesome dwarven ruins, you should play [redacted].
You know what I'm saying.
Posted Image

Modifié par happy_daiz, 15 novembre 2011 - 07:10 .


#135
alex90c

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im getting the comparisons out now

Posted Image

Posted Image

Modifié par alex90c, 15 novembre 2011 - 07:16 .


#136
TEWR

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@alex90c: If you could bring them out that'd be great. I'm thinking that what I might really want is a mix of stuff from both styles of the Deep Roads, but I'd need to see some pics.

#137
TEWR

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alex90c wrote...

im getting the comparisons out now

Posted Image

Posted Image



the second pic won't show up, but that first pic is the Primeval Thaig which predates the Deep Roads.

#138
alex90c

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Posted Image

#139
TEWR

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alex90c wrote...

Posted Image



Not sure I see what the problem is. The glowing lyrium veins? The lore specifically says that lyrium glows.

Now if level of detail into the design is the problem, then I agree that more detail woudl be nice. But I'm talking about a design philosophy regarding the Deep Roads.

#140
alex90c

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fixed the picture yo

da2 deep roads feel cramped, da:o ones are massive

#141
TEWR

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alex90c wrote...

fixed the picture yo

da2 deep roads feel cramped, da:o ones are massive



Okay, that I can agree on. I want the Deep Roads to definitely feel massive, but I don't want them to be a completely uncarved cave like DAO's were.

IMO though, Orzammar wasn't as huge as I think it should've been.

#142
RagingCyclone

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I didn't really see the difference in the Deep Roads as many are seeing. I kept in mind that they are vast and can have as much variance as architecture on the surface. Many of the tunnels some complain about in Origins match the descriptions from The Calling. But to be completely honest do we really know that all of the Deep Roads are supposed to look the same especially considering that they expand almost the entirety of Thedas? This is a part of the lore that I personally think fits both styles from both games, much like the architectures of Kirkwall and Ferelden are different. I would expect there to be varying styles in the Deep Roads, and different conditions which can be attributed to when the thaigs fell to the darkspawn. We don't know yet what order they fell in except that only two are known to survive. Even until just before the DA Orzammar was thought to be the only one until Kal Shirok was rediscovered as a survivor.

Modifié par RagingCyclone, 15 novembre 2011 - 07:30 .


#143
jds1bio

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If you've only played through this game once, then there is plenty of game content (scenes, words, animations, voice, choices) that you have not seen. You've missed a whole sibling/companion, different quests and events based on the different scenarios from DA:O, the use of a different combat class, different companion and romance scenarios, and a different gender for Hawke.

#144
Aaleel

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The reason I liked the Deep Roads in Origins more was because I felt like I was underground or inside a mountain the entire time I was playing them. In DA2 there were parts of the Deep Roads that were just too bright and the floor didn't look like stone it looked like red carpet or something.

It felt like I was in a temple of a shrine of something and not deep underground.

#145
TEWR

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Aaleel wrote...

The reason I liked the Deep Roads in Origins more was because I felt like I was underground or inside a mountain the entire time I was playing them. In DA2 there were parts of the Deep Roads that were just too bright and the floor didn't look like stone it looked like red carpet or something.

It felt like I was in a temple of a shrine of something and not deep underground.



I think the brightness is a factor of how much lyrium is present within the Deep Roads we travel, as well as whether or not any fires are lit. In the Deep Roads near Orzammar, the lyrium veins were at their strongest around the Anvil of the Void.

In DAII, we have both red lyrium and blue lyrium in abundance, and the lore says that lyrium glows, so that's a big reason why the Deep Roads are so bright.

RagingCyclone makes a good point though. The architecture will indeed differ since each Dwarven Great Thaig -- meaning the cities like Orzammar, Kal-Sharok, and the like -- considered themselves different nations, per a DG post IIRC.

#146
Realmzmaster

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The Deep Roads are the tunnels that connect the thiags. The thiags themselves could be brightly lit. As Ethereal Writer Redux explains with the amount of red or blue lyrium. Also the darkspawn still use fires to see. They do not have infrared vision. The Deep Roads in DA2 were as grand as the Deep Roads in DAO. The experience was shorter because that is all that was necessary. It was not meant to be as long a quest as the one in DAO. Hawke and company were looking for riches not a paragon who decide to seek the Anvil of the Void.

#147
Aaleel

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When I say too bright I mean like this.

Posted Image
Posted Image

Just perfect uniform light throughout the entire room. Not light from being lit by torches or lava, just perfect uniform light. Also like I said in my other post, the floor, perfectly flat throughout, and looked like red carpet. Didn't give me the underground feel.

As opposed to:

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Wasn't until I got to the part with the Profanes and the Ancient Rock Wraith that I got the feeling of being where the game told me I was.

Posted Image

Modifié par Aaleel, 16 novembre 2011 - 06:56 .


#148
Miashi

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I didn't like the Deep Roads portrayed in either DA:O and DA2, but for 2 different reasons.

DA:O I felt like they had the atmosphere just right, but it lacked a sense of constant threat and danger looming. I was hoping for random encounters as you progressed through the Deep Roads to the Anvil of the void, but there wasn't any. Also I was hoping for tons and tons of traps (like HoTU's undermountain).

DA:2, well everything about them was wrong. It was far too bright, felt completely off DA:O original's incarnation, and it felt tiny.

The only place that I actually remember enjoying the thrills and dangers of the Deep Roads was in the original Dragon Ages Journey, back before DA:O was about to be released. Mind you, there wasn't any traps, but the place was dark and creepy just enough.

Modifié par Miashi, 16 novembre 2011 - 05:43 .


#149
FaeQueenCory

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The Ethereal Writer Redux wrote...

For me, what I hated was just how the floor and ceiling didn't look all that well carved. The part underneath Vigil's Keep where the ceiling and floor was intricately carved by the Dwarves -- since they did business with the Avvars -- was how I'd like the floor and ceiling to look.

The buildings in a state of despair -- as well as the Dwarven statues, though I'd like to see more variety in what the statues look like -- in DAO was something I did like.

It's just that DAO's Deep Roads felt more like Darkspawn carved caverns than something the Dwarves actually made. It felt like, if the Dwarves really did carve all those passages that led to the Deep Roads, they just threw in a few buildings in the area but didn't carve the actual rock surrounding them very intricately.

Don't know if that makes any sense.

No that makes perfect sense to me.
But what you're describing is what the deep roads WERE.... not what they are by the time of the Dragon Age. (which you also descibed, I bolded that.)

And that's why I prefer Origins' look to DA2's because of how it looks like a once beautiful place... completely and utterly taken over by "nature" and the crappy-at-building Darkspawn.
I liked the huge juxtaposition of the intricately carved and beautiful Orzammar to the bits and peices of that architecture in the now dilapilated, broken, and worn away deep roads.
Remember, it's been almost 1,300 years since the first Darkspawn showed up, so the utter absorption and breakdown of the Deep Roads into "Darkspawn territory" was  shown a lot better in Origins than in DA2... where everything just looks waaaay too clean.


EDIT: For the dates, Darkspawn show up in 800TE. By 1155TE Orzammar shuts it's doors completely. So that's 350 years right there... And 50 years later in 1195TE begins the Ages callendar... which is really easy because they are all 100s. And since Dragon begins the 9th age, roughly 900 years from the beginning of the Ages callendar... 350+50+900=1300.

Modifié par FaeQueenCory, 16 novembre 2011 - 06:05 .


#150
slyborg

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Even time I see the title of this thread, I think of Lunch Lady Doris from The Simpsons saying "There's very little meat in these gym mats."

Anyway, on topic, I wish the Deep Roads had been designed with a creepier feel. For a virtually abandoned roadway, there sure were a lot of torches burning. Now if BW had designed a game using torches held by the characters....but that would have taken effort on their part, since we don't even get scabbards for our weapons. Things could have simply been less bright.