bEVEsthda wrote...
I totally hate it. It breaks immersion. It's abstract and symbolic rather than tangible. Moving DA2 yet another step into a drivel push-the-button-console anime game, which is the brilliant plan I gather. The character's visuals should be under player control and also correspond to and give visual clues about what is worn.
This **** attitude belongs in an old scrolling shooter or platformer, not in a modern RPG.
P.S. Big reason behind my bad attitude to this, is that I disagree about all that "iconic look" and "identity" philosophy. It's not the mindset with how you should approach the design of a party-cRPG, in my opinion. There's something fundamentally wrong going on.
I don't understand how giving people more customization than they had in DA2 is actually encouraging more reflex/action driven play styles.
This is an excellent compromise, actually. Giving back control to the player in terms of stats and appearance while giving each character more defined and tailored appearances, as opposed to the odd ability for armor to morph to fit whoever puts it on (regardless of who may have worn it before). Indeed, being able to do that
and better control the stats than last time? If anything, it adds more immersion with a much smaller suspension of disbelief factor. The only real question is how many outfits there are in the first place.
If we can also affect the appearance further using accessory items, that would be great.
Because these are characters we are being introduced to, rather than making on our own, it makes sense for them to each have a sense of identify. Because they're
supposed to. There are no rules on how a game like this is supposed to be made.