The Dragon Age Franchise and Kingdoms of Amalur:Reckoning
#326
Posté 22 janvier 2012 - 03:18
Game comes out February the 7th.
#327
Posté 22 janvier 2012 - 03:31
While the art design definitly has some "WoW" in it, it seems not out of place , fits perfectly with the action-oriented gameplay. The devs mentioned from the start on that Reckoning will be more on the action side, and it completes this mission superb. The combat feels dynamic and is fun.
Besides the action side I had some fun with the crafting system. While not complicated, it allows for some "yeah, thats cool" moments.
So, after three playthroughs I consider buying it. As a neat plug-in between Skyrim and Dark Souls, when I need a little more action.
#328
Posté 22 janvier 2012 - 03:41
DA- closed off zones where travel between them is through load screens.
Skyrim- open world with one huge zone where travel is through gameplay
Mix the two like KoA does. Have huge open zones but close them off and let travel be through load screens.
#329
Posté 22 janvier 2012 - 04:28
LPPrince wrote...
I think as far as the level design is built, its a good combo between what DAO/DA2 and Skyrim are.
DA- closed off zones where travel between them is through load screens.
Skyrim- open world with one huge zone where travel is through gameplay
Mix the two like KoA does. Have huge open zones but close them off and let travel be through load screens.
I like how KoA handles zones as well. In a game like Skyrim, it's ok to have areas I am only going to visit three times in the entire games... and places that I'm only going to run to a single time in the entire game because I ran out of potions and I need to regen real quick or use to duck out of dragon fire. In a Dragon Age game, less useless zones mean more detailed useful zones. I prefer that.
#330
Posté 23 janvier 2012 - 02:38
KoA isn't a good representative for that.
I'm not asking for Assassin's Creed levels, but jeez, would it kill for a city to look lively?
#331
Posté 23 janvier 2012 - 02:50
LPPrince wrote...
One big problem for the DA games is population though. They reaaally need to work on that.
KoA isn't a good representative for that.
I'm not asking for Assassin's Creed levels, but jeez, would it kill for a city to look lively?
I agree. Cities do need to be populated. It's a fine line though because the more people you add into a city the harder it is on the hardware of the PC/console.
#332
Posté 23 janvier 2012 - 03:06
#333
Posté 23 janvier 2012 - 03:40
Not if they tone down the model detail.Ponendus wrote...
I agree. Cities do need to be populated. It's a fine line though because the more people you add into a city the harder it is on the hardware of the PC/console.LPPrince wrote...
One big problem for the DA games is population though. They reaaally need to work on that.
KoA isn't a good representative for that.
I'm not asking for Assassin's Creed levels, but jeez, would it kill for a city to look lively?
Give me a full, living world with NWN-level graphics and animations and I'd be perfectly happy.
#334
Posté 23 janvier 2012 - 03:54
#335
Posté 23 janvier 2012 - 07:25
If you preorder, you get some silly Amalur helmets for Team Fortress 2.
As for the liveliness issue, entirely agree. But I suspect before that is possible, the DA engine will need a major overhaul or maybe has to be replaced entirely. As I am replaying DA:O, I started noticing that my PC runs much hotter than with, say, The Witcher 2 or Skyrim at max. It makes me suspect this is some seriously unoptimized / archaic engine.
And the game's still buggy and unstable, despite patching:blink:
DA2 seemed to run a bit better.
Modifié par Das Tentakel, 23 janvier 2012 - 07:26 .
#336
Posté 23 janvier 2012 - 07:28
And they SHOULD.
#337
Posté 23 janvier 2012 - 07:32
I know you were all waiting with baited breath to find out if I was going to, so there you go.
#338
Guest_simfamUP_*
Posté 23 janvier 2012 - 07:34
Guest_simfamUP_*
LPPrince wrote...
And they SHOULD.
This plus your avatar makes for an epic line
#339
Guest_simfamUP_*
Posté 23 janvier 2012 - 07:35
Guest_simfamUP_*
Sylvius the Mad wrote...
Not if they tone down the model detail.Ponendus wrote...
I agree. Cities do need to be populated. It's a fine line though because the more people you add into a city the harder it is on the hardware of the PC/console.LPPrince wrote...
One big problem for the DA games is population though. They reaaally need to work on that.
KoA isn't a good representative for that.
I'm not asking for Assassin's Creed levels, but jeez, would it kill for a city to look lively?
Give me a full, living world with NWN-level graphics and animations and I'd be perfectly happy.
Hell give me the same with the infinity engine and I'd be happy, but imagine what that would do to Bioware... even the low res NPCs in Kirkwall took alot of **** :-/
#340
Posté 23 janvier 2012 - 08:22
simfamSP wrote...
Sylvius the Mad wrote...
Not if they tone down the model detail.Ponendus wrote...
I agree. Cities do need to be populated. It's a fine line though because the more people you add into a city the harder it is on the hardware of the PC/console.LPPrince wrote...
One big problem for the DA games is population though. They reaaally need to work on that.
KoA isn't a good representative for that.
I'm not asking for Assassin's Creed levels, but jeez, would it kill for a city to look lively?
Give me a full, living world with NWN-level graphics and animations and I'd be perfectly happy.
Hell give me the same with the infinity engine and I'd be happy, but imagine what that would do to Bioware... even the low res NPCs in Kirkwall took alot of **** :-/
Neverwinter engine would be a bad idea, but a 3D-ish isometric engine might still work. After all, it's still used successfully in several Diablo-esque games (Sacred 2, Torchlight, the forthcoming Diablo).
Infinity engine would be more for a successful Indie game, I think, the kind of game that can happily live off 100,00 sales or a bit more spread out over a couple of years.
But I think we shouldn't ask, want or expect a really radical overhaul, apart from a new or greatly improved engine. The more familiar Bioware's programmers are with their software and tools, the better they can work with it.
A propos colour:
Last weekend I ran into this article, 'Real Is Brown', which explains about the use of colour (or lack of it) in games and movies as well.

The article is here tvtropes.org/pmwiki/pmwiki.php/Main/RealIsBrown
I thought it very interesting, and it has links to some other relevant articles (for instance, the use of colour and 'gritty realism').
The article also refers to, or mentions a number of games and movies relevant to the subject. And yup, Dragon Age is in there as well:
'Dragon Age. Everything is brown. Even the characters' teeth.
Hysterically lampshaded in Dragon Age II, with correct dialogue options, when Merrill asks how you like the north.
Hawke: I miss the cold. And the dirt. Kirkwall isn't brown enough for me.
Merrill: Fereldan wasn't that brown! The dirt and the muck give it character!'
It seems we DA players are lucky, there is another game that was so...brown that people actually made a hilarious music video about it. :OThe game in question is Killzone 3 for the PS3:
www.youtube.com/watch
Modifié par Das Tentakel, 23 janvier 2012 - 08:22 .
#341
Posté 23 janvier 2012 - 08:25
simfamSP wrote...
LPPrince wrote...
And they SHOULD.
This plus your avatar makes for an epic line
Rarity wants DAO2 to be as great as it can be.
#342
Posté 23 janvier 2012 - 09:25
#343
Posté 23 janvier 2012 - 12:50
The DA franchise could try that instead of doing the usual restriction between 1 of 3 classes.
#344
Posté 23 janvier 2012 - 04:26
I will say the spaces felt big in a nice way, as in a real sense of openness to each space, but there's a balance between vastness and sort of poking around that the demo didn't seem to hit on in a way I like. Also the overall color pallet was too much about blushing color and not enough about tonal shifts in a way that made it look too cartoony for my liking.
#345
Posté 23 janvier 2012 - 09:50
#346
Posté 24 janvier 2012 - 02:01
This, I liked the ability to mix up classes in KoA:R, I hope the devs put it into DA3 etc as if we no longer can choose race/origins then at lest let us mix up the classes, it would add greater customisation for the main character; and makes fighting a bit more fun. I kinda wondered if some of the fans might make a kerfuffle about it, but ah sod it, if you don't want to cross class your character then don't, simple.LPPrince wrote...
I like how you're not restricted to class and how you can have multiple abilities work together in combos.
The DA franchise could try that instead of doing the usual restriction between 1 of 3 classes.
Modifié par Chaia, 24 janvier 2012 - 02:02 .
#347
Posté 25 janvier 2012 - 02:14
Also, let us use what a combination of whatever abilities we want from all skill trees.
That would be the ultimate freedom.
#348
Posté 25 janvier 2012 - 02:32
LPPrince wrote...
Oh, I think we DO need to go back to choosing Race and Origin story.
Also, let us use what a combination of whatever abilities we want from all skill trees.
That would be the ultimate freedom.
Agreed the rigid classes that are in DA:O and DA2 are restricting eg a warrior should surely be able to dual-weield? etc. A lot of rpgs lately have done away with classes or have made them more open.
Honestly though, I cant see race choice being back, origin stories maybe but i think they will be based on class rather than race, that being if they're back of course.
#349
Posté 25 janvier 2012 - 02:44
Race
Gender
Origin
Appearance
Skills(from all trees)
and tack that on with everything else DA brings to the table, I think a lot of people would be happy.
#350
Posté 25 janvier 2012 - 03:42
greekmonkey95 wrote...
Learn from "Kingdoms of Amalur: Reckoning" because you can tell the difference between humans and elves without the elves looking like martians.
From another thread, and that is a GREAT point.





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