In Origins, encounters were often treated like scenarios. You would have maybe a pesky archer and two warriors to contend with. But then you might also have to deal with a mage healer that's sole purpose in this encounter is to make the fight more difficult. It forces the player to think about how he or she is going to handle the situation before moving onto the next scenario of encounters.
In DA2, you enter an encounter much like you do in Origins. However the scenario is quite different, and so is how it plays out.
Instead of having enemies strategically set up for you to dispatch, the game simply throws them at you in a very unthinking manner. The response from the player is to just spam the hell out of the buttons or keys until they all die. After this however (or sometimes in the middle of it) more enemies spawn infront of or behind you. This ruins any sort of tactical strategy the player might have formulated before entering the battle, rendering the whole thing useless.
The game does an effective job at indirectly telling the player "just mash A to win!". This reduces the encounters down to a handicapped hack n' slash experience, even if you can enable auto-attack on consoles now. Every encounter in the game plays out the same way and is over very quickly. Lots of flash, but little to no substance. If it doesn't require the player to think, I believe the developer behind it didn't do much thinking themselves.
Modifié par EpicBoot2daFace, 29 juillet 2012 - 10:37 .





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