motomotogirl wrote...
It was very (almost too) meta for me. It was like Alistair knew I had a controller in my hand and was aware when "I" selected him. But I don't know Alistair; I'm a person; he's a video game character. He was friends or lovers with my Warden, not me. So it was odd.
Yeah, you can look at it that way. But at least with Origins or BG with a non voiced protagonist, you could just as easily think of the acknowledgment barks as your player character tapping the selected character on the shoulder or shouting at them to go somewhere or attack something or otherwise simply getting the attention of the selected character.
David Gaider wrote...
We are getting rid of the random combat barks as well, keeping the stuff that is reactive rather than sporadic.
So long as the reactive barks aren't simply "LOOK! ANOTHER WAVE!"

I generally like the barks and banter but I think it can be easy to over do it too. It struck me in Legacy and Mark of the Assassin where it felt like a Scooby Doo adventure at times with how often a party member would have some reactive bark fire off pointing out the obvious- "Best be careful! This area is dangerous!" after just mowing through a ton of guys or walking through a clearly dangerous looking area. To the point where the banter / reactive barks just felt superfluous and unnecessary when the environment or other aspects of the game were doing just fine in creating atmosphere. Combat barks like that can be problematic too just with the delivery of the line if they're not sounding as if the character is combat or just with the visual style of the combat not meshing with too much complicated voice over.
Modifié par Brockololly, 12 décembre 2012 - 04:41 .





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