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Give Me ALL the Deep Roads!


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#51
FaWa

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The Woldan wrote...

I've always liked when games featured big subterranean levels with heavy exploration, so its no surprise that I loved the deep roads, I even found them waaay too short in DAO and of course in DA2 as well.
Being miles under ground is such a greet feeling exploring alien places no one has seen in decades or even centuries, not knowing what horrors and other exciting stuff may be in the ruins left behind from long forgotten cultures.

I still remember the Underdark in Baldurs Gate II, the tunnel systems in Icewind Dale 2, the lost city in Thief the Dark Project and the lovely crafted underground Dwemer ruins in Skyrim, I loved them all. I totally hope that the deep roads will make a return in DAI.

Pzykozis wrote...
Then again I have a soft spot for them, lava, crystals, glowing lyrium, underground lakes give them all to me. I've always said though I'd love a game set purely in the deep roads fighting back th encroaching darkspawn and perhaps being able to slowly reinstate parts of the dwarven kingdom. Glorious.


I like it!....well as long as the protagonist doesn't have to be a dwarf. ;)


I like the concept for DA3!... well a s long as the protagonist doesn't have to be a human. ;)

#52
d4eaming

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Only thing I truly liked about the deep roads was the creep factor. Dial that up, and I'll like it quite a bit more. DA2 deep roads wasn't sufficiently creepy for me. In DAO when I first heard the poem start up, I actually had to stop and listen to it a few times before I could move on. There was a wonderful sense of tension and dread and creepy body horror in learning how brood mothers were created.

#53
NoForgiveness

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FaWa wrote...

PAUSE

Story wise, the deep roads were by far one of the greatest parts of DAO. And honestly I preferred it vastly to DA2, which had Bartrand betraying you (Yawn) and your sibling either dying or becoming a grey warden (Yawn)

Remove everything from the first half of the DAO deep roads. Hespith has her poem, you fight the broodmother, you figure out what the Anvil can do, you go through Carridan's tests, Branka has a breakdown, Carridan has a breakdown, and you choose which one you support.

DA2's relies on previously introduced characters, which WOULD have worked if any of them were interesting. DAO's brought new ones into the mix, and had great moments such as Oghren finding out Branka was a lesbian. And who could ever forget the broodmother? It generates a fun sub-plot to the story, while DA2 tries (and fails) to enhance the main plot.

i didnt think the deep road story was that bad and making bethony or carver a grey warden was awesome imo but then again i luv the grey wardens enough to get a warden tattoo

#54
Little Princess Peach

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I would not be able to handle that, The deep roads was the worst part ot the game for me

#55
Vitlen

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Big NO to deep roads!!!

#56
Sir George Parr

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From my own experience of exploring the underground ruins of Drakelow tunnels in the UK.Its an area that could be improved on for future games as you really lack a feel for just how damp and cold it can be underground. Its pity that there is no way of conveying the gorgeous musty smell of decay in the ruins.It could almost be a good location for some cosplay folks.

#57
Adugan

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XM-417 wrote...

From my own experience of exploring the underground ruins of Drakelow tunnels in the UK.Its an area that could be improved on for future games as you really lack a feel for just how damp and cold it can be underground. Its pity that there is no way of conveying the gorgeous musty smell of decay in the ruins.It could almost be a good location for some cosplay folks.


There could be lots of dripping sounds and white mist

#58
DarkKnightHolmes

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Ah, hell no. The most boring part of DAO and still a chore in DA2.

#59
Chipaway111

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What frustrates me is often game developers can do so much with the environments and universes they create and yet... don't. They go for the same craggy underground passages, DA2 seemed to be trying something a little different at least with the red lyrium but they didn't have the confined and oppressive feel of traversing them for weeks on end like Origins managed.

How about giant stone carvings of the dwarves littering the ground, forcing the inquisitor to scramble over the body of a long dead legacy. Massive subterranean plants (preferably glowing, because I love things that glow), pools of questionable substances (water? Or something more sinister?) chittering of unseen animals, maybe even wind howling through passages as a way to let explorers know they're reaching openings. Skyrim did one thing very well, and that's Blackreach, the first time I found that I was like a child in a playground.

I've actually just hyped myself up for some Deep Roads exploration, because they can so be awesome and still balanced with an eerie atmosphere. If BioWare do make us re-visit them, I hope they can make them something other than oddly well lit passages that repeat themselves.

#60
Uccio

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As someone said light should be a issue when traveling in Deep Roads. There can be light sources such as glowing moss, lyrium, lava or something else but otherwise those tunnels should be pitch black dark since dwarves do not maintain those roads anymore. So a torch or a mage is required for a light source. I really enjoyed TW2 mine section where you either needed the night vision potion or a torch, if you didn´t have either you were stumbling in dark. And were attacked by monsters in that nice darkness.

Modifié par Ukki, 15 décembre 2012 - 11:53 .


#61
pmac_tk421

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I would crack my skull open. It would be boring as **** after the first hour. It already is.

Modifié par pmac_tk421, 16 décembre 2012 - 12:10 .