No more "Fade" sequences. Ever.
#26
Posté 02 mars 2013 - 06:01
#27
Posté 02 mars 2013 - 06:04
#28
Posté 02 mars 2013 - 06:06
Where are all the colours? The trick rooms? Different light levels? Psychedelic mind-blowing action sequences?
Seriously! This place has so much potential! Why is it so damn boring?!
#29
Posté 02 mars 2013 - 06:09
I thought DA2's fade was a cheap copout. And yes while I agree Origins may have been long, it was FUN.
Awakenings Fade was the BEST of the lot.
For $60 I want a game and not just a story. And I don't want things easily handed to me in games the way some players do.
The Fade is part of the lore of the game the same way the Deep Roads is. Why bother playing games if you can't deal with aspects of them.
#30
Posté 02 mars 2013 - 06:10
Matchy Pointy wrote...
I would like more Fade scenes, the ones in DA2 was way to short, same as the deep roads sequence there.
They were designed for the players who complained about the Origins versions of them.
#31
Posté 02 mars 2013 - 06:11
EpicBoot2daFace wrote...
References and codex entries are fine. But I don't want to be forced to visit the ****ing place anymore.Solmanian wrote...
It's an integral part of the game world. Deal with it.
And just because you hate it, you want to deny everybody else who did not mind it.
#32
Posté 02 mars 2013 - 06:16
#33
Posté 02 mars 2013 - 06:21
It gives a nice variety to the rest of the game like the part in Oblivion, when you enter the painted picture.
#34
Posté 02 mars 2013 - 06:22
#35
Guest_Puddi III_*
Posté 02 mars 2013 - 06:25
Guest_Puddi III_*
#36
Posté 02 mars 2013 - 06:26
Ah, yeah - I did love the Blackmarsh Undyng portion in Awakening. That was actually really brilliant and well-done. So if we're going to get long Fade sequences, Blackmarsh Undying type things would be excellent.iheartbob wrote...
I agree that the MQ fade portion in DA:O was a bit long, but I wouldn't want to get rid of it completely.
I think my favorite fade portion is actually in the Blackmarch of Awakening. They did a great job of showing how the fade can be a warped representation of the "real world." And it doesn't always have to be drab looking with brown colors. It can actually look bright and vibrant, which gives it an almost creepier feel.
It was the Mage Tower portion I disliked; I'll freely admit I'm not one for puzzles and the only mod I have ever downloaded fir Origins is "Skip the Fade." It was cool the first time, and the individual companion dreams were nice, but it got so long in the initial slog and just - no.
#37
Posté 02 mars 2013 - 06:26
As for DA2.... no opinion. It was short, still looked like crap, but Isabela's betrayal was pretty funny.
#38
Posté 02 mars 2013 - 06:26
#39
Posté 02 mars 2013 - 06:29
#40
Posté 02 mars 2013 - 06:33
#41
Posté 02 mars 2013 - 06:34
Fireblader70 wrote...
One missed opportunity (I thought) was that the Fade was always, as has been shown here, very bland. And yet... this is a place of dreamers? Where the spirit inhabitants form objects and locations based on the minds of mortal beings?
Where are all the colours? The trick rooms? Different light levels? Psychedelic mind-blowing action sequences?
Seriously! This place has so much potential! Why is it so damn boring?!
Seriously, this sums up my thoughts perfectly. Gameplay wise, the fade sequences were perfectly adequate, but much like the deep roads, looking at them got old, fast. Give it a brighter redesign, and I'd love to go back there.
#42
Posté 02 mars 2013 - 06:36
Fireblader70 wrote...
One missed opportunity (I thought) was that the Fade was always, as has been shown here, very bland. And yet... this is a place of dreamers? Where the spirit inhabitants form objects and locations based on the minds of mortal beings?
Where are all the colours? The trick rooms? Different light levels? Psychedelic mind-blowing action sequences?
Seriously! This place has so much potential! Why is it so damn boring?!
This.
Instead of getting rid of the Fade. I'd just like it to be more interesting. What better area than a Dream Scape for BW artist's to be given the freedom to push boundaries?
I want to keep the Fade, however so much more could and should be done with the area. Blur is not enough.
#43
Posté 02 mars 2013 - 06:45
#44
Posté 02 mars 2013 - 07:02
#45
Posté 02 mars 2013 - 07:08
#46
Guest_PurebredCorn_*
Posté 02 mars 2013 - 07:11
Guest_PurebredCorn_*
Modifié par PurebredCorn, 02 mars 2013 - 07:31 .
#47
Posté 02 mars 2013 - 07:13
It does need a major upgrade, though. It is a spirit world, shaped by dreams, so get crazy with it. Keep it a certain level of hazy or blurring, but do it in a vibrant way. I think the little interdimensional areas in Fable 3 (much as the game overall's not the greatest) are a great place to take from. Sometimes you're in a color paint on b&w dreamworld. In one instance, you're playing through a p&p game as the toy character. Or take from Elder Scrolls in how every daedra lord's Oblivion realm is an entirely different experience with different rules and different expressions. So the fade's shaped by dreams. Anything can happen.
Modifié par cindercatz, 02 mars 2013 - 07:15 .
#48
Posté 02 mars 2013 - 07:15
I sincerely hope we'll have a decent Fade sequence and one long dungeon crawl ala Deep Roads in DA:I.
Which begs the question: "Do Darkspawn dream of tainted sheep?"Filament wrote...
Next time you'll get a Fade quest in the middle of a Deep Roads quest, and the Fade will look like the Deep Roads.
Modifié par Sutekh, 02 mars 2013 - 07:17 .
#49
Posté 02 mars 2013 - 07:16
#50
Posté 02 mars 2013 - 07:19
Personally, I loved the Fade, particularly in DA:O, and I'd like to see more of it. The aesthetics weren't the best, no - but so what? Pretty much the entirety of DA:O ranged from ugly to mediocre, visually.
I want another Fade sequence, if it fits into the story, and I want it improved over the previous two. Longer, more puzzles, more things that can happen only in dreams. My non-mage Wardens will forever remember the thrill of shapeshifting.





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