No more "Fade" sequences. Ever.
#76
Posté 02 mars 2013 - 08:50
#77
Posté 02 mars 2013 - 08:57
#78
Posté 02 mars 2013 - 09:05
Shevy_001 wrote...
I actually liked the Fade in Origins. Not so much fights, some shapeshifting "puzzles" and rewards for exploring every area. With the new engine I could imagine that the artists can do a better job of providing a dreamworld, maybe with morphing environments and cool filters.
So, I'm looking forward to seeing the Fade again and how it evolved.
This.)
#79
Posté 02 mars 2013 - 09:09
#80
Posté 02 mars 2013 - 09:12
I love the idea of the Fade - I liked the Fade in DA:O, even though I think it could definitely have been shorter (not to mention it feels like a disjointed halting of the game).
#81
Posté 02 mars 2013 - 09:13
Modifié par leslie2233, 02 mars 2013 - 09:18 .
#82
Posté 02 mars 2013 - 09:23
Perhaps it was less gloomy before the Golden City was turned black? Who knows.
It's a relevant question though - perhaps because we've never entered the Fade for a healthy reason? Every time we enter - it is for some dire circumstance.
#83
Posté 02 mars 2013 - 09:29
I didn't mind the fade, I kind of enjoyed the challenge., and as long as we have mages we'll have the fade. But, I absolutely hated the Deep Roads, especially the brood mother.If the Deep Roads were a person i'd push them into a lake, or a puddle of mud, but I think we'll always have the Deep Roads in Dragon Age so I just deal with it.EpicBoot2daFace wrote...
I don't know anyone who enjoyed being in the fade for more than 60 seconds. In Origins, you were forced to be there for a very long time. In DA2, it was relatively quick and painless, but was only cool if you brought Anders along. It still looked like ass, though.
One of the big reasons why I hate the fade is because it's an eye sore. Seriously, the graphics and art direction for this place (where supposedly the Maker dwells) is some of the worst I've ever seen in a game. How on earth did the artists at Bioware think that this looked good in any way shape or form?
So, please, Bioware... no more. Just stop.
#84
Posté 02 mars 2013 - 09:29
But I really hated Ostagar.
#85
Posté 02 mars 2013 - 09:30
To be fair the Fade could just be a victim of the graphics and art direction of the previous games. Though more Origins really since it was incredibly ugly as DA2 just reused areas from the game and applied the overpowering fog effect.
#86
Posté 02 mars 2013 - 09:32
I really liked Ostagar, I wish we got to explore more of it.Annie_Dear wrote...
I didn't mind the Fade. Nor did I mind the Deep Roads.
But I really hated Ostagar.
#87
Posté 02 mars 2013 - 09:38
Medhia Nox wrote...
@leslie2233: there's a reason we rarely see good spirits. It's because they don't want to interact with mortals. Demons want to possess you - so they'll seek you out if you go to the Fade.
Perhaps it was less gloomy before the Golden City was turned black? Who knows.
It's a relevant question though - perhaps because we've never entered the Fade for a healthy reason? Every time we enter - it is for some dire circumstance.
i guess what you are saying is true. Why have we never entered the fade when we wanted to? What if Bioware treated the fade like another hub world and made it that when your player when to sleep they would enter the fade and get to explore it.
#88
Guest_Puddi III_*
Posté 02 mars 2013 - 09:38
Guest_Puddi III_*
Still, I would say they should not be afraid to introduce more color and fantastic environments to the Fade, or make it much closer to "reality", depending on the situation. I would also appreciate if they would play with perspectives (MC Escher sort of thing) or a sort of "light world/dark world" or "past/present/future" mechanic. They could do all these things without losing the overall uncanny feel that the fade ought to have.
#89
Posté 02 mars 2013 - 09:40
DomRod95 wrote...
I really liked Ostagar, I wish we got to explore more of it.Annie_Dear wrote...
I didn't mind the Fade. Nor did I mind the Deep Roads.
But I really hated Ostagar.
I liked Ostagar too, the look of it reminded me of Minas Tirith.
#90
Posté 02 mars 2013 - 09:48
Filament wrote...
I thought the art direction in DAO's Fade seemed fitting for a lucid dream experience. It's supposed to be a crude reproduction of real things in an unreal world that feels empty and unsettling. I think the Fade does succeed in capturing that feel with the VFX (the somewhat infamous blur effect) and the "music" and the environments too, for what they're worth. The environments could stand to be improved upon, without a doubt, but I think it is important to understand that they are that way for a reason.
Still, I would say they should not be afraid to introduce more color and fantastic environments to the Fade, or make it much closer to "reality", depending on the situation. I would also appreciate if they would play with perspectives (MC Escher sort of thing) or a sort of "light world/dark world" or "past/present/future" mechanic. They could do all these things without losing the overall uncanny feel that the fade ought to have.
So much this. The Fade's not bad -- but it needs a facelift, IMO. You can tell that DG loves the place (it's a great way to reveal a lot about a character's fears and desires), so it's probably not going anywhere. It's in two out of three of his DA novels, if I remember right. But in those instances, the Fade could be a place of horror as well as a place of (seeming) wish-fulfillment and greatest dreams come true. I wish we could see more of the contrast between light and dark in the Fade, rather than all things being emotionally (as well as artistically) washed-out, bland, and blurry. In neither game did it seem to me like it was even potentially the kind of place you'd want to stay forever, or the kind that could hold you with fear forever either.
I also felt like while the Fade sequence went a little long in DA:O (though I've got it down to a science now and don't really mind it), the DA team overcorrected in DAII and made the Fade sequence so short and predictable that it was hardly worth taking notice of. It could have been cut from the game entirely and, other than the level-up puzzles with the free xp, I wouldn't have missed it at all.
#91
Posté 02 mars 2013 - 10:06
nightcobra8928 wrote...
since the fade is a plane that is ever changing and shifting, i'd like to see more surreal and fantastical landscapes.
I particularly like this one!
#92
Posté 02 mars 2013 - 10:07
Renmiri1 wrote...
This is like the "no more deep roads" threads.. Fade and Depp Roads are an integral part of the Dragon Age lore and are here to stay. What you should ask for is for a less blurry scenery or an option to turn the blur off. And some flowers to plant on the Deep Roads dreary corridors
Really, they both just need updating a bit. But I'm sure the Frostbite 2 engine will more than do both the Fade and The Deep Roads justice.
#93
Posté 02 mars 2013 - 10:12
#94
Posté 02 mars 2013 - 10:18
#95
Posté 02 mars 2013 - 10:30
#96
Posté 02 mars 2013 - 10:42
Renmiri1 wrote...
This is like the "no more deep roads" threads.. Fade and Depp Roads are an integral part of the Dragon Age lore and are here to stay. What you should ask for is for a less blurry scenery or an option to turn the blur off. And some flowers to plant on the Deep Roads dreary corridors
oh, this would do nicely too instead of flowers....

#97
Posté 02 mars 2013 - 10:45
Modifié par Asch Lavigne, 02 mars 2013 - 10:46 .
#98
Posté 02 mars 2013 - 10:48
#99
Posté 02 mars 2013 - 10:48
You need pacebreakers to keep the game from wearing down the player.
Modifié par Xewaka, 02 mars 2013 - 10:49 .
#100
Posté 02 mars 2013 - 10:49
Anyways I am looking foward to seeing the fade again in DA III:I but I hope it will be excecuted better than in the previus games





Retour en haut








