No more "Fade" sequences. Ever.
#126
Posté 03 mars 2013 - 03:04
The Fade sequence in DA:A was a bit less fun as it was less distinguishable from normal gameplay. The sequence in DA2 was forgettable.
#127
Posté 03 mars 2013 - 03:18
#128
Posté 03 mars 2013 - 03:36
#129
Posté 03 mars 2013 - 04:38
MerchantGOL wrote...
IF there must be the fade in da:I then go the DA2 route, nice simple to the point and allot more fun
Sorry but if the game is going to be $60-70 some of us want MORE than a 15 minute jaunt:mellow:
#130
Posté 03 mars 2013 - 04:41
DA 2's sequence was too short for me to care for, but I didn't hate going through it.
Modifié par CrystaJ, 03 mars 2013 - 04:42 .
#131
Posté 03 mars 2013 - 04:43
Now you do.EpicBoot2daFace wrote...
I don't know anyone who enjoyed being in the fade for more than 60 seconds.
#132
Posté 03 mars 2013 - 04:48
#133
Posté 03 mars 2013 - 04:50
Yeah now that you say that it reminds me of it too. Also, I think the Fade would be better if we got to see more parts of it. So far we've only seen a little bit of it, but i'm sure we'll see alot more in the future.GenericEnemy wrote...
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.
#134
Posté 03 mars 2013 - 05:40
#135
Posté 03 mars 2013 - 05:44
The second time I was like - This is ok.
Third time - This is kind of boring.
Fourth time - This is crap.
Fifth time - *blowing raspberries*
#136
Posté 03 mars 2013 - 06:20
#137
Posté 03 mars 2013 - 06:28
andrew252 wrote...
think thats bad my lvl 10 rouge has 50 strength,40 dexterity and 40 cunningRiverdaleswhiteflash wrote...
If your system is lagging and you click rapidly enough, you can get them several times each. Which brings me to why my level 15 Arcane Warrior has a Cunning Score that rivals that of my level 24 Assassins.
(I had actually started to find the Fade boring, despite the Shapeshifting mechanic, until I discovered this trick.)
After my first 2 playthroughs (completely legit) I used that tome of the mortal vessel duplication trick XD
#138
Posté 03 mars 2013 - 06:28
Modifié par BombThatDeadGuy, 03 mars 2013 - 06:29 .
#139
Posté 03 mars 2013 - 06:57
#140
Posté 03 mars 2013 - 07:13
I would vote for including the fade in DA3, just so long as it's meaningful, interesting, and not quite so washed out looking.
Side note: Is it bad that when I first saw the name of this topic I immediately assumed it was made by someone incredibly indignant and unhappy about the "fade to black" approach DA2 took with the romance scenes? haha
#141
Posté 03 mars 2013 - 07:24
Sagekat wrote...
The blurry edges make me motion sick. I think I would dislike fade sequences more if I didn't have to take Dramamine and chug ginger ale.
The thing that really makes me want to chuck my biscuits is when they turn something around or upside down and you have to walk up a wall or walk down the upside down stairs and everything is just so horribly not right. Luckily Bioware doesn't do that. So far. HATED the small parts of Skyrim where I had to move through a fallen tower.
If the devs decide to go ULTRA SURREALISM on the Fade and force me to walk on the ceiling I don't think I could play it. That or I'd demand a free bucket with my game. xp
#142
Posté 03 mars 2013 - 07:46
Personally I agree with the op to an extent. I liked Dragon Age 2's fade sequence because I wasn't separated from my companions right away and it was well written. It's very hard to hate something that contains the line "I like big boats, I cannot lie."
Keep making the fade sequences short though, because that blurriness did give me a headache after a while in DA:O.
Modifié par Lenimph, 03 mars 2013 - 07:47 .
#143
Posté 03 mars 2013 - 07:54
Sagekat wrote...
The blurry edges make me motion sick. I think I would dislike fade sequences more if I didn't have to take Dramamine and chug ginger ale.
While I never hit that point yet, the blur and yellow/brown filter gave me a headache.
#144
Posté 03 mars 2013 - 08:46
#145
Guest_Hanz54321_*
Posté 03 mars 2013 - 08:51
Guest_Hanz54321_*
The fade in DA2 was a short jaunt to save Feynriel. Everyone probably loved that because it had a similar feel but it was nice and short.
I would be happy to see either version or none in DA3. WHATEVER FITS THE STORY.
#146
Posté 03 mars 2013 - 08:56
The Fade is a rather interesting place and as long as it's not another 2 hour long mission, it can be very fun I think.
#147
Posté 03 mars 2013 - 09:01
In DA2 it feels cheap and insubstantial (and is a bunch of free attributes too iirc). I disliked both instances of it being done really. The companions in the fade always seem badly acted/rushed to me as well (goes for DAO ones as well).
The awakening one was less lame than the others but at that point its pretty much impossible to not have a brokenly overpowered char so it's boring too.
Only tolerable fade part was the Mage opener if you ask me. That thing set the scene for tranquil, hardships of being a mage and also introduced the templar vs mage theme. A very well done and purposeful prologue.
Modifié par imbs, 03 mars 2013 - 09:01 .
#148
Posté 03 mars 2013 - 09:30
Must say that I prefer this version of the fade, using it to getting to know more about the people around you than the long winding labyrinths in DA:O. The labyrinth was amazing the first time but less enjoyable for me on replays.
#149
Posté 03 mars 2013 - 09:43
In origins when you visit your companions dreams you can't see what they see, you just saw a barren little island, whereas in The Calling when we visit others fade illusions/dreams you actually get to see the dream. So you see the city, the cabin, the fort, the cellar that is the persons dream space, which was so much cooler.
I'd love it if, when we visited the fade again, they made the puzzle part shorter and the dream parts longer and more detailed.
#150
Posté 03 mars 2013 - 09:51
Unfortunately it was mired in the same bland combat system as the rest of the game.
Something I've wondered about was whether the locale was shaped by the dreamers caught on the various islands, or if it was imposed by the demon at the center? If the first, it illustrates rather effectively the shallow imagination the institutionalized participants and how the lack of interaction with the larger world has stunted their frames of reference; if the latter then it makes me kind of sad for the demons. I'd hate to spend eternity locked in brown.
As for the sequel, it was more interesting. That the whole of that fade was located within the same space as the Templar's offices is interesting, and the way it highlighted aspects of the NPCs was welcomed (even Sebastian's pious refusal to participate). Of course the fact that the demon has barely said hi and then everyone save Justice is virtually begging for the opportunity to turn on you is disheartening.
I'd like some kind of merging of the two treatments, with a few changes. Long enough to explore, treat it as an opportunity to highlight the personalities of the people involved in the quest. But make it weird (perhaps invert the colours?), and have the experience break the standard rules of the game (something I loved about Mark of the Assassin was the sneaking scene, how different it was from the rest of the game and how apt it was to the story).
I think there's a tremendous amount of possibility to do something great with the fade, I'd hate for it to be left out if it made sense to include it in the game.





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