No more "Fade" sequences. Ever.
#151
Posté 03 mars 2013 - 10:25
Personally though, I'd love if the aesthethic of the fade was turned much more dreamlike. Vivid colours, particularily ones rare in the waking world, would be fantastic. It would also help emphasis the black city a lot, me thinks. The entire fade is vibrant with life and colour, and there in the sky hangs a pitch black brooding fortress. Because as it was previously... I wouldn't have been able to tell the black city from anything else.
Impossible architecture was a suggestion made previously that I agree with. It'd be awesome with stuff just hanging suspended in the air, Of corridors that spiral before you. Stuff like that.
All in all, it'd be awesome if the fade, visually, looked dreamlike and different from the waking thedas.
#152
Posté 03 mars 2013 - 10:32
#153
Posté 03 mars 2013 - 11:00
#154
Guest_Aotearas_*
Posté 03 mars 2013 - 11:03
Guest_Aotearas_*
I would absolutely love to see not only DA1 fade sequences again, but actually have it as an integral part of the game more like a second world map to travel in and out like the normal map we had up to date in the DA games.
#155
Posté 03 mars 2013 - 11:12
But what I would like to see is the Fade actually fooling me. Like I go to the camp, talk to my companions, and only after a while it comes up that it's not the real world. I was dissapointed with the whole Duncan thing. I knew it wasn't real becuse I've just seen the demon making me fall asleep, and also the whole thing was blurry.
Modifié par Henioo, 03 mars 2013 - 11:14 .
#156
Posté 03 mars 2013 - 11:13
I agree it could certainly do with an artistic overhaul
#157
Posté 03 mars 2013 - 12:36
I agree that the Fade sequences should be overhauled, they were a bit to soft/blurry and I think its why I got fed up with the Lost in Dreams quest in DAO, as it felt like it went on forever. If they were more vivid, with more colour that would help a lot.
#158
Posté 03 mars 2013 - 01:05
So OP no to your asking ,i missed doing thing in the fade
#159
Posté 03 mars 2013 - 02:02
At this point I don't expect miracles, new engine or not. But if we must have another Fade sequence, the first order of business should be to remove the blur filter and add some color. You don't have to be an artist to know that annoying blur effect + brown = ugly.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?!
Modifié par EpicBoot2daFace, 03 mars 2013 - 02:13 .
#160
Posté 03 mars 2013 - 02:19
That said, I have to agree it's a bit...un-dreamlike and bland. I don't know about the rest of you but I don't dream in blurry, muddy brown and while, yes, it isn't the real world, it's a game world, you would think in such a colourful and interesting world, the dreamers would have given the Fade spirits much more variety to imitate. But they will have a new engine this time so we can hope they take the original Fade and give it a makeover. Perhaps they weren't really able (for reasons we aren't privy to) to do much more than what they did.
#161
Posté 03 mars 2013 - 02:45
Modifié par The Woldan , 03 mars 2013 - 02:46 .
#162
Posté 03 mars 2013 - 03:04
Icinix wrote...
I quite liked the fade the first time.
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*
Xerxes52 wrote...
The Fade in DA:A was the best imo. DA:O was too long, almost no party combat, and too much backtracking. DA2's segment was too short.
I see much truth above.
#163
Posté 03 mars 2013 - 03:57
It hurt my eyes, was boring and incredibly tedious and not hard at all. The second mod I downloaded was one to be able to skip the Fade in Origins (the first was to skip Ostagar--these of course were not on my first playthrough). Best mod ever. I did however like the Fade in DA:A and DA:2, so if they HAVE to include one in DA:I, take inspiration from those two.
If it's anything like DA:O I will cry >:
Modifié par aphelion4, 03 mars 2013 - 04:05 .
#164
Posté 03 mars 2013 - 04:15
#165
Posté 03 mars 2013 - 04:36

It certainly looks blurry/foggy and those structures look kinda Fade-ish.
#166
Posté 03 mars 2013 - 04:42
#167
Posté 03 mars 2013 - 04:47
As for the "Lost in Dreams" section of DAO, I like the ideas and what all it showed. But there things about the quest that I didn't like. For example, I was separated from my party. That's okay by itself. But anything annoying like that (or say losing your gear) creates the feeling of "I'm not right". And so I want to fix things. However, there were setbacks that made me realize it would take longer than expected. And that annoyed me. And then there was backtracking, which annoyed me further So, there are a lot of cool things in that Lost in Dreams section. I like the idea of puzzle-oriented stretches. I like the sort of sections that you have in there. And I like the idea of shapeshifting factoring into the puzzles. It's just the game jerks me around too much on the way to reassembling my party and has too much backtracking.
But if there are going to be important revelations about the Fade's history, it makes sense to continue to visit it.
As for the look, I guess the question is what the lore of it allows. I get the impression it is supposed to be, well, faded. There's a reason demons want to possess humans. That said, I'd like to find some excuse for it to be more visually interesting. The planes in Elder Scrolls tend to look pretty cool. For example, the seemingly Lovecraft-inspired visuals in Dragonborn during the Black Book sequences create a cool, alien feel. (Of course they have so much diversity to their realms they can do all sorts of looks as seen in Shivering Isles or Paradise section of Oblivion.) But whatever they do visually has to make sense.
Modifié par Giltspur, 03 mars 2013 - 04:58 .
#168
Posté 03 mars 2013 - 05:59
Henioo wrote...
The more the Fade the better, innit.
But what I would like to see is the Fade actually fooling me. Like I go to the camp, talk to my companions, and only after a while it comes up that it's not the real world. I was dissapointed with the whole Duncan thing. I knew it wasn't real becuse I've just seen the demon making me fall asleep, and also the whole thing was blurry.
Exactly! I want to be tricked and tempted and have to figure out that this isn't real. In DA:O's mage origin, on my first playthrough I knew I was in the fade of course but I didn't realize Mouse was actually the demon until he said "you just have to want to let me in" and I was like
#169
Posté 03 mars 2013 - 06:06
Goneaviking wrote...
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 thought the FADE being in the Templars Headquarters did NOT make sense and it was a HORRIBLE way to introduce Orsino.
#170
Posté 03 mars 2013 - 06:37
#171
Posté 03 mars 2013 - 07:46
I really liked how it was sandwiched into that other story. You're engaged in your pursuit of a very specific objective, and then unceremoniously hauled out of it into a very different environment, and you spend enough time there that your return to the original plotline may well leave you with a different point of view, or a different sense of urgency.Goneaviking wrote...
In DAO it took too long, particularly since it was sandwiched into an ostensibly different story in the circle tower.
I love how the Circle Tower - Fade Sequence fit together.
#172
Posté 03 mars 2013 - 10:02
lady syth wrote...
I have to say, after the first couple of playthroughs, I wanted to hug the author of the skip the fade mod and lavish praise upon him. That said, I actually like that we get to enter the Fade and this is made even niftier by virtue of the fact we get to do so as non-mage characters. Mages are supposed to be the only ones who can enter the fade while awake but we get special, plot-oriented circumstances under which we can do so (in the first game, even as dwarves who do not even go to the fade when dreaming).
That said, I have to agree it's a bit...un-dreamlike and bland. I don't know about the rest of you but I don't dream in blurry, muddy brown and while, yes, it isn't the real world, it's a game world, you would think in such a colourful and interesting world, the dreamers would have given the Fade spirits much more variety to imitate. But they will have a new engine this time so we can hope they take the original Fade and give it a makeover. Perhaps they weren't really able (for reasons we aren't privy to) to do much more than what they did.
Hmm... well, the Fade is a little like Ferelden isn't it. Too much brown
I love dreaming while sleeping, usually lie a little while after waking just thinking about the best bit. Feel a little sad for my characters in DA if this is where they end up. It's just so little color, how can that be the stuff of dreams? It is actually the thing I don't enjoy about the Fade. I have enjoyed missions set in it but it just feels so bland and beige/brown.
Oh well, since they don't know what they are missing perhaps it isn't that bad.
#173
Posté 03 mars 2013 - 10:09
Neofelis Nebulosa wrote...
I would absolutely love to see not only DA1 fade sequences again, but actually have it as an integral part of the game more like a second world map to travel in and out like the normal map we had up to date in the DA games.
Don't think that'd work for lore reasons.
I'd like it if they dropped the tint and actually made it seem like an ever changing place. There are so many interesting concepts that can be done with the fade.
#174
Posté 03 mars 2013 - 10:12
SongstressKitsune wrote...
I don't mind if it's a short quest like in 2. But I would definitely prefer to avoid another multi-zoned hours-long Fade portion.
^This. It's essentially the reason I never bothered with a second play through. I just couldn't bear the thought of trudging through that portion of the game again. You should never have to trudge. I want to have fun.
#175
Posté 03 mars 2013 - 10:13
bclagge wrote...
SongstressKitsune wrote...
I don't mind if it's a short quest like in 2. But I would definitely prefer to avoid another multi-zoned hours-long Fade portion.
^This. It's essentially the reason I never bothered with a second play through. I just couldn't bear the thought of trudging through that portion of the game again. You should never have to trudge. I want to have fun.
Modifié par Melca36, 03 mars 2013 - 11:57 .





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