Realistic versus stylistic combat animations (sword strokes conjuring rocks?)
#26
Posté 18 septembre 2013 - 02:50
Unless there is some sort of spell attached that I hope to the Maker is optional, there should be no reason why boulders would by flying up from the ground after a sword strike. This smells like DA2 awesome button.
#27
Posté 18 septembre 2013 - 03:09
Zu Long wrote...
If it makes you feel better, you aren't the first to bring it up. There was a (now locked) topic about Cassandra smashing the gate that ran in the same vein, and the warrior's ground-splitting attack was brought up serveral times there as well.
As I said, my own preference is for inclusion of Rule of Cool stylistic combat, and I don't think the devs will be changing those combad mechanics at this point.
I did not actually mind Cassandra smashing the gate. They clearly stated that they had specced her as a battering ram, so I assume she needed pretty special stats to complete that feat, and that there were numerous other ways to pass that particular obstacle.
Smashing a castle iron gate through brute force does not equal cratering the ground causing rock formations to suddently pop up.
Perhaps this anwers the eternal question asked by Ylvis?
What is the meaning of Stonehenge?
Two drunk stone age guys just kept smacking the ground with their long swords
Modifié par KristinCousland, 18 septembre 2013 - 03:14 .
#28
Posté 18 septembre 2013 - 03:48
#29
Posté 18 septembre 2013 - 05:50
And yes I agree with the poster above... smacks of the awesome button.
However, I disagree with another poster, that this decision definately will affect purchasing decisions for alot of DA:O fans, myself included.
#30
Posté 18 septembre 2013 - 05:54
this x2000Blackrising wrote...
Screw realism.
If it looks cool and makes the combat fun, I'm for it.
---------------
i loved da2 gameplay. the only thing i didnt liike was the level scaling.
Modifié par Kalas Magnus, 18 septembre 2013 - 05:56 .
#31
Posté 18 septembre 2013 - 05:55
The warrior has super strength and is obviously striking with at least 2 or 3 tons of force, leaving a giant crater behind where his blow landed on the ground like the Hulk.
Did you all think Bruce Banner was a wizard when he beat up Loki at the end of the Avengers?
#32
Posté 18 septembre 2013 - 05:57
#33
Posté 18 septembre 2013 - 06:17
#34
Posté 18 septembre 2013 - 06:22
Maria Caliban wrote...
The solution here is to get rid of realism when it comes to combat animations. That way, an animation that's obviously stylistic doesn't feel out of place.
This! These aren't combat simulators.
#35
Posté 18 septembre 2013 - 06:22
However, if we can just get as far away from DA2's style of animation as feasibly possible it'll be a step up in my books.
Modifié par SergeantSnookie, 18 septembre 2013 - 06:43 .
#36
Posté 18 septembre 2013 - 06:36
That combat trailer put a pause on my expectations on the game. Too much awesome for my taste. What I do not want to see in my game is a warrior who can break gate on her own and hit cracks on the ground. With such strength she could kill anyone with just one hit. Not cool.
#37
Posté 18 septembre 2013 - 06:42
Ieolus wrote...
OP I agree 100% with you.
And yes I agree with the poster above... smacks of the awesome button.
However, I disagree with another poster, that this decision definately will affect purchasing decisions for alot of DA:O fans, myself included.
I have to admit that it is a lesser issue to me that the DA2 animations, and perhaps because the rest of the combat looked really good - that cratering effect really stuck out. That was why I was surprised not to see it discussed here.
The DA2 animations stopped me from buying the game, until I recently got it from origin heavily discounted. I got it because I love this series, and I still trust Bioware. Afterall this is the company that has gotten me to love gaming in the first place. I want to get the story of DA2 before I preorder DA:I.
So I hope people get me right. Even though I loved the tactical combat of DAO, the new footage seems awesome and I am onboard for a more tactile combat. It was just that in all this beautiful footage those stones stuck out like a sore thumb.
Modifié par KristinCousland, 18 septembre 2013 - 06:44 .
#38
Posté 18 septembre 2013 - 06:43
Ukki wrote...
Realism is the only way.
That combat trailer put a pause on my expectations on the game. Too much awesome for my taste. What I do not want to see in my game is a warrior who can break gate on her own and hit cracks on the ground. With such strength she could kill anyone with just one hit. Not cool.
Come on, the gate might have been rusty, or had a rusty lock.
And Cassandra is AWESOME
#39
Posté 18 septembre 2013 - 06:43
Ukki wrote...
Realism is the only way.
That combat trailer put a pause on my expectations on the game. Too much awesome for my taste. What I do not want to see in my game is a warrior who can break gate on her own and hit cracks on the ground. With such strength she could kill anyone with just one hit. Not cool.
Not to mention that if a warrior was hitting the ground with enough force to send boulder-sized pieces of shrapnel flying everywhere, the weapon they were swinging would also not survive that kind of force. And why would a warrior be hitting with the force of an asteroid? Does he have magical super powers, and if so, what's the point of picking warrior? Might as well roll full on mage then.
#40
Posté 18 septembre 2013 - 06:46
Morroian wrote...
Maria Caliban wrote...
The solution here is to get rid of realism when it comes to combat animations. That way, an animation that's obviously stylistic doesn't feel out of place.
This! These aren't combat simulators.
I agree with that, but how does cratering rocks around you help? Is combat a minecraft simulator?:innocent:
#41
Posté 18 septembre 2013 - 06:46
Some of the stylistic animations in Dragon Age 2 served a game play purpose, such as the warrior's lunge and rogue's leap, which both helped to close distance between the character and their target quickly. On one hand they were over-the-top, but on the other hand, it made switching targets for a melee character very responsive (especially when compared to DA:O).
Ultimately, my biggest concern in combat isn't realism or style, but whether it's enjoyable. It's fine to aim for realism here and there, but never at the expense of elements that make combat fun, such as responsiveness or pacing.
#42
Posté 18 septembre 2013 - 06:48
Atemeus wrote...
I don't get it, it's not conjuring rocks.
The warrior has super strength and is obviously striking with at least 2 or 3 tons of force, leaving a giant crater behind where his blow landed on the ground like the Hulk.
Did you all think Bruce Banner was a wizard when he beat up Loki at the end of the Avengers?
Bruce Banner versus Loke would be more like a fight among the old gods, not a normal Thedas inquisitor.
Or has Dragon Age joined the Marvel bandwagon?
Then again, my warden at the end of Awakening probably could have kicked Hulk's butt :innocent:
Modifié par KristinCousland, 18 septembre 2013 - 06:58 .
#43
Posté 18 septembre 2013 - 06:54
Some level of realism is always sacrificed. When I watched the video, I assumed the rocks were cause by some sort of special attack that could, infact, cleave the earth.
#44
Posté 18 septembre 2013 - 06:55
I'm going to guess that bows now function like bazookas, and mooks explode in fountains of blood and gore after being shot with an arrow.
Dragon Age Inquisition: Now with more Awesome for your Buttons!
#45
Posté 18 septembre 2013 - 07:07
#46
Posté 18 septembre 2013 - 07:08
#47
Posté 18 septembre 2013 - 07:12
Blackrising wrote...
Screw realism.
If it looks cool and makes the combat fun, I'm for it.
THIS
#48
Posté 18 septembre 2013 - 07:15
What is the point of striking the ground in any case? Did he miss his target?
#49
Posté 18 septembre 2013 - 07:15
If the game ships with warriors having these silly abilities, I hope at least there is some kind of lore explanation. At that point you've turned the warrior PC into Superman or the Incredible Hulk, and might as well also have him shooting lightning bolts from his eyes and fireballs from his arse.
Modifié par Han Shot First, 18 septembre 2013 - 07:18 .
#50
Posté 18 septembre 2013 - 07:17
Shockwave.Davrel wrote...
I don't see it as question of stylistic vs realistic, but rather just uncharacteristic for a sword. Swords are supposed to be sharp. I don't mind absurdly powerful swordsmen if they act the part, (for further reading, see Samurai Jack). Leaving a crater is more characteristic of a powerful hammer.
What is the point of striking the ground in any case? Did he miss his target?




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