When you are trapped in a cutscene, the only way of leaving the game without going through the whole cutscene first is to kill the program and restart it. It would be much better if the escape key called up the game menu as usual; the skipping of frames could be done using the space bar.
There should be a configuration option for suppressing all superfluous cutscenes in combat zones. Whether or not they manage to enhance the atmosphere during a first playthrough is highly debatable; in any case they break immersion by disrupting the flow. In repeat playthroughs they are supremely annoying, not only because of broken immersion but also because almost all of them break stealth and teleport the rest of the party to the controlled character. The Dalish origin is positively riddled with these things.
For cutscenes that elicit player choice, it would be nice if there were an option for fast-tracking them by typing the digits corresponding to the dialogue choices. E.g. 34211 for getting to fight with Valor (mage origin). Currently it is only possible to skip individual frames, type a digit, skip more frames, type a digit, skip more frames, and so on. It is needlessly tedious and disruptive.
Triggers should respect stealth by default, requiring explicit designer intervention to make them not respect it. If you require explicit designer action for setting objects to reasonable defaults then almost all of them will be configured incorrectly. Just look at Origins in general. In particular, if a group of enemies cannot detect a stealthed character according to the game rules then there shouldn't be a cutscene helping them do so anyway.
Talking about cutscenes: cutscene party teleport is more than a decade overdue for being disinvented. It didn't make sense back then, it doesn't now. Especially for cutscenes followed by combat and those in combat zones. It doesn't matter whether Morrigan isn't part of a conversation because she is at camp, or because she is guarding the dungeon entrance a mile back. Not there, no say. End of.
P.S.: most cutscenes and dialogues seem to assume that the player character initiated the conversation, whether that is actually necessary or not. Why can't Leliana go shopping or drink Avernus' potion at the Warden's Keep?





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