erggh ninja rolling and spinning..yuck.
Impressions on the Dragon Battle (Gameplay Footage)
#201
Posté 10 juin 2014 - 02:37
#202
Guest_Rubios_*
Posté 10 juin 2014 - 02:41
Guest_Rubios_*
Dragon's Dogma, that's all I have to say.
#203
Posté 10 juin 2014 - 02:51
As the above poster said: I'm getting some serious DD vibes from how you can target individual body parts. Not that that's a bad thing, mind you: I greatly enjoyed that aspect of Dragon's Dogma.
Everything else is okay.
#204
Posté 10 juin 2014 - 02:54
Dragon's Dogma + Anything boss related is a good combo. While I think the rest of the game was total ass, DD did something no game has done since Shadow of the Colossus; make "Bosses" feel like something more than an extended HP bar.
Gonna say that I think 99% of the criticism I see is either 1) UI complaints or 2) related to the editing of the scene. They made it look way more hectic than it probably is.
- KaiserShep aime ceci
#205
Posté 10 juin 2014 - 03:01
In my opinion the only thing they would need to change would be the health bar, first it is green then turn orange and at least red. Otherwise I'm afraid I will find myself with a few party members than I began with.
As for the rest of it, I like it. I especially liked the effects of the spells, they are more beautifull than before. Targeting individual body parts is an improvement too. As for the quality I like it, they haven't released the game yet so they can always improve it.
#206
Posté 10 juin 2014 - 03:06
I wouldn't say that. Coupled with the fact that I expect more to be shown off this week (hopefully that stuff gets made readily available). Will there be people that misunderstand? Probably. I had a coworker in a restaurant pick up KOTOR because he was expecting more Jedi Knight. Fortunately he loved KOTOR more than Jedi Knight.
It is quick cuts between different shots (the health bars jump all over the place), but to me it comes across as different perspectives for the different types of characters playing and how they can be, as well as simply framing the dragon (bias: I love our dragon). But I'm not sure I agree that it's misleading.
I'll admit it is a bit misleading, but mostly because I thought you were just switching between characters like you would normally, and not actually just editing it.
#207
Posté 10 juin 2014 - 03:13
Whats up with all the anime inspired combat animations... that's a big disappointment tbh!
And no, I have nothing against anime, I watch it at occasion but just doesn't feel like something that belongs in a DA game.
#208
Posté 10 juin 2014 - 03:17
Dragon's Dogma, that's all I have to say.
Only if you can climb and ride the dragon
#209
Posté 10 juin 2014 - 03:19
The Rogue's Dive Roll I don't consider particularly "Anime" or embellishing. It's a Rogue, they're supposed to be percieved as agile. Considering she's jumping out of the way of a giant fireball, I can't say I wouldn't do the same.
Sera's Flippy derp arrow shoot is another matter. That's very, I wanna say "Anime" but I think it's more from a "Remember how badass everyone thought Legolas was?!' angle. Either way I'm not a fan, but it's probably just a combat ability used to put distance between the target + Archer while dealing damage.
Honestly, I'm more irritated with Backdaggers than anything else. It was always one of my pet peeves with DA:O that the "daggers" are ginormous like great swords and holstered on the back like the same. At least basic Longswords are holstered on the hip, I can only hope the same is true for Maces and Axes. (Two handed weapons are fine on the back)
#210
Guest_Puddi III_*
Posté 10 juin 2014 - 03:27
Guest_Puddi III_*
ehh anime this anime that, wtf ever.
I think it's very cool that each body part has its own health bar. The animations are fine to me. I like the energy effects. The in-combat barks seems like they could be a little more creative.
#211
Posté 10 juin 2014 - 03:33
To be fair, I think it's really hard to do interesting and varied archery animations that aren't silly.
Realistically, you are going to be more or less standing still and shooting people with very similar constant movements, but that'd look pretty boring.
#212
Posté 10 juin 2014 - 05:48
Whats up with all the anime inspired combat animations... that's a big disappointment tbh!
And no, I have nothing against anime, I watch it at occasion but just doesn't feel like something that belongs in a DA game.
I just don't get people who say that it doesn't belong in a DA game. . . I'd argue that it's always been like this, but as graphics are getting better the initial vision is being more incorporated into the actual gameplay. Watch Leliana and Morrigan from one of the initial DAO trailers:
Fine if you don't like flips and moves like that in a game, but don't say the DA universe has never included that type of style.
#213
Posté 10 juin 2014 - 06:02
I wonder what inspired the green modern UI feel? I want something clean and crisp that fits into a medieval world, that enhances my immersion. It makes me feel like I'm in a game, not inhabiting a character in a world.
#214
Posté 10 juin 2014 - 06:03
The only thing the game needs to come full circle as Dragon's Dogma is the climbing mechanic ala Shadow of the Colossus and the former. That would be a step up from the boring combat of the previous Dragon Age games.
#215
Posté 10 juin 2014 - 06:14
The only thing the game needs to come full circle as Dragon's Dogma is the climbing mechanic ala Shadow of the Colossus and the former. That would be a step up from the boring combat of the previous Dragon Age games.
I dont see how a targeting system for limbs of a creature brings the combat system that close to DD, ignoring everything else that dragon age presents.
#216
Posté 10 juin 2014 - 06:17
I dont see how a targeting system for limbs of a creature brings the combat system that close to DD, ignoring everything else that dragon age presents.
Really? Because, noting the dodge rolling and the fast paced bow and arrow shooting, while the Dragon would spontaneously waltz around the battlefield, I'd say that a climbing mechanic alone would make it all fall into place.
#217
Posté 10 juin 2014 - 06:20
Really? Because, noting the dodge rolling and the fast paced bow and arrow shooting, while the Dragon would spontaneously waltz around the battlefield, I'd say that a climbing mechanic alone would make it all fall into place.
Really?! I didnt know DD was the only game that presented those features
#218
Posté 10 juin 2014 - 06:25
Really?! I didnt know DD was the only game that presented those features
I didn't know many games had followers, while having spectacular boss fights with fast paced action either - We learn something everyday, am I right?!
#219
Posté 10 juin 2014 - 06:31
Sera's Flippy derp arrow shoot is another matter. That's very, I wanna say "Anime" but I think it's more from a "Remember how badass everyone thought Legolas was?!' angle. Either way I'm not a fan, but it's probably just a combat ability used to put distance between the target + Archer while dealing damage.
Didn't Bio have Leliana doing stuff like that back in the Sacred Ashes trailer? Maybe that's always been their vision, and the tech finally caught up with the vision.
Edit: ninja'd by Quyk Sylvyr.
#220
Posté 10 juin 2014 - 06:32
Well you can't climb on things - thats a point for Dragons Dogma
You can't inhabit a pawn and control skills - point for DA.
If you play DA:I without switching then it's very much like Dragons Dogma minus the ability to climb and ride bosses.
#221
Posté 10 juin 2014 - 06:36
I just don't get people who say that it doesn't belong in a DA game. . . I'd argue that it's always been like this, but as graphics are getting better the initial vision is being more incorporated into the actual gameplay. Watch Leliana and Morrigan from one of the initial DAO trailers:
Fine if you don't like flips and moves like that in a game, but don't say the DA universe has never included that type of style.
ahh the Trailer that almost put me off buying DA:O,
#222
Guest_Caladin_*
Posté 10 juin 2014 - 06:40
Guest_Caladin_*
I just don't get people who say that it doesn't belong in a DA game. . . I'd argue that it's always been like this, but as graphics are getting better the initial vision is being more incorporated into the actual gameplay. Watch Leliana and Morrigan from one of the initial DAO trailers:
Fine if you don't like flips and moves like that in a game, but don't say the DA universe has never included that type of style.
Brilliant how true to that CGI DA is becomming
#223
Posté 10 juin 2014 - 07:08
#224
Posté 10 juin 2014 - 07:14
Just because the movement animations were more fluid, it doesn't mean that the action is fast paced. And tbh the reason DA2 gameplay was so much faster than DAO was that you could target+attack with a button. You can't really make it faster without changing the game completely. Also as far as "anime style jumps" go, DA2 had it's share. Nothing new here. Warrior class looked like Devil May Cry without the vertical jumps.
I really wish they didn't focus so much on rolls. Even on the trailer they are irrelevant. They add "coolness" factor but most of them aren't needed to avoid something. They seem more of a mobility tool rather than a reactionary mechanism like most action oriented games.
They ditched the passive charge of melee classes and added roll in it's stead, that's it. You can call it whatever you like but a game with rpg stats and autoattack will never be an "action game" no matter what a trailer shows.
#225
Posté 10 juin 2014 - 07:15
I love the idea of attacking each limb separately. Arrow the wings until that sucker has to stay down.
- SerCambria358 aime ceci





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