the only way I would want to see Kirkwall ever again is if it was being violently destroyed in the opening cinematic of DAI
A Standalone Kirkwall DLC? Or even a full fledged expansion?
#76
Posté 01 juillet 2014 - 03:31
#77
Posté 01 juillet 2014 - 03:55
I get the feeling.
I sort of want to revisit though just because I thought they were going somewhere with that thin veil thing, but they never did...
In an interview with British site Swooping Is Bad, Gaider basically confirms all the lore from The Band of Three and the Codex about the veil being thin near Kirkwall was simply a MacGuffin used to explain all the crazy Mages in Kirkwall.
So there's no reason to return - Bioware didn't conceive Kirkwall's history with blood sacrifices and Sundermount as anything more than an after thought to lots of fighting.
#78
Posté 01 juillet 2014 - 04:00
In an interview with British site Swooping Is Bad, Gaider basically confirms all the lore from The Band of Three and the Codex about the veil being thin near Kirkwall was simply a MacGuffin used to explain all the crazy Mages in Kirkwall.
So there's no reason to return - Bioware didn't conceive Kirkwall's history with blood sacrifices and Sundermount as anything more than an after thought to lots of fighting.
Well yeah, but still think they could do something interesting with it.
#79
Posté 01 juillet 2014 - 04:03
Speaking of dlc, the mounts are ok but they lack a certain kind of flair. Of the Orlesian variety to be specific. Zebra war-mounts could remedy this.
Anyone else agree?
#80
Posté 01 juillet 2014 - 04:07
Well yeah, but still think they could do something interesting with it.
Agreed, but I don't think they will. If they had done the Exalted March expansion, maybe then. But at this point, the Kirkwall ship has sailed. Any lore or story possibilities that could have been are now dead on the editing room floor.
#81
Guest_Morrigan_*
Posté 01 juillet 2014 - 04:42
Guest_Morrigan_*
Please dear god, not a Kirkwall expansion.
While I enjoyed Dragon Age II for what it was (a personal experience that charted the trials and tribulations of an "average Joe"), the idea of going back to that city makes me nautious.
Bioware has a whole world to play with, why continually revisit the same destinations?
#82
Guest_Lady Glint_*
Posté 01 juillet 2014 - 05:15
Guest_Lady Glint_*
Indeed. You said it, sister.Please dear god, not a Kirkwall expansion.
While I enjoyed Dragon Age II for what it was (a personal experience that charted the trials and tribulations of an "average Joe"), the idea of going back to that city makes me nautious.
Bioware has a whole world to play with, why continually revisit the same destinations?
#83
Posté 01 juillet 2014 - 05:55
In an interview with British site Swooping Is Bad, Gaider basically confirms all the lore from The Band of Three and the Codex about the veil being thin near Kirkwall was simply a MacGuffin used to explain all the crazy Mages in Kirkwall.
No more than him quoting lore about darkspawn and its origins "confirms" that it's just maguffin used to explain why there's orcs in Thedas. "Yeah, Magisters of old defiling Golden City is a story reason. The gameplay reason is that gameplay guys wanted players to fight orcs."
#84
Posté 01 juillet 2014 - 06:12
#85
Posté 01 juillet 2014 - 06:19
In an interview with British site Swooping Is Bad, Gaider basically confirms all the lore from The Band of Three and the Codex about the veil being thin near Kirkwall was simply a MacGuffin used to explain all the crazy Mages in Kirkwall.
So there's no reason to return - Bioware didn't conceive Kirkwall's history with blood sacrifices and Sundermount as anything more than an after thought to lots of fighting.
Wow I always wondered why none of that stuff was explained in the game, all the stuff about the veil being thin and demons having contact even with non mages. I always asked why would we need to read a codex string to discover this.
#86
Posté 01 juillet 2014 - 06:26
Wow I always wondered why none of that stuff was explained in the game, all the stuff about the veil being thin and demons having contact even with non mages. I always asked why would we need to read a codex string to discover this.
Because adding a small bit of text is easily and quickly done?
#87
Posté 01 juillet 2014 - 06:41
I was kind of disappointed that the Veil tear wasn't centered in Kirkwall because, as the Original Poster pointed out, they seemed to make such a big deal about the city being designed to thin the Veil. Of course, they may revisit that in some form in DA:I. On a more general note, I've enjoyed expansions a lot more than DLC. I think it would be great to go back to something like "Awakenings," rather than episodic DLC.
- AlleluiaElizabeth aime ceci
#88
Posté 01 juillet 2014 - 06:54
No more than him quoting lore about darkspawn and its origins "confirms" that it's just maguffin used to explain why there's orcs in Thedas. "Yeah, Magisters of old defiling Golden City is a story reason. The gameplay reason is that gameplay guys wanted players to fight orcs."
Darkspawn were featured as a crucial part of the main plot. The veil being thin in Kirkwall was basically only mentioned in Codex entries and has no clear indication that it was ever planned to be followed up on. There's a difference between the two, even if both had the gameplay reasons of giving the player a horde of undeniable bad guys to fight.
#89
Posté 01 juillet 2014 - 07:19
Darkspawn were featured as a crucial part of the main plot. The veil being thin in Kirkwall was basically only mentioned in Codex entries and has no clear indication that it was ever planned to be followed up on.
Slavery (and what comes with it) was a crucial part of what Kirkwall is, too. Statues, pictures on the walls, those ridiculous spikes—it's not that hard to figure out what a place Kirkwall is. And I seem to remember there's enough talk in-game about the Veil being thinned by killing and such. And a whole blasted pit full of bones near the city.
I'll admit there's more dots to be connected in DA2, comparing to DAO, but that's DA2 for you—sketchy on the details.
#90
Posté 01 juillet 2014 - 07:34
Because adding a small bit of text is easily and quickly done?
Well I was more or less saying that in a game where you're ultimately deciding between mages/Templars having that knowledge available to the character as part of the story would make for a more informed decision. On the one Playthrough I did if it weren't for these codex entries and Bethany being my sister I would have said lock um up/put um down because these mages are crazy as hell.





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