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GS - Dragon Age: Inquisition, the Baldur's Gate Legacy, and the Value of an Open World


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#351
kingjezza

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Laidlaw's answered that something to the effect of "Yes, but you get to see how much better the game looks in 3rd person view"

 

Honestly I think most of this disconnect here stems from the game being shown on "you can't die" mode.

 

I can only speak for myself but the disconnect stems from the fact they keep talking about and showing the tactical camera but don't show any combat in that mode. From my understanding on the consoles the tactical camera is tied into pausing the game and unless you hold a button down a wind time forward button while in that mode you can't actually play in that mode freely, it reverts back to 3rd person view on unpause. 

 

Is that correct?

 

I know there is a tactical camera mode, but I still don't know if on PC it plays different to the consoles and I can freely play the game in that mode, without holding down some button, like I could in Origins, I don't want paused tied to what camera mode I'm in.


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#352
Amaror

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I know there is a tactical camera mode, but I still don't know if on PC it plays different to the consoles and I can freely play the game in that mode, without holding down some button, like I could in Origins, I don't want paused tied to what camera mode I'm in.

 

Search on youtube for Dragon Age inquisition DigiExpo. 

There is a leaked demo there, that shows quite a lot tactical combat, although with a controller.

However it seems that the "Engage-Mode" they keep talking about is just the same as unpausing in the tactical view. If you watch the entirety of the keep invasion that they show, then you will see that they let the game run normally while in tactical mode. 

Of course this video is very old and we never now if features may have been scrapped. 



#353
Kinthalis ThornBlade

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Oh, Kevin Van Ord, that same ***hole who destroyed the Final Fantasy franchise in all his articles.

Sorry but I'm personally boycotting any article written by that pile of crap.

 

I don't understand people like you. You are seriously calling that guy names over him not liking a GAME that you do like? 

 

How old are you? I seriously hope the answer to that question is 12.

 

Would you say what you just said about him to his face? I really hope it's just the anonymity of the internet that makes you sound like jerk, and that you don't actually treat human beings like that.



#354
hexaligned

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I can only speak for myself but the disconnect stems from the fact they keep talking about and showing the tactical camera but don't show any combat in that mode. From my understanding on the consoles the tactical camera is tied into pausing the game and unless you hold a button down a wind time forward button while in that mode you can't actually play in that mode freely, it reverts back to 3rd person view on unpause. 

 

Is that correct?

 

I know there is a tactical camera mode, but I still don't know if on PC it plays different to the consoles and I can freely play the game in that mode, without holding down some button, like I could in Origins, I don't want paused tied to what camera mode I'm in.

Last I heard, and to my understanding, there isn't an actual isometric camera mode no.  In combat you can pause and zoom out, and then hold down a button to move the action forward, and that's "tactical cam"/ "engage mode".  



#355
Brogan

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Cameron, one more quick question.

It's obvious now tac cam is something new for all platforms, pc included. And I realize you just said that you will be releasing more info on it in the coming weeks, but from a pc players viewpoint can you very briefly explain what tac cam provides to the pc interface that we did not have before in terms of simply zooming the camera out and up with the mouse? Thanks.

#356
ncRidesh

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Understood. Now we're past E3 we have a bunch of things coming soon which will help show this much better.

 

A well produced trailer like the GTA V gameplay video would be a touchdown for the DA:I marketing.



#357
Uccio

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I disagree. The demos we've seen thus far have been fairly thorough in address many of the loudest complaints for DA2 which largely revolved around combat, visual design, and customization. They also focus on the storytelling aspect, the modified use of the dialogue wheel, and touch a little on the story and the characters within it. So, yes, I believe Bioware has shown us quite a few interesting elements and that some of things, particularly the manner in which combat, visuals, and customization will be handled, are quite good.

From my perspective, the problem is that folks are eager to criticize. I think most folks want to criticize or insist that there's something wrong, even if some of the complaints that dogged DA2 and ME3 are addressed in what we've seen thus far. It's pretty much become the standard behavior. Now, I'm not suggesting that there aren't reasons to be cautious; rather, I'm saying that these hyperbolized negative reactions are like a feed-frenzy. Virtually any statement or comment the devs make are chum that drive so-called fans into a frenzy of bitter, vulgar anger and dissatisfaction, often to the point that they glorify earlier games that possessed many of the same issues that DA2 and ME3 had.

In the end, I hope that DAI will be a success. I hope that it does a better job than DA2 in its breadth, variability, and player agency and meets DA2's fantastic attempt at a non-traditional fantasy tale. I hope that it does a better job than ME3 with its endings and its minor quests, but that it meets ME3's goal of achieving something big. And I hope that it manages to have the same kind of exploration that we had in BG and BG2. I'll be cautious with my expectations, but given that the vast majority of my playing experiences with the company -- even with the less successful ventures -- have been great.

What did they modify about the dialogue wheel? So far I've only seen the same three reply wheel with one question option. Just like in DA2, ME2 and in downgraded size in ME3. Nothing so far has implied of any improvement in the wheel.

#358
leaguer of one

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What did they modify about the dialogue wheel? So far I've only seen the same three reply wheel with one question option. Just like in DA2, ME2 and in downgraded size in ME3. Nothing so far has implied of any improvement in the wheel.

It tells you what you're going to say before you say it.

 

I don't get the hate about the wheel.



#359
Lukas Trevelyan

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It's a cool idea Caladin, I'll pass it on to the UI team to think about.

Yeah something similar to SWTOR's companion screen, you had a mini quickbar under their portrait+hp bar, it'd be really neat.


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#360
kingjezza

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Last I heard, and to my understanding, there isn't an actual isometric camera mode no.  In combat you can pause and zoom out, and then hold down a button to move the action forward, and that's "tactical cam"/ "engage mode".  

 

That's pretty much my fear.


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#361
phantomrachie

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What did they modify about the dialogue wheel? So far I've only seen the same three reply wheel with one question option. Just like in DA2, ME2 and in downgraded size in ME3. Nothing so far has implied of any improvement in the wheel.

 

There is a bit more detail than that in the recently released demos. Here you can see multiple options, each with its own symbol that gives you more information on what type of response it will be.

 

Looking at all the responses in the demo, the number of choices seem to vary from 3 to 5 (though 2 to 6 is probably possible) and there are more symbols to give you an idea of what the response will be like than in DA2.

 

I agree that we've not seen much of the dialogue wheel so far, but this is probably due to the fear of spoilers since the demo appears to happen during an important quest.

 

What we have seen does indicate that there has been improvements made but how extensive those improvements are unknown.

 

I've no real issue with the dialogue wheel so I'd prefer to see more of things like the crafting system and PC UI before a possible spoiler filled full demo of the dialogue wheel. 



#362
Vapaa

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I don't get the hate about the wheel.

 

It's new, therefore it's hated.


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#363
The Elder King

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It tells you what you're going to say before you say it.
 
I don't get the hate about the wheel.

Not completely true. The pop up came up in the action wheel, like the one in the PAX demo. In the case of the tone wheel (DA2 and E3 demo), or the new reaction wheel, there won't be any pop to explain further the choice.

#364
Brogan

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That's pretty much my fear.

 

Well, from the few official responses on here and after examining everything the videos show of the tac cam, the bottom line looks to be this:  from what they are showing, the PC version may be getting it, but it doesn't look like there's any reason to actually use it.

 

It does in fact look like something for console versions who did not have the ability to scroll (zoom) out, around, or up while paused or un-paused.  Hence why they are describing it as "new" feature.

 

The good thing is we now know we'll see in the coming weeks.



#365
Allan Schumacher

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It does in fact look like something for console versions who did not have the ability to scroll (zoom) out, around, or up while paused or un-paused.  Hence why they are describing it as "new" feature.

 

As a note, the tactical camera didn't actually exist in DA2 either.  So in the sense of the franchise, the tactical camera for the PC is a return to a camera mode that allows you to detach the camera from a character and move the camera around.

 

Based on your posts, I think you're thinking that it's some sort of additional camera mode on top of something else, but just to be clear it is not.


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#366
Lady Shayna

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It's new, therefore it's hated.

 

 

Heh.  Not sure if you're being serious here, or if you truly haven't seen anyone discuss their reasoning.  On the off chance that it's the second, I thought I'd give my reasons for disliking the dialogue wheel.  

 

(1) I associate it with full PC voice-over, which I dislike.  And again, not, this is not because it is "new" (it isn't in games), or because I like silent moves better than "talkies", but because, to me, it decreases the amount my character is mine.  There are certainly going to be trade-offs in an CRPG on this particular issue, but the benefits of allowing me to decide exactly what my character says (more on that in (2) ) and how she says it far out-weigh, to me, the benefits of having my character be voiced.  Therefore, the dialogue wheel gets the spill-over from my annoyance, which apparently runeth over. Heh.

 

(2)  My biggest beef with it is the fact that the player chooses summaries and then says something else when they speak.  Many times, they say something completely different than what I was expecting.  As an example, I've played 5/6 character class stories in SW:TOR, which gives me many hours of experience and examples.  In minor quest conversations, about 75% of the time the response my character says is pretty much what I expected, about 15% of the time my character says something unexpected, and about 10% they say something utterly unexpected and my character would NEVER say that (and I press ESC to get out of the conversation and start over).  I'm not certain why, but in main/class quest dialogues, this ratio tends to jump up to 60/25/15, which means that in most class quest conversations, I exit out at least once because something I chose was not only not what I expected, but something I would never had chosen.  This is important to me - my character should NEVER do say anything I don't expect her to say.  I know what I say before I start speaking unless I'm really really tired (in which case i don't say something different - just something unintelligible :) ).This is extremely irritating to me.  Why do I have such a hard time anticipating what the summaries mean?  No idea.  Perhaps I'm just not on the same wavelength as the writers?

 

With the previous approach of full text choices and no voice-over, I would choose the general feeling of what my character would say, and feel free to change the wording or tone of delivery in my head to better fit the character I was playing, and that was a significant part of what made it feel like MY character.  It was VERY rare that no sentences could be chosen that I couldn't make into something that my character would say (and yes, those rare moments irritated me just as much).  With the dialogue wheel changes, I select the general idea, then BioWare gets to choose the exact phrasing and tone of voice, which makes it feel, to me, more like BioWare's character, and I'm just meta-gaming it.  IE, it takes me out of my character's head just a little bit more.  Therefore, I dislike it.  

 

Hey, I've been through many, many changes in player input for dialogue in RPGs: free text, keyword selection, tone selection, sentence selection, and the dialogue wheel.  Some I like better than others.  Sentence selection has been my favorite, which is what they're moving away from.  

 

I've seen their reasoning for the dialogue wheel, I understand it even if I disagree, and I don't believe they're going to change.  It's possible that the little tone icons along with the summaries will help minimize the "My character would NEVER say that!" choices, and thus cut down on how many times i need to replay entire conversations, but I still don't like not knowing exactly what my character is going to say, and I doubt anything will ever change that.

 

Well, there it is, anyone was ever wondering why someone would dislike the dialogue wheel.


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#367
kingjezza

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As a note, the tactical camera didn't actually exist in DA2 either.  So in the sense of the franchise, the tactical camera for the PC is a return to a camera mode that allows you to detach the camera from a character and move the camera around.

 

Based on your posts, I think you're thinking that it's some sort of additional camera mode on top of something else, but just to be clear it is not.

 

But can we play the game freely in a isometric camera mode like we could in Origins, without needing to hold a roll time forward button?

 

Is camera mode tied to pause?


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#368
Elhanan

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But can we play the game freely in a isometric camera mode like we could in Origins, without needing to hold a roll time forward button?
 
Is camera mode tied to pause?


Based on what was shown on earlier demos like PAX Prime 2013, one did not have to change the camera perspective while advancing time. Go to 28:00 min mark for example:



There are other vids showing this demo that might have better audio or visual quality, if you prefer it.

#369
aries1001

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Have you not shown the character blurbs e.g. Dorian, Cassandra, Iron Bull? And I hope that BIoware knows by now that one of the first questions, if not the first question, that will get asked is this: Is he or she romanceable i.e. can I as a character have a romance with him or not? You must have anticipated this. I have been around since 2001 here at the Bioware boards - and I can, as clockwork, tell you how it goes. You announce a game - and say there will be these characters. And one of the first questions is this: Will I be able to romance them or have a romantic relationsship with them? Also, a thread or two or three will be started about this.

Anyway, for my money, and opinion, the game looks great. And I like what I see, read and hear about the game.

Cameron Lee wrote:

But headline grabs are always interesting right. Inquisition is probably the deepest RPG we've ever made, it's certainly the largest. Story, party, tactical and real-time combat, quests, tons of equipment, crafting, more stats than you can poke a stick at, alchemy, your own castle to control... I could go on and on about RPG systems in DAI.

 

 

I'm curious, though, as what made Bioware decide that we need a castle of our own to control. Also, as I have stated several times, I'm afraid that this game will be more like a RTS where you sent your troops into areas to conquer them and need supplies to feed them. Or that it be would like Assasin's Creed Brotherhood where you are sending emissaries/persons to do your bidding....



#370
Brogan

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As a note, the tactical camera didn't actually exist in DA2 either.  So in the sense of the franchise, the tactical camera for the PC is a return to a camera mode that allows you to detach the camera from a character and move the camera around.
 
Based on your posts, I think you're thinking that it's some sort of additional camera mode on top of something else, but just to be clear it is not.


Thank you, I think I understand now. Apparently my confusion was based in the on the fact that I have not played any previous DA games on console, so I was unaware what abilities they had or did not have, and so some people in this thread were referencing console only versions, while others were talking about only the pc versions, and yet others who had played both versions were also taking part.

My original concern here was rooted in the dissatisfaction of the many failed console ports pc fans have been subject to. I am sufficiently convinced now that you guys might know what you're doing.

#371
Guest_Luther_*

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Yup, it's the community. The distinction between what the fanbase is talking about and what is actually being marketed is not hugely apparent for many.

 

 

Well, you see Mr. Phoenix, it works like this: there are "true" fans of CRPGs and then there are the...other....sorts of fans, especially those console gamers. Blech! See, "true fans" want an isometric perspective. True fans also know that romances could only ever exist by taking away from the rest of the game (true fans also know more about game development and design than actual developers and designers!). They believe this even though they don't think that way about DAO, and even though romance is not all of what has been discussed or marketed. Characters and story in a character and story heavy game as less important than the interface, after all, Mr. Phoenix. Not that the interface is unimportant. It is. It's just that real fans know it's the only mechanic that matters. True fans know something is amiss because we haven't seen the tactical camera yet (which might not be the implication of something far worse, but shh) and complain even when Allan Schumacher has confirmed information about pausing and moving the camera, which we knew about since E3. As said, Mr. Phoenix, true gamers also don't think we've seen anything about the mechanics, even though we have, more than once even. Because, again, only the isometric perspective is a game mechanic. Nothing else. Without it, we can't know that DAI won't be a cake walk with zero strategy, like all non-isometric perspective games are (and a cakewalk isn't what DA2 was on hard and nightmare, but plenty do feel that way about the normal difficulty; it's worth noting, too, that plenty of people believed that DAO was easy when it came out, even on nightmare). Finally, Mr. Phoenix, losing the isometric POV and being a wide open world is antithetical to True RPGs™.

 

Now, Mr Phoenix, you may ask: do these attitudes described above apply to everyone who likes or prefers an isometric perspective or that value it as a better way to issue commands and make tactical decisions? No. Of course not. I consider myself one of the later. But at times it can seem like the loudest, most frequent voices are those above that I have exaggerated somewhat for effect. Many fans of the bird's eye view are not at all like what I described above.

 

To speak without snark and not just to Fiery Phoenix: many celebrated RPGs have become classics with or without an isometric perspective, including old school RPGs like Wizardry and the original Deus Ex. Indie RPGs that use the isometric perspective seem to sell well on Steam and other digital game retailers. No, not as well as franchises, but when has this ever been different in the last 30 years of gaming? And many RPGs were wide open worlds before Oblivion and Skyrim, from Ultima to Might & Magic to Fallouts 1 and 2. Bethesda never had a monopoly on sandbox RPGs, even if they are the most successful in that genre. Arguably, Bethesda isn't as consistent with rich, memorable NPCs as Bioware, while their stories are a "choose your own adventure and, sure, eventually resolve the big story quests." So if Bioware wants to try their hand at the wide-open sandbox RPG market, then cool. I'm not worried about us all coming back here in October saying, "Like Skyrim but..." Doing so simply acknowledges who has set that standard that everything else in that genre is compared to. Like how third person sandbox action games are frequently compared to GTA. Then Saints Row came along and did GTA's formula better, imho. So, I'm not worried about DAI being open-world.

 

Nothing said in the previous paragraph is a case against isometric perspectives, btw. I like them and enjoy plenty of games with that POV, including ones that aren't RPGs like Blood Bowl. I just don't believe that my indifference makes me the enemy of any sort of crusade for the "true" DA experience, as if the bird's eye view and tactics panel we the only things that defined the original game. The later of which was OK but greatly improved with the advanced tactics mod and gastank's rules fixpack. I do get that the isometric perspective is more "old school" and that its loss might feel too modern. But as if it is the one true mechanic that decides if the rest of the game's mechanics will be good or bad, deep or shallow?

 

(Honestly, DAO is being held up on this pedestal by some fans that even as someone who loves it, and considers it one of his favorite games, thinks it shouldn't be on. Certainly it's combat is, based on earlier posts in this thread. Really, the slower calculation resulted in moments of being hit and taking damage when far away from an opponent because the calculation happens as the attack starts, not on if the opponent hits when you're near them. I could do the same to said opponents, slashing empty air but damaging the targeted enemy even though they had moved away. That's not "tactical", that's cheap and would work better in a turn-based RPG. Not a real time or pause-and-play one. Perhaps some use pause-and-play as a replacement for turn-based? I can't see how. At best it allows for controlled chaos. One game that did successfully incorporate skill with real time was Vampire the Masquerade: Bloodlines; meaning you couldn't just point, shoot, and hit at further than very close range until your skill got better. But even then you could avoid getting hit in melee by moving out of the way if you reacted quickly enough--and by quickly I mean in terms of player spatial awareness and timing, not a speed mechanic. Even Mount & Blade's somewhat complex mechanics still require one to actually land the blow, not just start the swing. And DAO's mechanics weren't that much more complex than DA2's, if you're talking about attributes, spells, talents, and combat calculations. There are calculations going on to detect if one hits, causes a critical, if damage is resisted, etc. I certainly didn't hit better or faster for clicking with greater frequency. DA2 does have a new mechanic wherein a unsuccessful attack results in a "glancing blow" that does less damage instead of a miss. This means, unlike DAO, you can never not land some kind of hit--same thing with enemies it seems. That's a questionable design choice, but the point stands that faster clicking does not mean more attacks and hits, at least on the PC. So blame the faster speed on a better optimized game engine and the removal of a BS mechanic--hit before you hit!--if anything.)

 

Moreover, it's not as if no other games released in the last 5 years haven't had an isometric or bird's eye POV (e.g. Shadowrun Returns, Dungeons of Dredmor, Cthulhu Saves the World, and, later this year, Pillars of Eternity--and that's just the RPGs; you've also got tactical shooters like Frozen Synapse, tower defense games like Sol Survivor, and strategy games like Shogun 2 Total War). Isometric/bird's eye perspective games haven't died, not by a long shot. I suppose one could argue that they aren't the dominant camera style for RPGs and that'd be fair.

 

And as far as "ruining the franchise", I'll use the example of Fallout New Vegas. Did it use an isometric POV? No. But it was an excellent follow-up, thematically and story-wise, to Fallouts 1 and 2. So much so, that it works as the third entry in its own trilogy with those two earlier titles. It helps that many of the original devs and writers of the two earlier titles also worked on FNV. The skill and combat mechanics in FNV were arguably as complex as Fallout 1 and 2 as well.

 

Frankly, I think changing to the sleek, black and gray interface of DA2 from the intricately detailed one of DAO (e.g. the quickbar was a belt, the journal with quest notes and codices was designed to look like a book), is more of a loss than the camera perspective. That flavor gave DAO's user interface, from any camera perspective, a distinct feel and look from, say, a sci-fi action RPG like Mass Effect. I missed it in DA2 and will likely miss it in DAI, even if I like DAI. An even greater loss were the skills, like poison-making, stealing, herbalism, and so on. The return of crafting in DAI, and to the extent crafted items are customizable, will hopefully be a happy thing. Oh, sorry. That's a mechanic we know about but aren't supposed to know about because Bioware hasn't mentioned it even though they have.


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#372
Khavos

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I don't think anyone's holding DA:O up as the paragon of virtue you're making it out to be held up as.  It's pretty indifferently-regarded elsewhere.  I think it cracked the RPG Codex's Top 70, but not by much and certainly not high on the list.  


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#373
polemists02

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I find all the anger odd but to fair this is not anything new to a forum. I find it amusing baldurs gate always gets viewed as if it was one big similar franchise. Baldurs gate 1 and 2 were dramatically different and so was ToB. Every game I try to judge on its own merit. I am a fan of silent protagonist I have been for some time but that is not the route this game went and that's okay. It looks fun and I hope to enjoy it. RPGs can be varied. I enjoyed witcher and dragon age for very different reasons.

All that said the people who argue logically and with some decor have a right to make the argument but please keep it civil. Hope to see you all on release day. :)
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#374
Wulfram

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I don't think anyone's holding DA:O up as the paragon of virtue you're making it out to be held up as.  It's pretty indifferently-regarded elsewhere.  I think it cracked the RPG Codex's Top 70, but not by much and certainly not high on the list.  

 

It was mid 30s.

 

And RPG Codex very much has it's own views, which are not especially universal, nor are they at all favourable towards Bioware.


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#375
Brogan

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I don't think anyone's holding DA:O up as the paragon of virtue you're making it out to be held up as. 

 

*raises hand*   Actually Yes, yes some people do.

 

For me, DAO pretty much saved cRPGs on the PC. 


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