to flashy....
#26
Posté 05 août 2014 - 06:39
- Finnn62 aime ceci
#27
Posté 05 août 2014 - 06:44
I think it's found a nice middle ground personally. I've gone on at great length about how some of these effects serve as a way of dressing up a form of combat information, in a chaotic high-actor-count battlefield, some of these effects make for a good way of identifying abilities, especially because when the camera is pulled out, subtle animations in the hands might not be apparent.
But more than that, I don't really see a problem with the effects so far even if they exist solely for their own sake.
#28
Posté 05 août 2014 - 06:58
Meanwhile, back in DA:O
The Warden glows purple, because Leliana makes it so.
- TEWR, Deebo305 et PopCola aiment ceci
#29
Posté 05 août 2014 - 07:12
I like flashy. Realistic is boring.
Agreed , mostly. a few games where the combat isn't flashy at all i do like quite a bit but i'll take flashy/over-the-top over realistic combat any day.
#30
Posté 05 août 2014 - 07:39
That doesn't go hand in hand with the games we see nowadays. Dark and gritty has become generic while colorful and flashy is rarer than ever.
Seems to be true with DA these days. The game had more realistic features back in O (not going to debate on how much) but now it seems to be a total carnival with cartoon characters (looking at you ironbull).
- dlux aime ceci
#31
Posté 05 août 2014 - 08:10
I would prefer less flashy game. There is no reason why sword swings or arrows should leave a trail behind them and I'm also concerned how my computer is going to perform during combat, partly because of that. I like to watch good animations but all the lights and additional effects aren't necessary.
- balchagi aime ceci
#32
Posté 05 août 2014 - 09:18
I would prefer less flashy game. There is no reason why sword swings or arrows should leave a trail behind them and I'm also concerned how my computer is going to perform during combat, partly because of that. I like to watch good animations but all the lights and additional effects aren't necessary.
maybe the characters where buffed and that's why there weapons left trails? I don't really see it being that flashy though I mean there is a high chance of a character throwing magic around in a fight and magic should be at least a little flashy.
#33
Posté 05 août 2014 - 09:24
I'm hoping Bioware has the wisdom to implement a toggle for all visual effects.
There seems to be a very clear divide between those who like the sparkes and the auras and the trails and the glitter, and those who don't.
Pay attention to this, BIOWARE!
#34
Posté 05 août 2014 - 11:00
I'm hoping Bioware has the wisdom to implement a toggle for all visual effects.
There seems to be a very clear divide between those who like the sparkes and the auras and the trails and the glitter, and those who don't.
Pay attention to this, BIOWARE!
I've been hoping for something like that since Origins, though I found that DA2 didn't really have this problem. It was really annoying in Origins, because that glittery aura stuff was still there even in dialogue sequences. When I first played, I wonder why it looked like Wynne was shedding gravel, only to find out it was her rock armor ability. I was really glad to see that rock armor disappeared when combat was over in the next game.
#35
Posté 05 août 2014 - 11:07
I've been hoping for something like that since Origins, though I found that DA2 didn't really have this problem. It was really annoying in Origins, because that glittery aura stuff was still there even in dialogue sequences. When I first played, I wonder why it looked like Wynne was shedding gravel, only to find out it was her rock armor ability. I was really glad to see that rock armor disappeared when combat was over in the next game.
I want to believe they are taking these kinds of things on board because it is important for player immersion.
They have for example added a helmet toggle in DA2, ground circle toggle and such things, all which were annoyances in Origins. So we'll see...
#36
Posté 05 août 2014 - 11:44
Not flashy =/= realistic, just "not flashy". I can sympathize with the OP for wanting the game to look less like the PS4 inFamous.
- ploppy54 aime ceci
#37
Posté 05 août 2014 - 07:18
Let's look at realistic in a fantasy world. If the party member has a weapon that will accept a weapon rune like the rune of Lightning. I would expect there would be a visual effect that shows that the weapon has been altered or enhanced by the rune.
If that effect is an aura of electricity I would expect when the weapon is used it would leave a trail. The same with a weapon that has a rune of fire, spirit, nature or frost.
That would be considered realistic in this fantasy world. Would that be flashy or acceptable. Just like the potions that can be consumed. If the party member consumes a rock armor potion I expect to see a visual representation of that effect.
I would also expect that effect to remain until it wore off or was turned off even in cut scenes that would be realistic within the world.
#38
Posté 05 août 2014 - 07:29
Agreed OP. I will take realism over flash any day.
Give me realistic flame, frost, lighting animations, sounds and effects. Give me realistic and bloody warrior and rogue abilities. Speaking of effects, I often wonder why on earth, is it that developers cannot give us realistic sounds for things like sword swings, bow twang / bow fire, fire burning, ice hitting a surface, ice melting, thunder, etc. It always has to sound artificial which is weird because a realistic sound for something like chain lightning would be the sound of slightly muted thunder and fireball would be like an artillery strike, which sounds a lot better.
For a game that strives to want to be grown up and mature, in this context I mean mentally maturity, the combat animations looked like it came right out of a children animation cartoon. It then becomes hard to take said combat seriously.
Perhaps that is the direction they, Bioware are choosing and heading with combat, because they want to attract gamers who value flashiness and bling as opposed to realism and immersion.
I am not such a person or a game and I will never be such a person or a gamer but this is, again, a game they make. We can offer our feedback but they seem bent on wanting to give us flashiness.
- balchagi, Uccio et ploppy54 aiment ceci
#39
Posté 05 août 2014 - 08:23
I like the flashy animations.
#40
Posté 05 août 2014 - 08:51
Bioware is not bent on giving flashiness. Bioware is trying to meet the needs of its audience without totally alienating parts of it. As I have stated before in this thread alone you can see the different opinions.
If Bioware leans too heavily to the realism side quite a few gamers would find that to be boring. If Bioware leans too far to flashiness a few gamers find that unrealistic. Bioware is trying to make a game that will appeal to the largest audience and that requires compromise.
Above everything the game has got to be fun (and each person's definition of fun varies). If the game fails on that point it does not matter how realistic it is or flashy. No one will want to play it.
So compromise will be the key. If posters in this thread cannot accept compromise then I suggest you be ready for disappointment.
#41
Posté 05 août 2014 - 08:54
The game had more realistic features back in O (not going to debate on how much) but now it seems to be a total carnival with cartoon characters (looking at you ironbull).
Oh I see, like Leliana's Song of valor ?
#42
Posté 05 août 2014 - 09:03
Meanwhile, back in DA:O
The Warden glows purple, because Leliana makes it so.
THIS ^
#43
Posté 06 août 2014 - 05:08
Meanwhile, back in DA:O
The Warden glows purple, because Leliana makes it so.
Somebody obviously can't tell the difference between glowing and flashy.
The posts in this thread again prove the point what one poster sees or believes another does not.
If Bioware would have went down the beaten path, then we wouldn't have threads like this. We would have just been praising Dragon Age: Origins 2 (yes, DA:O 2) for selling a well deserved 10 million copies.
#44
Posté 06 août 2014 - 05:21
So compromise will be the key. If posters in this thread cannot accept compromise then I suggest you be ready for disappointment.
Compromise or any notion of middle ground got thrown out the window when Sera jumps 20ft backwards, Iron Bull hulk-smashes the ground like the earth benders from the Avatar series and Cassandra bashes down a fortress gate with a couple of shield bashes. Seriously, I took a look at Fable Legends gameplay the other day and it looked almost identical to DA:Is, except Fable is known to have that over-the-top design.
- craigdolphin et Uccio aiment ceci
#45
Posté 06 août 2014 - 05:31
"It's too much like an action game..but do we have those things action games have back yet?" Sometimes, I wonder.
As far as the rest of the thread goes, I'll take plausible over realistic any day. If I can buy that something works within the setting, that's just fine.
DAO was too slow in a lot of ways, and quite possibly the slowest Bioware game to date in terms of animations (Like the aforementioned two-handed weapon swing taking about as long as a baseball player up to bat. And looking like it, too), the input delay, and the bizarre staggered walk. DA2 went too overboard, but I think everyone and Bioware realizes it at this point.
Also, for the love of.."too". I think I've seen it like three different ways in this thread, and none of them right.
#46
Posté 06 août 2014 - 05:33
Somebody obviously can't tell the difference between glowing and flashy.
If Bioware would have went down the beaten path, then we wouldn't have threads like this. We would have just been praising Dragon Age: Origins 2 (yes, DA:O 2) for selling a well deserved 10 million copies.
Wishful thinking, I doubt very seriously that DA:O2 would have sold 10 million copies when DAO only sold 4.5 million. I doubt that DAO:2 was going to pick up 5.5 million new gamers who like playing story driven party based games. (Because that is the assumption you are making).
If you are looking at Skyrim's number of sales and trying to compare you are looking at two different types of games in the rpg realm. Skyrim is an open world exploration game where player interaction plays a more prominent role. Bioware games are more focused and story driven.
It would be easier to compare Dragon Age to The Witcher series than the Elder Scrolls and it still would be a stretch. Witcher 2 barely did 1.6 million in sales on the two released platforms.
But, YMMV.
#47
Posté 06 août 2014 - 05:46
Wishful thinking, I doubt very seriously that DA:O2 would have sold 10 million copies when DAO only sold 4.5 million. I doubt that DAO:2 was going to pick up 5.5 million new gamers who like playing story driven party based games. (Because that is the assumption you are making).
If you are looking at Skyrim's number of sales and trying to compare you are looking at two different types of games in the rpg realm. Skyrim is an open world exploration game where player interaction plays a more prominent role. Bioware games are more focused and story driven.
It would be easier to compare Dragon Age to The Witcher series than the Elder Scrolls and it still would be a stretch. Witcher 2 barely did 1.6 million in sales on the two released platforms.
But, YMMV.
I wouldn't be surprised if DA:I sells even less than 4.5 million TBH. BTW, DA:O sold more than 4.5 million, it was something around 6 to 7 million IIRC.
Morrowind sold ~3 million, Oblivion sold ~8 million and Skyrim sold ~20 million, which is a very nice development. Could have happened to the Dragon Age series too, but oh well, EA and stuff happened.
#48
Posté 06 août 2014 - 05:47
I like flashy . . . up until the point where my entire screen is so covered with flaring neon colors that I can't tell what the **** is going on. Then I don't like it any more.
BUT I haven't seen any videos yet where this is the case. Yay!
What about the redcliff demo, I thought that had just too much going on. I could barely see what was happening. There are just so many vfx happening together, like the vfx from buffs, from potions, from special attacks, from the tactical view, from the fade tear, from normal attacks, from the combons, then the damage numbers, then the status effects.
I seriously hope that we have the ability to turn half of them down. Not only for the sake of diluting the flashiness, but also for the sake of same my video memory.
I do however like how colorful the environment is.
#49
Posté 06 août 2014 - 05:51
I wouldn't be surprised if DA:I sells even less than 4.5 million TBH. BTW, DA:O sold more than 4.5 million, it was something around 6 to 7 million IIRC.
Morrowind sold ~3 million, Oblivion sold ~8 million and Skyrim sold ~20 million, which is a very nice development. Could have happened to the Dragon Age series too, but oh well, EA and stuff happened.
I think you are not giving DAI or bioware enough credit. I too wrote off the Dragon Age series after DA2, but DAI is shaping to be something unique and much better than its predecessors.
I won't be surprised, if it sells more than 10 million copies. Word of mouth is still the best source of marketing and DAI is shaping to be one of the best games ever. I would definitely be recommending it to my friends.
#50
Posté 06 août 2014 - 05:54
What about the redcliff demo, I thought that had just too much going on. I could barely see what was happening. There are just so many vfx happening together, like the vfx from buffs, from potions, from special attacks, from the tactical view, from the fade tear, from normal attacks, from the combons, then the damage numbers, then the status effects.
Yep, I didn't think anything could beat DA 2's Arcane Shield + rest of the effects until then.





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