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Half an hour of gameplay, 2 conversations?


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#51
ElitePinecone

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And that's great that some people were able to spread out Origin's content over 100 hours, but MOST people took a lot less to beat it.

 

If we're being really accurate, most people who bought the game never even finished it.



#52
AshesEleven

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Well I heard one of the devs say "200 hours" for a completionist playthrough, but it's a moot point. The fact is, DA:I is bigger than DA:O (they said some areas in Inquisition are bigger than the entirety of Origins)... And yet, if you only have "around the same number" of words in a MUCH bigger game, that seems kind of off. Especially considering we have more companions than ever AND the addition of advisers. I wish there were MORE conversations I could have had with my companions in Origins... With Inquisition, we're virtually guaranteed to have less character interactions over the course of a longer game.

And that's great that some people were able to spread out Origin's content over 100 hours, but MOST people took a lot less to beat it.


I think that story wise, Inquisition is about the same length as Origins.

What can make it longer are all the little quests that grant you power and increase your influence. Those side quests that don't really always need dialogue. Since power will be needed to unlock story quests sometimes, you will need to do some of them. But I think it's likely that we only need to do a few "power side quests" before we can unlock story paths, and the rest are optional.

So I think story wise it'll be the same, but I guess we'll see.

#53
Jester

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I think that story wise, Inquisition is about the same length as Origins.

I think they said that main story alone is 40-50 hours.

Which is a lot more than Origins. It would also mean, that the main story is amazingly long. 



#54
AshesEleven

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I think they said that main story alone is 40-50 hours.
Which is a lot more than Origins. It would also mean, that the main story is amazingly long.


Always take what developers say with a grain of salt. We don't know what other activities they've added to that number.

#55
Rychen

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I don't know about that. While at the beginning it was just tedious fighting, the deeper you went, the more you felt that you were going to find something dreadful. 

This section was slowly building tension, while your party was descending lower - from almost clean, ancient dwarven structures to absolutely hellish landscape, filled with darkspawn filth, dirt and horrible creatures. The atmosphere was getting darker and darker, till the grand finale, which was the fight with Broodmother. 

It was in the Deep Roads, where you really discovered the face of your enemy. While before that, it was hard for me to treat the Darkspawn differently from your generic fantasy bad guys, after this section I realized how truly dreadful they are.

And all that important information was not delivered through dialogue or some laborious exposition - it was witnessed by the player first hand, with just several sentences. Telling the story through gameplay (and not through dialogue) is a good practice, and I actually hope to see more of that.

 

 

This. The feeling of descending the deep roads triggered more feelings of dread than any other part of the game. Both the spider caves (in particular the area leading up to the boss room) and then the Dread Trenches were amazingly done and did not need a giant dialogue bomb to bring you into the story because you were living it. Finally, when you do get some dialogue it's incredibly disturbing and shows you the reason why the darkspawn are so terrible and why the Grey Wardens are willing to sacrifice themselves to stop them.

 

First day, they come and catch everyone.
Second day, they beat us and eat some for meat.
Third day, the men are all gnawed on again.
Fourth day, we wait and fear for our fate.
Fifth day, they return and it's another girl's turn.
Sixth day, her screams we hear in our dreams.
Seventh day, she grew as in her mouth they spew.
Eighth day, we hated as she is violated.
Ninth day, she grins and devours her kin.
Now she does feast, as she's become the beast.
Now you lay and wait, for their screams will haunt you in your dreams.



#56
In Exile

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This. The feeling of descending the deep roads triggered more feelings of dread than any other part of the game. Both the spider caves (in particular the area leading up to the boss room) and then the Dread Trenches were amazingly done and did not need a giant dialogue bomb to bring you into the story because you were living it. Finally, when you do get some dialogue it's incredibly disturbing and shows you the reason why the darkspawn are so terrible and why the Grey Wardens are willing to sacrifice themselves to stop them.

 

First day, they come and catch everyone.
Second day, they beat us and eat some for meat.
Third day, the men are all gnawed on again.
Fourth day, we wait and fear for our fate.
Fifth day, they return and it's another girl's turn.
Sixth day, her screams we hear in our dreams.
Seventh day, she grew as in her mouth they spew.
Eighth day, we hated as she is violated.
Ninth day, she grins and devours her kin.
Now she does feast, as she's become the beast.
Now you lay and wait, for their screams will haunt you in your dreams.

 

That part was disturbing, but I didn't find anything else even mildly off-putting. Enemies in DAO aren't a threat. You're obscenely powerful by that point, or alternative power-gaming enough at a low level that you're rolfstomping the roads anyway.