Going to throw this up. DAO was a great game but the writing leaves a lot to be desired. We have Gaiders vision of darkspawn, Cory and the arch demon. We have blood magic as the main theme. Not very imaginative. And it all went down hill from DAO.
This coming from Neverwinter Nights. 4 races vs 7, 3 classes vs 22, 9 alignments. And you could mix and match as required.
The opponents were awesome as well. Demons, dwarfs, goblins for starters. Then add Drow, beholders, evil wizards! Don't forget the traps.
So much was lost in the move to Origins, then we had EA!!! The ruins in the Brecilian Forest were reasonable as was the Mage Tower. But HotU is 20 times bigger, harder and more immersive than Origins.
Origins was a one-off. Without hundreds of mods it would have been forgotten and not very replayable.
BG2 was as complex as Neverwinter Nights,
Can you imagine BG2 or HotU in the Origins engine? So much was cut out of DAI that existed in DAO, but Origins is a pale shadow of what went before.
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Interesting comments. When I think of NWN I remember talking about how Bioware had moved towards a smaller party group for adventuring. Your central character in NWN was (in theory) capable of completing chunks (if not all) of the game without help from a henchman, with you only having a maximum of two in the party. Consequently the powers and strength of impact of combat moves were adjusted to compensate. Additionally it is worth mentioning that the henchman that you picked (and stayed with)in NWN tended to be the one that best complemented your own chosen skills. With HOTU that group by necessity increased to three. I agree there was no room for error in choosing which two companions you had if you were to survive combat, especially the big battle. In DAI the emphasis switched to strategic rather than tactical combat which I think was a mistake as it meant that all the hard work developing AI was thrown into the toilet along with players hopes for a continuation of hands on and free flowing combat around you leaving you free to k-ass as you saw fit. So we get back to the old play/pause/reposition/play/pause/drink potion/ stop go combat. Just when I thought we'd got rid of it!
The thing about mods generally as I think Sartoz pointed out earlier is that there is a difference between enhancing gameplay experience and migrating it to a different format entirely. I used a number of mods in DAI which basically dealt with armour and weapons particularly Warden's uniforms as I felt that Grey Wardens needed a distinctiveness of their own. Other popular add ons were those that introduced armour/weapon sets from the promotional vids which were absent in the game. The absence of mods in DAI is keenly felt by pc users but in DAO I think they added a greater cosmetic scope for weapons/armour/appearances rather than change how the underlying game and it's plotline/ story played out




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