I also noticed how the "Qunari" are named using reused letters from "Quarian." Lazy devs!
Does it bother anyone? ME3 in DA:I
#51
Posté 01 décembre 2014 - 11:09
- BadgerladDK et ronniecross2 aiment ceci
#52
Posté 02 décembre 2014 - 12:20
- sidspacewalker et luism aiment ceci
#53
Posté 02 décembre 2014 - 02:25
They reused a lot of TOR sounds as well.
- sidspacewalker aime ceci
#54
Posté 02 décembre 2014 - 10:03
I also noticed how the "Qunari" are named using reused letters from "Quarian." Lazy devs!
So close! Very nearly an anagram.
#55
Posté 02 décembre 2014 - 04:57
Is anyone bothered by Ironbull having the same voice as James Vega?? every time I talk to him I just picture Vega with horns.
- Supersomething et sidspacewalker aiment ceci
#56
Posté 02 décembre 2014 - 07:16
So I wasn't crazy when I saw they reused the animations and sounds. I am fine with it though.... banshees in ME3 were creepy as sin.
#57
Posté 03 décembre 2014 - 11:26
There's that too. Not exactly suited for either Cass or Leliana. Bioware is clearly capable of creating new animations (Dem Romance scenes), so why they don't do it more is puzzling.
I theorise, since a lot of the fighting animations are straight from DA2 as well, that this time Bioware did not have the resources to make NEW animations and instead they spent all that on moving the game to the Frostbite engine. What do you think?
There are plenty of really awkward animations (typical Bioware style) and the legendary "handing over item beneath the camera" tactic. All these confirm this is a Bioware game through and through haha.
#58
Posté 03 décembre 2014 - 11:28
Is anyone bothered by Ironbull having the same voice as James Vega?? every time I talk to him I just picture Vega with horns.
Even his using "boss" to call out the player character is Vega-esque. What else did you find reused that was instantly recognisable?
#59
Posté 03 décembre 2014 - 11:31
i noticed the similiarity of reaver's devour and the omniblade..
I thought that the Knight Enchanter blade was more Omniblade-esque.
#60
Posté 03 décembre 2014 - 11:34
Nice to know there is music in the game I thought because of big gameworld they saved on music budget playing. I hardly have any.
Yeah sometimes the music in game cuts off for me too, it's rare but it's there.
#61
Posté 03 décembre 2014 - 11:38
I did not notice the Banshee connection, but I did notice that the default female Inquisitor sounds exactly like Samantha Traynor.
#62
Posté 03 décembre 2014 - 11:55
Yeah the scream is the same but hearing that sound or seeing one of them as I round a corner, in this game doesn't leave me saying "Oh sh**!". It doesn't have me running the other way unless the area I'm attempting to tackle is one my character isn't leveled up enough for. The banshees in ME3 campaign and multiplayer on the higher difficulties were a nightmare to deal with.
#63
Posté 03 décembre 2014 - 11:56
Does it bother anyone that the Terrors from the fade rifts across DA:I sound exactly like Banshees from Mass Effect 3? One can say they kind of look similar too lol. One of the ominous sounds in DA:I sounds a whole lot like Reapers from Mass Effect 3 >.<
Not really. They didn't go as far as Bungie with Destiny which reused like 60% of their halo sounds for new enemies. Jackals, Elites, Hunters, Fuel Rod guns, I could go on.
#64
Posté 04 décembre 2014 - 07:37
Anyone catch the reference to Cullen calibrating the trebuchets? Blatant reference to Garrus.
- DemGeth aime ceci
#65
Posté 04 décembre 2014 - 02:23
I did not notice the Banshee connection, but I did notice that the default female Inquisitor sounds exactly like Samantha Traynor.
Same voice actress
Quite a few ME actors are in this game (Sam-->British Fem Inq; Liara--->Scout Harding; FemShep-->Krem; Vega-->Iron Bull).
#66
Posté 05 décembre 2014 - 08:40
I don't mind cross-referencing and easter eggs here and there, but those should be more subtle, imo.
Some things are just the useless immersion-breakers to me. Like 'Calibration Jokes' about Cullen.
Also, those 'InquiPads' (see Cullen reporting at the war-room, also used by some scouts) had obviously been ripped-off from inspired by ME 'omnipads' (or whatever they are officially called), along with the animation.
They looked good on the Shep's desk, and they were commonly seen all over the ME - fine. But it's a medieval-fantasy setting, damn! They use scrolls, notes and parchments! Scouts don't squeeze their reports on a regular 5'' pieces of paper!
#67
Posté 05 décembre 2014 - 09:04
Yeah the scream is the same but hearing that sound or seeing one of them as I round a corner, in this game doesn't leave me saying "Oh sh**!". It doesn't have me running the other way unless the area I'm attempting to tackle is one my character isn't leveled up enough for. The banshees in ME3 campaign and multiplayer on the higher difficulties were a nightmare to deal with.
I swear to the maker, every time I hear that scream I flinch and get this cold feeling. That last mission on earth gave me massive PTSD.
#68
Posté 05 décembre 2014 - 10:48
I just wish we had paragon/renegade interrupts in DA:I. That'd be fun.
#69
Posté 05 décembre 2014 - 06:08
I'm kind of getting tired of the conversation wheel, we've had for five games now and I still don't like it all that much. I'd much rather pick from a list of responses and have my protagonist say it verbatim.
I actually don't see the difference (excluding the verbatim point). I think the reason Bioware uses the wheel. It looks better.
You remember animations from Mass Effect, but some of them are as old as KOTOR, at least. And it bothers me, they update the graphics, make more polygons, put a thicker slice of post-processing on it, but characters still move like wooden puppets.
Imho animations are very good in most cases, especially movement adapting to terrain was done very well.
I just wish we had paragon/renegade interrupts in DA:I. That'd be fun.





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