Anyone else a bit disappointed with the presentation of darkspawn in this game? They just seem like bandits with different names. I know they are not the focus, but even in DA2, you had ogres and genlocks, and darkspawn behaved like darkspawn. Now they behave exactly like their human counterparts, and they even look the same unless you zoom in on their faces. Archers, warriors, and enforcers, nothing to distinguish them at all. Bums me out.
Lame darkspawn
#3
Posté 05 décembre 2014 - 12:13
- Obadiah aime ceci
#5
Posté 05 décembre 2014 - 12:22
The Brood-mothers are the only thing making them unique, and I kinda hope I never see one of those in the frostbite engine.
This.
There isn't a Blight or anything so..I sure as hell hate the alphas though.
And this.
- Jaulen et dekarserverbot aiment ceci
#6
Posté 05 décembre 2014 - 12:41
Yeah, I hated this. I just thought they were humans (with grandma bonnets?) until I hovered over them. I'm also bummed that we didn't get a long, involved deep roads quest. I mean there were a few short quests with bits of deep road that were in a surface cave or where they were exposed to the surface by an earthquake but noting creepy and long and suffocating and awesome.
- Draninus aime ceci
#7
Guest_Puddi III_*
Posté 05 décembre 2014 - 05:59
Guest_Puddi III_*
Not really. It's pretty much how I expect them to be outside of a blight.
I'm more disappointed by the absence of golems.
- Roninbarista et Eggplant Hell Princess aiment ceci
#8
Posté 05 décembre 2014 - 07:09
The darkspawn were always pathetic because Bioware wussed out by depriving them of their scariest and most devastating feature: the Blight sickness. Anyone who isn't a Warden is asking for a horrible, lingering death every time a darkspawn gets into melee range. The fact that non-Wardens can prance through oceans of darkspawn guts and gore without a hitch in all three games is and always has been silly, so the less of them I see the better.
Really, game devs, don't give your monsters a neat feature like this in the lore, only to utterly ignore it in the game mechanics. It's just a big hard kick in the teeth for immersion.
- DalishRanger, Jorina Leto, Natureguy85 et 8 autres aiment ceci
#9
Posté 05 décembre 2014 - 08:46
The darkspawn were always pathetic because Bioware wussed out by depriving them of their scariest and most devastating feature: the Blight sickness. Anyone who isn't a Warden is asking for a horrible, lingering death every time a darkspawn gets into melee range. The fact that non-Wardens can prance through oceans of darkspawn guts and gore without a hitch in all three games is and always has been silly, so the less of them I see the better.
Really, game devs, don't give your monsters a neat feature like this in the lore, only to utterly ignore it in the game mechanics. It's just a big hard kick in the teeth for immersion.
I like your point, but how would you implement this? It makes sense from a gameplay perspective to not have your team get sick. We do run into a few people that are sick, but most of the game happens north of where the darkspawn army is and you just run into scouting bands.
Petedj06, on 04 Dec 2014 - 6:13 PM, said:
I always thought they were kinda boring. Just orcs with a different name, (I guess they're bandits by a different name now) The Brood-mothers are the only thing making them unique, and I kinda hope I never see one of those in the frostbite engine.
True, but their origins, backstory, and connection to the Old Gods make them interesting. Also different is the Warden's connection to them through the Joining ritual. While they did certainly seem like Orcs, they weren't regular people.
Obvious_Shining, on 04 Dec 2014 - 6:15 PM, said:
There isn't a Blight or anything so..I sure as hell hate the alphas though.
This explains lack of numbers. What does it have to do with how they look and behave?
#10
Posté 05 décembre 2014 - 09:05
I want to know who thought it would be a good idea to put these stupid pointy helmets on hurlocks. They looked awesome in DAO, what happened.
Then:
Now:
#11
Posté 05 décembre 2014 - 09:20
I just can't get past the hats. Hurlock archers wear silly hats...
WHY, BIOWARE???
- KCMeredith aime ceci
#12
Posté 05 décembre 2014 - 09:24
TBH i didn't know i was fighting them until i remembered the mission was about darkspawn. That only happened after blackwall suddenly approved.
#13
Posté 05 décembre 2014 - 09:35
The darkspawn were always pathetic because Bioware wussed out by depriving them of their scariest and most devastating feature: the Blight sickness. Anyone who isn't a Warden is asking for a horrible, lingering death every time a darkspawn gets into melee range. The fact that non-Wardens can prance through oceans of darkspawn guts and gore without a hitch in all three games is and always has been silly, so the less of them I see the better.
Really, game devs, don't give your monsters a neat feature like this in the lore, only to utterly ignore it in the game mechanics. It's just a big hard kick in the teeth for immersion.
Except they HAVEN'T let us prance through for three games without a hitch... the deep roads in DA2... Hawke's sibling...
And other than that, what are they supposed to do? Either make us play an entire party of Wardens every game, or just randomly kill off our characters and our companions? Or they could just leave out darkspawn entirely and listen to the community freak out about that instead, I guess.
#14
Posté 05 décembre 2014 - 11:35
Except they HAVEN'T let us prance through for three games without a hitch... the deep roads in DA2... Hawke's sibling...
And other than that, what are they supposed to do? Either make us play an entire party of Wardens every game, or just randomly kill off our characters and our companions? Or they could just leave out darkspawn entirely and listen to the community freak out about that instead, I guess.
I was really surprised when my sibling suddenly got the Taint and died. I am fine with this happening but it should have been set up, perhaps showing the sibling getting sick over the course of the trip, rather than a sudden cutscene death. I always assumed Wesley got it because of the injury he took, like getting it directly from the blade or because of an open wound, but I usually argue that things like that need to be explained and not left to the player to assume.
- Nefla aime ceci
#15
Posté 05 décembre 2014 - 12:49
It was the same with the werewolves in DAO; before the Warden goes into the Forest they're warned (repeatedly?) that getting bitten/wounded by a werewolf will pass the curse on to the victim so the first time I ever played the game I kept waiting for the 'X has been infected by the were curse' announcement and then maybe some kind of 'ticking clock' to kick in to find the cure before the infection took full effect. Never happened of course.
- BlazingSpeed aime ceci
#16
Posté 05 décembre 2014 - 01:28
I agree, they are a little lackluster. A few times I thought I was just fighting humans before focusing the camera on them and realising they were darkspawn, a little disappointing,
#17
Posté 06 décembre 2014 - 09:58
@Natureguy85 and Cuthlan: Simple, I wouldn't put this sort of glaring contradiction in a game in the first place. It's their own setting, so it's not like they were strongarmed into using someone else's source material -- they chose to describe the darkspawn in a certain way and then ignore that feature, and in doing so eliminated half the reason why Wardens are even needed. When it comes to lore versus game mechanics, lore always wins in my book, but I know not everyone agrees. I'd gladly sacrifice gameplay convenience for a greater sense of immersion, for exploring how X affects the world (and my character), what really Y means and what Z feels like.
It's also admittedly something of a longstanding pet peeve of mine with Bioware, though I did enjoy most of their games. They always give me a character/setting/story premise that fascinates me and that I really want to explore in-depth, and then turn it into a red herring that maybe comes up once or twice during highly scripted scenes and is otherwise ignored. It gets old after a while. ![]()
- Umbar aime ceci
#18
Posté 06 décembre 2014 - 10:06
The Darkspawn were never impressive, it was always the Deep Roads which gave the encounter with Darkspawn so much atmosphere. They were pretty lame when you encountered them anywhere else imo
#19
Posté 06 décembre 2014 - 10:33
It was the same with the werewolves in DAO; before the Warden goes into the Forest they're warned (repeatedly?) that getting bitten/wounded by a werewolf will pass the curse on to the victim so the first time I ever played the game I kept waiting for the 'X has been infected by the were curse' announcement and then maybe some kind of 'ticking clock' to kick in to find the cure before the infection took full effect. Never happened of course.
I saw a mod that added Lycanthropy and would give the Warden a chance of catching it from the werewolves. It think it was on Nexus mods.
@Natureguy85 and Cuthlan: Simple, I wouldn't put this sort of glaring contradiction in a game in the first place. It's their own setting, so it's not like they were strongarmed into using someone else's source material -- they chose to describe the darkspawn in a certain way and then ignore that feature, and in doing so eliminated half the reason why Wardens are even needed. When it comes to lore versus game mechanics, lore always wins in my book, but I know not everyone agrees. I'd gladly sacrifice gameplay convenience for a greater sense of immersion, for exploring how X affects the world (and my character), what really Y means and what Z feels like.
It's also admittedly something of a longstanding pet peeve of mine with Bioware, though I did enjoy most of their games. They always give me a character/setting/story premise that fascinates me and that I really want to explore in-depth, and then turn it into a red herring that maybe comes up once or twice during highly scripted scenes and is otherwise ignored. It gets old after a while.
I agree but I'm not sure on how to fix it. It's easy to just scrap the Blight sickness, so let's go the other way. How would you implement it into the game, specifically regarding all party members other than Alistair?
The Darkspawn were never impressive, it was always the Deep Roads which gave the encounter with Darkspawn so much atmosphere. They were pretty lame when you encountered them anywhere else imo
Personally I thought they looked intimidating on that first encounter, which was aided by being out in the creepy Wilds.
#20
Posté 06 décembre 2014 - 04:51
- Maconbar et Mr.House aiment ceci
#21
Posté 06 décembre 2014 - 05:00
Next game more darkspawn fewer demons please.
#22
Posté 06 décembre 2014 - 07:47
I just can't get past the hats. Hurlock archers wear silly hats...
WHY, BIOWARE???
They wear Kettle Helmets


What self respecting archer or Crossbowman wouldn't wear one? ![]()

#23
Posté 06 décembre 2014 - 08:09
so far da4:
-if you use lyrium too much addicted and can become lyrium addled if you don't use it.
-if you fight too many dark spawn you die game over.
#24
Posté 06 décembre 2014 - 11:16
And other than that, what are they supposed to do? Either make us play an entire party of Wardens every game, or just randomly kill off our characters and our companions? Or they could just leave out darkspawn entirely and listen to the community freak out about that instead, I guess.
Fighting Darkspawn could make for some interesting combat actually. If you had to keep them out of melee or risk death, players would have to make judicious use of terrain, CC, and kiting to outmanoeuvre them. It would make for a nice change of pace, and make fighting Darkspawn more unique.
- Araceil aime ceci
#25
Posté 07 décembre 2014 - 01:10
Agreed. The art design for Darkspawn in DA:O was great. I have no idea why they felt the need to make major changes. All that was required was recreating them in the new engine.
- wrdnshprd, celestialfury et dekarserverbot aiment ceci





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