@Astylith: For myself DA:I was very strong in the following (spoilers will follow)
Spoiler
- Characterization:
- I found Cassandra to be the break out character of the series. Walking up on her while she's reading, seeing her vulnerable. Seeing her frantic when she loses her cool on Varric because his choices "may" have cost the Divine her life. Her constant worrying about the organization she's moved into motion. I found her to be the single most realistic character I have ever seen portrayed in a video game.
- Then there are little experiences with character I felt were never present before in Bioware games. How Cassandra, Vivienne and Solas have a conversation about Cole that you get to join in on. Dorians experiences with his father. Coles experiences with the world around him. Bulls moment of showing you the impact you have on your troops.
- These characters were not my mindless followers. I loved that. They felt like people who didn't NEED me (like Shepard and Warden) but felt like I was the best tool for the job and maybe they'd come to like me. It was NOT a team of misfits. It was a team of specialists with their own lives outside of the "Will of the Herald".
- The Story:
- It was not the destination, but the journey that I found interesting. It boggles my mind that people say the game is "dead". I helped Gaspard stop the Freemen from causing havoc in the Exalted Plains. I put an end to the turmoil in the Hinterlands that would allow me forge an alliance with mages or templars. I rescued my men from Avvar barbarians in the Fallow Mire. I battled the aftermath of the red lyrium templars in Empris de Lion. This all has to do with the main story.
What it doesn't do... is FORCE you to stop these acts. You get to choose whether or not you're going to put another nail in Corypheus' coffin every time to battle the Venatori... stop the Freemen... beat down Red Templars... uncover ancient secrets... etc. etc. It is the exact opposite of railroading (which, despite the fact you can do them out of order - the entirety of linear cRPGs is railroaded)
- The War room. Talk about old school! Text based RPGing harkening back to the very beginning of cRPGs... and so many people hated it. I admit that it wasn't the strongest showing... but everything ties into your battle with Corypheus. Manipulating nobles... saving troops... stopping sabotage... story, story, story.
And it seems like the same people that hate "cinematic action games" also disliked the War Room which is the exact opposite. It is, despite it's shortcomings, the very essence of roleplaying.
- Choices have world shaping consequences. Stop the demon possessing wolves? No more possessed wolves in the Hinterlands. Destroy the mage hideout... no more mages in the Hinterlands. Set fire to the pits in Exalted Plains... no more undead and Gaspard's men take the ramparts.
It's as if, in DA:O you, for example... save the Soul Forge (name is escaping me) and you start seeing Golems in Orzammar and riots in Dustown (that's where the "canditates" would presumably be taken from) only... you don't see that. Nothing changes. Eamon should have been weaker if you kill his son... he's a heirless Arl... who could be shamed by having a mage/abomination son. Go to the Circle to save him... Connor should have trashed Redcliff to the ground leaving Eamon's people weak and angry. But nothing in DA:O changes in the world ever.
- I found Cassandra to be the break out character of the series. Walking up on her while she's reading, seeing her vulnerable. Seeing her frantic when she loses her cool on Varric because his choices "may" have cost the Divine her life. Her constant worrying about the organization she's moved into motion. I found her to be the single most realistic character I have ever seen portrayed in a video game.
- Then there are little experiences with character I felt were never present before in Bioware games. How Cassandra, Vivienne and Solas have a conversation about Cole that you get to join in on. Dorians experiences with his father. Coles experiences with the world around him. Bulls moment of showing you the impact you have on your troops.
- These characters were not my mindless followers. I loved that. They felt like people who didn't NEED me (like Shepard and Warden) but felt like I was the best tool for the job and maybe they'd come to like me. It was NOT a team of misfits. It was a team of specialists with their own lives outside of the "Will of the Herald".
- The Story:
- It was not the destination, but the journey that I found interesting. It boggles my mind that people say the game is "dead". I helped Gaspard stop the Freemen from causing havoc in the Exalted Plains. I put an end to the turmoil in the Hinterlands that would allow me forge an alliance with mages or templars. I rescued my men from Avvar barbarians in the Fallow Mire. I battled the aftermath of the red lyrium templars in Empris de Lion. This all has to do with the main story.
What it doesn't do... is FORCE you to stop these acts. You get to choose whether or not you're going to put another nail in Corypheus' coffin every time to battle the Venatori... stop the Freemen... beat down Red Templars... uncover ancient secrets... etc. etc. It is the exact opposite of railroading (which, despite the fact you can do them out of order - the entirety of linear cRPGs is railroaded)
- The War room. Talk about old school! Text based RPGing harkening back to the very beginning of cRPGs... and so many people hated it. I admit that it wasn't the strongest showing... but everything ties into your battle with Corypheus. Manipulating nobles... saving troops... stopping sabotage... story, story, story.
And it seems like the same people that hate "cinematic action games" also disliked the War Room which is the exact opposite. It is, despite it's shortcomings, the very essence of roleplaying.
- Choices have world shaping consequences. Stop the demon possessing wolves? No more possessed wolves in the Hinterlands. Destroy the mage hideout... no more mages in the Hinterlands. Set fire to the pits in Exalted Plains... no more undead and Gaspard's men take the ramparts.
It's as if, in DA:O you, for example... save the Soul Forge (name is escaping me) and you start seeing Golems in Orzammar and riots in Dustown (that's where the "canditates" would presumably be taken from) only... you don't see that. Nothing changes. Eamon should have been weaker if you kill his son... he's a heirless Arl... who could be shamed by having a mage/abomination son. Go to the Circle to save him... Connor should have trashed Redcliff to the ground leaving Eamon's people weak and angry. But nothing in DA:O changes in the world ever.
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I will continue later with what I think is vastly improved over DA:O.
Modifié par BioWareMod02, 19 décembre 2014 - 11:51 .
Added Spoiler tag





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