Anyone else get the feeling that maybe the real design issue is that it's so binary? It's like Bio figured that there were two major classes of players. You have the action players who will play DAI like it's a straight-up action game, and on the other side you've got the tactical players who are going to micromanage everything anyway. I can see how the detailed Tactics system fell out of scope if that really was the thinking -- micromanagers won't use them anyway, and action guys won't really care.
Not sure. I think they figured out THE main class of players would play it as an action game foremost and added the tac-cam as an afterthought to appease the quite vocal minority who preferes such an approach.
I tried to micromanage in my 1st playthrough but after trying the action approach the game felt much better. That's not to say you cannot play the game by micromanaging and using KB/M (some people obviously do it quite successfully) but to me it feels like kind of playing against the game mechanics. Once I switched to controller and action play most of the awkwardness went away (The autocentering in tac cam which is a huge time waster, the cumbersome way where you can't simply place the targeting circle directly onto an enemy but have to navigate through the terrain, the inability to queue commands, the fact that some abilities simply don't work in tac-mode (whirlwind or charging bull)).
I was fine if the game was binary, but I don't think it is. And I'm not sure one can successfully make a game that excels both at tactical and at action combat since you'd probable design the encounters with enemies, and the game world (no ceilings) differently (I might be wrong though).





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