Am I the only one who thinks we are lacking context into what exactly is happening there? Sure it sounds better it sounds like there is demons rampaging that the companions need to deal with, but it does not mean that is exactly the situation either. Almost anything could be happening which requires your companions to go deal with it.
Final battle cut content?
#51
Posté 22 décembre 2014 - 02:41
#52
Posté 22 décembre 2014 - 03:19
Cut content is usually cut for a reason. If it is party banter then it doesn't need to be in the ending cinematic, in fact it would only draw out the cinematic more and make the cinematic less cinematic and more boring.
#53
Posté 22 décembre 2014 - 03:40
Wish they implemented this. It would have made for a more satisfying ending. I wish they'd release an extended cut or something, with all the stuff they wanted to implement but couldn't. Won't happen, but a girl can dream.
- DetcelferVisionary et Ebony Drake aiment ceci
#54
Posté 22 décembre 2014 - 03:48
A real shame if this is true. The final battle always felt a bit rushed to me. Your military might didn't seem like it mattered... at all.
- acicm2, Ebony Drake et RawToast aiment ceci
#55
Posté 22 décembre 2014 - 03:57
Oh Blackwall ![]()
#56
Guest_Puddi III_*
Posté 22 décembre 2014 - 06:00
Guest_Puddi III_*
An extended cut sure would be fancy.
- DetcelferVisionary aime ceci
#57
Posté 22 décembre 2014 - 07:18
So, as much as I like DAI I have to agree to some degree (?) that the final battle comes to quick, and is over too quickly as well. At least Cory was at the same level as me, nice change.
Yet I appreciate the setup, the floating castle is kinda cool, the dragons battling while fight Cory is nice, and yeah, it is okay-ish, but again, too short, and not that satisfying. In fact I was under the impression that we are in for a Haven 2.0, with the party going on and BAM Cory returns from the fade when I return to my chambers.
And though I HATE to be the one to say it: In DAO, with first Redcliffe under siege, and then storming Denerim, with the army all around, and then Fort Drakon, it was a little bit more on the awesome and dramatic side.
Final battle should have taken place in Skyhold. That should have been the place that got lifted up towards the breach (and before that you would fight the actual siege against remnant templars, demons etc). And while Skyhold tears asunder (and afterwards is "magically" returned of course) you fight your way through your shattered homebase, towards Cory!
Alas, it is as it is, sadly. Its decent enough to me, but I see a lot of wasted potential.
maybe Cory could trap your advisers in some sort of magical stasis when you finally reach Cory sitting on your throne in skyhold, wih the Inquisition's men handing from the ceiling depending on if you have done enough upgrades to skyhold cory could do some damage, you are left with two choices at the end stop cory's Dragon which is in the courtyard or save the advisers, if you have enough upgrads and men you can do both
- OriginalTibs, Sleekshinobi et LolaLei aiment ceci
#58
Posté 22 décembre 2014 - 07:29
They make a lot of changes to the games, really not much different than movie editing. audio scraps off the cutting room floor. They even talk about this process when they discuss the opening of the game and how many variations they went through to get it where it felt good to them.
#59
Posté 22 décembre 2014 - 09:06
maybe Cory could trap your advisers in some sort of magical stasis when you finally reach Cory sitting on your throne in skyhold, wih the Inquisition's men handing from the ceiling depending on if you have done enough upgrades to skyhold cory could do some damage, you are left with two choices at the end stop cory's Dragon which is in the courtyard or save the advisers, if you have enough upgrads and men you can do both
That would be horrible, it would punish players for not doing things that were largely presented as optional to them. Which was the main flaw of Mass effects suicide mission, there were some small hints but nothing said "people will die without loyalty and ship upgrades so get on that."
#60
Posté 22 décembre 2014 - 10:28
That would be horrible, it would punish players for not doing things that were largely presented as optional to them. Which was the main flaw of Mass effects suicide mission, there were some small hints but nothing said "people will die without loyalty and ship upgrades so get on that."
.. Its right in the words, SUICIDE MISSION meaning people will die. They could not make it any more clear. Perhaps you need a dictionary?
#61
Posté 22 décembre 2014 - 10:40
.. Its right in the words, SUICIDE MISSION meaning people will die. They could not make it any more clear. Perhaps you need a dictionary?
Yes its obvious people will die, does it ever tell you that you completely need to put loads of resources into your ship and do every companions personal mission if you want them to survive? No, it does not. I paid attention to as much as I could in Mass Effect 2 and barely had any idea you could upgrade the ship until I luckily saw a guide. Like I said, these personal quests are mainly presented as completely optional and really treated as if they have no proper impact, then they die just because they are not your biggest fan? It should not matter whether they have their life sorted out or not, they are in a life and death situation. If it was a case of doing these missions gives them better equipment or skills then at least you can assume it will affect a battle somewhere down the line, when your simply doing a favor for you squadmates you would not guess that whether they got that all wrapped up would affect whether they died or not in a battle to the death. Do not be so rude when you have yet to grasp the reasoning behind someones comments.
#62
Posté 22 décembre 2014 - 01:23
Yes its obvious people will die, does it ever tell you that you completely need to put loads of resources into your ship and do every companions personal mission if you want them to survive? No, it does not.
So, people are sending you on a suicide mission, and you think: "Should I make sure everyone is at the top of their game to have a better chance at survival? Neah. Should I upgrade my ship to give it a better chance at lasting through it? Nope."
I don't want to say you're stupid here but... you're making that really hard.
maybe Cory could trap your advisers in some sort of magical stasis when you finally reach Cory sitting on your throne in skyhold, wih the Inquisition's men handing from the ceiling depending on if you have done enough upgrades to skyhold cory could do some damage, you are left with two choices at the end stop cory's Dragon which is in the courtyard or save the advisers, if you have enough upgrads and men you can do both
No, please not another sadistic choice. The ones in the game felt so forced and silly that I just don't want to see another.
#63
Posté 22 décembre 2014 - 01:39
Lackluster finales seems to be Bioware's thing theses days. They can't seem to write a satisfying final battle to save their life. That's three games in a row now where the last couple hours of the game felt rushed and underwhelming. What's ironic about this is that Bioware used to be really good at designing final levels. To give the ending to their stories that "F yeah!" climatic feel.
As the weeks have passed by, I've been looking at DA:I in a less positive light. It's a still a good game, but some of the design choices were really stupid. Making the ratio between side content and main story content 95/5, really ended up hurting the game. You spend so much time dilly dallying, and there's not enough main story content to fill in the void or make it all seem worth it. Exploration and Side questing is important, but they went waaaaay too far in this game, and the game's story suffered because of it.
#64
Posté 22 décembre 2014 - 02:06
Maybe it was going to be like DAO, where you and the A Team took on Corypheus and the rest of the party held the gates, as it were.
#65
Posté 22 décembre 2014 - 02:15
Just to reiterate, this article provides an in-depth analysis as to why the ending felt lackluster.
http://johnswritersb...ge-inquisition/
- Moirnelithe, Sleekshinobi et Aulis Vaara aiment ceci
#66
Posté 22 décembre 2014 - 02:29
I was actually expecting it to be a bit like DA:O-Awakening, where you would need to upgrade your keep and keep your companions happy in order for them to survive if they are not in your team. When Cory appeared to try to bind Cole (who went 'lol, nope!'), I also got the idea that your companions could get mindcontrolled or in a similar way persuaded to turn against you (which would kill them too). Perhaps a bit of a mix of the ME2 suicide mission and DA:2's final battle (if they are not happy enough, they leave you or fight you)?
- Aulis Vaara aime ceci
#67
Posté 22 décembre 2014 - 03:10
That would be horrible, it would punish players for not doing things that were largely presented as optional to them. Which was the main flaw of Mass effects suicide mission, there were some small hints but nothing said "people will die without loyalty and ship upgrades so get on that."
I think it adds more to the ending, I think it gives us something to fight for rasie the stakes so when you win you acutally felt like a winner.
tell me when you finished da:I did you feel like a winnner or did ou just go meh like I did?
#68
Posté 22 décembre 2014 - 03:55
Am I the only one who thinks we are lacking context into what exactly is happening there? Sure it sounds better it sounds like there is demons rampaging that the companions need to deal with, but it does not mean that is exactly the situation either. Almost anything could be happening which requires your companions to go deal with it.
True, but I don't think it really matters why the companions were being called away/whatever just that there should/would have been more to the final battle than what we actually got.
- Sleekshinobi aime ceci
#69
Posté 22 décembre 2014 - 04:23
True, but I don't think it really matters why the companions were being called away/whatever just that there should/would have been more to the final battle than what we actually got.
I would be rather annoyed if we had to pay for ending dlc I mean come on they should of added something to the story, it's like they have taken out all the intresting bits and left us with "meh"
#70
Posté 22 décembre 2014 - 04:32
Just to reiterate, this article provides an in-depth analysis as to why the ending felt lackluster.
http://johnswritersb...ge-inquisition/
Fantastic article. It describes exactly why Origins was a masterpiece and why Inquisition is not.
#71
Posté 22 décembre 2014 - 05:25
I think it adds more to the ending, I think it gives us something to fight for rasie the stakes so when you win you acutally felt like a winner.
tell me when you finished da:I did you feel like a winnner or did ou just go meh like I did?
I would still feel like a winner if the final battle was good, had more fights in it, was longer, people to save and maybe decisions to make. I would feel like much less of a winner if someone I liked died because I could not trigger or forgot about their companion quest, I do not mind them dying in a gameplay sense, like I failed to get to them in the battle and that was my own fault, but not for them to die just because I forgot to please them earlier.
#72
Posté 22 décembre 2014 - 05:34
So, people are sending you on a suicide mission, and you think: "Should I make sure everyone is at the top of their game to have a better chance at survival? Neah. Should I upgrade my ship to give it a better chance at lasting through it? Nope."
I don't want to say you're stupid here but... you're making that really hard.
Like I said, I am perfectly alright with a suicide mission if it makes logical sense, if everyones personal missions had them find better equipment or get better combat training then fair enough they are obviously more likely to survive. Whether a chapter of their life has been neatly wrapped up or not would not affect you at all in a life or death situation. So yes of course I want them on "top form" as you say, but top form is fighting at their best through better equipment and more training, no one would be distracted in a life and death situation by past chapters of life they did not finish.
Also as I believe I stated before, this stuff is largely presented as very optional, so yeah I expect people to die in a suicide mission, a totally optional ship upgrade screen is fine, as long as the player knows it exists, its barely shown or presented to you enough for you to think "yeah, this is going to be a huge part in the finale." Then the fact that you can do an optional loyalty mission that as far as you know just strengthens your friendship for roleplay reasons since if we use logic we can assume that when someone is in a mission such as the suicide one, getting distracted by past events in life that Shepherd did not march in and clean up is as dumb as getting distracted because they think they left the oven on.
#73
Posté 22 décembre 2014 - 07:24
"Let's see what we have."
~Leliana
It might be that there is more on the way.
#74
Posté 23 décembre 2014 - 07:51
Lackluster finales seems to be Bioware's thing theses days. They can't seem to write a satisfying final battle to save their life. That's three games in a row now where the last couple hours of the game felt rushed and underwhelming. What's ironic about this is that Bioware used to be really good at designing final levels. To give the ending to their stories that "F yeah!" climatic feel.
I still suspect marketing polls on gamer-behaviour here ... "Oh look, so few people ever finish the game, don't waste ressources on the ending, few will ever reach that anyway"
Ahem ... yeah ... alright. And to give Bioware some credit: At least THIS time its not as awful a feeling left in my mouth as in ME3, which had some tough battles and a great set-up with reatking Earth and ... crushed that premise so deeply into the ground it hurts. At least I could kill Cory and be done with all this, and not cringe at the ending for days after because it made no sense at any given point...
#75
Posté 23 décembre 2014 - 08:03
my main problem with the ending is that the final boss is someone I already fought. and then its just a catch me if you can type of fight.





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