I agree, the maps were beautiful and extremely well made. Well done to the artists and the map designers you guys nailed it.
Your level designers are godly!
#26
Posté 16 janvier 2015 - 08:40
#27
Posté 16 janvier 2015 - 10:52
Definitely, they have atmosphere. When I went to the Fallow Mire, I totally sympathise when Varric complained about squishy boots. Or when Dorian said the sight of the sea at Storm Coast makes him faint. When the sun comes out at Crestwood, I was all ready to hang out wet clothing to dry.
Or when walking at the Hissing Wastes, I was imagining feeling the tremble of great Sandworms (Dune) travelling underground.
I like all the details they put in; I found myself watching the little wake trailing behind a ram as it ran through the river. The colourful birds at the Arbor Wilds, their beautiful feathers, etc.
I also like the cause and effect of a kick.
Sending a venatori flying over the ramparts or a darkspawn flying high and over a ridge. DAI made me pause to gawk at the surroundings
and that's saying a lot.
- Tex aime ceci
#28
Posté 16 janvier 2015 - 12:14
The maps are stunning. Superb work, and it made exploration a true joy. Now if the maps had had something else than fetch quests it would have been perfect.
- zeypher aime ceci
#29
Posté 16 janvier 2015 - 01:02
Totally agree. On my third playthrough atm. and I keep finding new stuff I hadn't seen before. I love how something like the haunted mansion in the Emerald Graves is hidden away in the forest and very easy to miss if you don't spend time exploring. Makes it feel so much more rewarding when you stop running for the nearest waypoint. Even if it's a small detail like a note, or a chest, or simply a skeleton or weird statue, there always seem to be SOMETHING everywhere on the map.
I've seen a lot of complaints on here about these maps feeling "dead" and empty and I honestly don't get it... at all. Liberate an outpost and your soldiers will roam the areas. Find a broken bridge and send your men to rebuild it. Scout parties offering you stuff they found out in the field, random battles between NPCs. There's always something to see.
So yeah, nice work Bioware!
#30
Posté 16 janvier 2015 - 01:46
After finishing my first playthrough, I just had to take a second to praise your level designers.
When I imagined what I'd want a new Dragon Age game to look like your people really nailed the amount of detail I dreamed of. Thanks!
I have absolutely nothing negative to say when it comes to the huge environments, which is saying a lot coming from a negative nancy like me.
Good for you. I wouldn't mind having to play in 4x4x4m empty wireframe cubes with the same enemy all over again from 200 hours as long as I could distribute my stat points have more than one specialization and the ability to choose what kind of weapon I can use.
#31
Posté 17 janvier 2015 - 10:03
I've to add too I like the ambient sounds, the atmosphere of some dungeons (crap, why is it so dark? and I start to imagine things) and there's something about the authenticity of it all, even a simple thing of opening the portcullis.
Just went briefly through the artwork of DAI and World of Thedas #1. Wow. the amount of time and work put into those amazing concepts. The details, so beautifully drawn and the funny little cartoon of the screaming wraith added in.
Thank you, Bioware, for creating the magnificent tapestry of Thedas.
- Tex aime ceci
#32
Posté 17 janvier 2015 - 10:19
I've to add too I like the ambient sounds, the atmosphere of some dungeons (crap, why is it so dark? and I start to imagine things) and there's something about the authenticity of it all, even a simple thing of opening the portcullis.
Just went briefly through the artwork of DAI and World of Thedas #1. Wow. the amount of time and work put into those amazing concepts. The details, so beautifully drawn and the funny little cartoon of the screaming wraith added in.
Thank you, Bioware, for creating the magnificent tapestry of Thedas and sharing it with us.
I love that a lot of cave sections are actually really dark. One of the things that always seemed to take away from the subterranean environments in the previous games was that they were all so well lit. I imagine that if we were actually able to venture in the Deep Roads in this game, it would be immensely more treacherous looking, with many more pitch black areas where things could come out at us.
- Tex aime ceci
#33
Posté 17 janvier 2015 - 11:24
I've to add too I like the ambient sounds, the atmosphere of some dungeons (crap, why is it so dark? and I start to imagine things) and there's something about the authenticity of it all, even a simple thing of opening the portcullis.
That one really works well, once in a spider cave I almost fell to my death while in fight, because it was too dark to see that I'm an inch away from a cliff.
- Tex aime ceci
#34
Posté 17 janvier 2015 - 01:09
I completely agree. Admittedly there were slightly rushed parts though where cliffs and certain rocks you could walk on had poor collission masking but that's relaly nitpickery of me to say. I think when playing The Witcher 3 I will inevitably think back to how much better DA:I was in terms of level-design as it had great and thoughtfully made handcafted areas whereas W3 supposedly has procedurally generated areas (not to be mistaken for "random")
Some parts of Forbidden Oasis and Western Approach threw me back to Mario 64 and Sunshine, or maybe it was Skyward Sword for some reason, that's how great the level-work is here.
...Bioware you should totally make a Zelda clone!
- Tex aime ceci





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