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Can we please stop being Jesus 2.0 in the next game?


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#226
PhroXenGold

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I don't think our victory always needs to be a last-ditch effort, but the climax in terms of tension and threat definitely shouldn't come after, what, only a fourth of the story? In Your Heart Shall Burn is fantastic and really had me excited what else the game had in store for me because if something this enjoyable comes along this early, how even more badass is the finale going to be?

 

... yeah. That didn't turn out as expected. <_<

 

So I agree that Corypheus absolutely needed a big bang of a victory somewhere down the line. Or better yet, more than one. They tried to make him look badass by tearing the mountain apart, but that just ended up being cartoonishly over the top. I also still mourn the fact that there was no big siege of Skyhold where we have to maneuver defenders and protect the people. Maybe they didn't want to rehash the "Skyhold is messed up, have fun rebuilding it" theme, but eh. What good is a fancy fortress if its strength is never tested?

 

Oh yeah, you don't always need for the finale to be a last ditch effort, but if you are going to make it one, it should be on the part of the heroes desperately trying to stop the big bad, instead of said big bad trying one last thing after epically failing for the entire game.

 

What Pride Had Wrought was probably the point at which Cory should've done something impressive and successful. In Your Heart Shall burn was a good introduction for him, then you fight back with Wicked Eyes... and Here Lies the Abysss. If he'd achieved his goal at that point, then suddenly he's a massive threat. Instead, well, you beat him again and by the finale he's so pathetic you almost feel sorry kicking his ass.


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#227
tesla21

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It looks like they just assumed that EVERY change in DA2 was responsible for its failure. But I think there were only 2 issues that EVERYONE agreed were wrong about DA2:

 

- Always playing in the same city, with recycled dungeons in the areas around it. Yes, repeating the same map over and over again could get boring in the end.

- Enemies randomly spawning behind your team during fights. It didn't make any sense and so no one liked it.

 

Other innovations of DA2, like the non-world saving hero or the rivalry bonus (with the rival-romances), or the narrative style (game story being told by a companion) were appreciated by a lot of players, but since the game in general was so unsuccessful, they decided to remove them too, just in case. It's a real shame.

This, also the writing in the 3rd act was off too, I liked being kind of the spectator and feeling a  little more powerless for a change but I don't like my choices to be disregarded so easily, I think : DA2 spoilers :

 

Anders blowing it up, Meredith going nuts and Orsino going nuts too was all too much, I think a small variation using those was needed not all of them together because it made the entire journey and choices pointless, besides being an enjoyable ride that is it felt like you were thrown out of the "decide your story niche that DA:O fullfilled"  which was very poorly recieved, it wasn't bad per se how it played out but coming from a Dragon Age game it DOES become a bad thing.

 

Besides those points I have to say I throughly enjoyed DA2 and would replay today without it feeling like a chore because it was a quite enjoyable ride, despite all of it's flaws. ( and well at the end of the game I care more about my enjoyment of the game than I do about objectively figuring out if the game is good).

 

Slightly on topic... ironically the Voice acting is a big inmersion and roleplaying killer for me, it's easier for me to read what I am going to say and see the world react to it like in DA:O, in DAI I find some of the auto dialogues and just screams of fear/surprise/etc and some narrow dialogue choices from your inquisitor single handedly killing any roleplaying enjoyment out of the game, the voice acting worked for Hawke because Hawke is still Hawke even if you choose to be grumpy Hawke or funny Hawke, Hawke was a developed and defined character for the most part, the Inquisitor on the other hand to me is so bland and unnispiring, you are basically stuck playing as The Inquisitor not YOUR Inquisitor which in turn limits the roleplaying potential of the game but since the game still weakyl tries to sell you the idea that your Inquisitor is who you want it to be then we end up with a plaincharacter, no development, no personality, only generic A or B answers which would be fine if you actually who tailor your character but DAI severly limits your personality compared to DAO


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#228
TacoBellBurrito

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No, they try to please everyone and so they end up pleasing no one. Because they try to please everyone the story becomes dull and boring, Inquisition doesn't even link its' story together!


Yeah thats absolutely not true at all. Plenty of people consider DAI to be the best of the three, myself included, I can see where others might prefer DAO or 2 but taste is entirely subjective and just because it doesnt suit yours doesnt mean that they pleased no one. In fact I honestly hope they never go back to DAO.
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#229
Barry-Allen

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I'm cool with it. At least in this game I didn't die for everyone's sins twice.

#230
Spedfrom

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Origins is still the better game by a mile. More focused and I just preferred the darker setting.

 

In regards to Inquisition, I'll say what someone else has already said in this thread: for the next game, have MORE story and LESS open world. The time/stretches between story segments can last forever and in the meantime interest is lessened. I found myself having external motivation to keep playing. Things I read on forums that said would be coming later in the game, as opposed to having the game create that feeling in me.

 

It's a gorgeous world stretched thin with terrible pacing. I'm just glad the events DA2 created are out of the way so the story can move forward, because Inquisition turned out to be DA2's plot resolver instead of actually being its own thing. BioWare really weren't kidding when they said they were including DA2's expansion in Inquisition. That's what it feels like to me.



#231
Kevorka

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:wacko:Are you nuts? The maker is a native American reference to the man up stars. Dude get over it.



#232
ThirteenthJester13

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Is origins any good on consoles? I think I still have the digital copy I dowloaed after playing DA2 and loving the story. I wasn't part og the crowd that played DAO so Im immune to the bitter hatred of DA2 by what seems to be the majority of Dragon Age Fans. Atleast so far in my experience. Im a fan of RPGs but ive long since grown tired of the final fantasies of my youth and never got into point and click loot simulators. I like my action and have a special place for RTS as well. I was hoping for DAI to be somewhat like small scale RTS and large scale RPG and It seemed, once i got my hands on it, like a game that could serve as a blueprint for the foundation of my dream game of RPG, open exploration, epic boss fights, loot, skilled action oriented combat GUIDED by the hand of tactical skill and the spirit of strategy both on the battlefield, in the war room, and during the masquerades of politics, cloaks, daggers, dancing, and assassination.  Alo a story that gets told , not by you or even by the writers (although they would write the possibilities of a story told obviously). It would be like a game you can loose or win and loose or win in many different ways. In the open world genre there can be linear story with branching subplots and choose your own consequences via your own role playing decisions and pathfinding both metaphorical and literal.

 

The War Room would serve as your collective strategy of all things to do with the war aspect of the game and your job as inquisitor or reluctant leader and hero of the inquisition to fight the war while the rest of the world is caught up worried about their own loot and loting and scheming for themselves and not ny kind of greater good. Evil feeds off this but you stand against it and IT has a mind of its own (an A.I. mind that makes decisions on and off the battlefield as well. Sometimes made based on whatever you do and othe times based on whatever it needs to conquer its goal and win the endgame. This should come with a sense of urgency. When you stumbe upon a uest while rushing to save a life but a dying soldier says "The Keep has been captured. 30 of our men aregoing to be executed" and then Cassandra says "But we have to stop this evil guy from doing this very evil thing that may cost us the entire war and if Corypheus succeeds.... our lives.. our souls". Then Varric says, "The Keep is only a short distance from here and we have a head start on corypheus (Due to a strategic operation you choose to do by marking it as a priority and becase the game would feature a PRIORITY system so that all your war table priorities can be tracked and you can have your inquisition working round the clock and doing what you have to in order to gain funding. Thus you are stretched and pulled in several directions as a leader is and your character is formed not based on PERSSONALITY or romance choices, although they playa part, but by what you've done, what you reaped and what you sow that defines what you become at the end.)

 

You see the game has all of these story elements but doesn't put them into context. Its just content and the ROle playing is mostly rudimentary with no real build up of character thru an epic journey of hard choices, and hard fought victories, and heartbreaking defeats where, as the stakes rise, Danger becomes deceptive and with a perfect symbolism for smoke an mirrors, every decision is like walking thru a random eluvian without really knowing anymore what on the other side (Unless ouve educated yourself proper with the books and codex entries as well as the old library in the bowels of the Skyhold Keep. Im surprised there was no Night and Day cycle or the chance of one questline perishing because of a decision, a handful decisions that finally brough about that perishing, a weakness the enemy took advantage of before you reinforced it because instead you were in you quarters poop shootin with your companions.  Beat the enemy defeat evil is your goal. But doing this without loosing integrity, becoming morally corrupt, oozing your soul (metaphorically and literally) and all manner of character pitfalls that would then make up the substance of the game once you've defeated evil. If ou bea ****** in 8 hours on nightmare mode than your a genius and cracked the games code but if you played the game, immersed in the game and beat it in 20 to 25 hours on normal then put it on hard you would find that the enemy is not well equipped with a billion gallons of blood to be shed before dying but rather a intelligent force to be reckoned with.

 

Theres the war and theres the world nd then there is your character. There are 10 quests that make up the narrative but for example if you beat corypheus with the decision to strike him down at haven (by some miracle or genius tactic or what have you BECAUSE of the games open design then the rest of the NARRATIVE would be something different with a new threat. Perhaps even a threat that could of teamed up or absorbed into corypheus' army maing it impossible to defeat in the end. You play the game to bet it the first time thru and once you do you play the game , role playing out this war and it should feel like everythin you've done is coming to a bitter end and you should feel heartbreak if you missed a critical strategic opportunity or let the enemy take advantage of one and then in the war room suddenly, while your advisors approach the table BOOM a dragon.archdemon comes threw te stained glass before the menu pops up. Or if your judging or somewhere else in the skyhold (Not in a menu) you might be facing an archdemon toe to toe in the curtyard before your forces can rally behind you so ou can..... get dressed and put on your whoop ass face because corypheus made a big mistake coming to face you at your home where your wife sleeps and your children play with their toys.



#233
Qun00

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People always complain about being a Chosen One like it's necessarily a bad thing.

Playing a nobody is interesting, of course, but there's also value in a character that represents a symbol bigger than oneself.

And it's perfectly possible to be still human in that role. On the outside you're a demigod, but on the inside you bear a heavy burden while armed with no more strength to handle it than anyone else.
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