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It looks like an action game, and that's the problem.


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#1
Silcron

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I've come to really dislike DA:I's combat but until recently I couldn't put my finger on the reason. I've never used the tactical mode much and I actually like the idea of using barriers and guard instead of healing. Thinking about that made me realize the problem.

Mages have barriers, warriors guard and rogues? They dodge? That's when it hit me. Timing and positioning, two key ideas in action games or even martial arts like fencing don't matter on DA:I. What I mean by that is that attacks such as fireballs or arrows actually curve to hit you. That's because the attacks roll to hit or not. That in and on itself is not the problem, the problem is that the rolling system is part of past bioware games and does not fit what they have tried to do with DA:I combat.

So basically what I think the problem is that DA:I looks like an action game, controls like an action game but does not play mechanically like an action game. (action rpg, if you will, think Dragon's Dogma, Dark Souls, Darksiders...for examples.) I'm not saying DA:I should be an action rpg, I'm just saying this half measure at least for me doesn't work.
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#2
Cydh

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What I mean by that is that attacks such as fireballs or arrows actually curve to hit you.

 

They do, but you can avoid still avoid them if you have the proper reactive skills slotted (roll, block, parry, whatever) and use it at the right time. These abilities are generally on low/no cooldown for warriors and rogues, work with pretty much any enemy attack, melee, range, spell, aoe etc, and are the abilities that make the game purely action based if you choose so.

 

There's a fine line between Action and Tactical, and unlike you I think DA:I found a great formula.


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#3
PapaCharlie9

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So basically what I think the problem is that DA:I looks like an action game, controls like an action game but does not play mechanically like an action game. 

That's an excellent point.

 

In order to have the broadest possible market, I think the game tries to appeal to as many different game categories as possible. You can play it (sort of) like an action game, or, you can play it (sort of) like a turn-based RPG,  or you can minimize combat and play it (sort of) like a story-oriented RPG, even with a nod towards puzzle solving in the Hissing Wastes.

 

Jack of all trades, master of none.

 

Well, maybe that's not fair. BW-style main quest writing and characterization, not to mention the smooshy bits, is still a hallmark, even if it is a bit watered down relative to the ME franchise. I mean, you got to give it to BW for the whole "Ride The Bull" episode. Where else are you going to find something like that?



#4
zyntifox

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My main issue with the combat is that it isn't responsive enough to play as an action game and it's too clunky, at least for me on the PS4, to play more tactically. There is loads of action RPGs i can play but fewer tactical RPGs therefore I would prefer to just get the DA:O combat but with the tactical camera.