"Short" review of DA:I (NO spoilers)
#1
Posté 07 avril 2015 - 05:55
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#2
Posté 07 avril 2015 - 11:19
Conclusion:
I have finished DA:I after over 150 exhausting hours and after sudden quick last battle I felt...nothing, not excitement, not sorrow, just nothing.
DA:I can be described in two words actually: beautifull, boring.
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Good post Mr. Homebody. Yep that's my feeling also. With so much potential just wasted.
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#3
Posté 08 avril 2015 - 09:46
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#4
Posté 08 avril 2015 - 07:23
I agree with you on almost all points. From where I sit, DAI is a game that is a mile wide and an inch deep; it looks great, and it's huge size is superficially appealing, but when you really drill down into it and take a hard look at it's design elements and systems, you start to realise that there's actually very little depth, either in terms of mechanics, or in terms of meaningful roleplaying opportunities. It's a bit clichéd, but DAI really feels dumbed down compared to Origins, or to other CRPGs like Pillars or Divinity:OS.
#6
Posté 08 avril 2015 - 09:08
Well I must disagree with you in part on the defects of this Dragon Age installment.
I find that there is enough depth to the story to keep us entertained for quite a while. If you read the codex entries, you realize how much thought went into the game itself and the background story.
However, for some reason I find the protagonists much less appealing than with previous games - I know this has been covered in other topics but for me it was more enjoyable to interact with the various females of other Bioware productions, Mass Effect included.
Something is missing here. Graphics? Design? Lack of sex appeal? Difficult to pinpoint. If anything, Bioware should have known what works and what does not. Even the recurring characters barely resemble their former selves; weird design and artistic choices here. It is as if Bioware as deliberately sabotaged this portion of the game play to shift the player's attention elsewhere.
The game wants to do a lot: exploring, fighting, resource gathering, strategic and tactical planning, manage interpersonnal relationships, name it. Not everything works perfectly.
The visuals are absolutely beautiful and it is a pleasure to roam this environment, but stopping to pick up stray elfroot or other resources after a while becomes counter productive and tiresome.
Since I have not finished the solo campaign and have not touched the multiplayer portion, I will withold further comments until I have had the total experience.
- Mr. Homebody aime ceci
#7
Posté 09 avril 2015 - 04:32
Sadly, I think Dragon Age lost it's way so much, there is no hope left for the franchise.
Well I must disagree with you in part on the defects of this Dragon Age installment.
I find that there is enough depth to the story to keep us entertained for quite a while. If you read the codex entries, you realize how much thought went into the game itself and the background story.
The main story is engaging indeed. There is just not very much of the story compared to all the "other stuff". I don't know how far you are in the campaign but after my over 150 hours I see clearly that proportions here are badly designed. Moreover I'm not big fan of codex entries. Small amount of them are enjoyable but I prefer reading "extensive books" on paper.
However, for some reason I find the protagonists much less appealing than with previous games - I know this has been covered in other topics but for me it was more enjoyable to interact with the various females of other Bioware productions, Mass Effect included.
Something is missing here. Graphics? Design? Lack of sex appeal? Difficult to pinpoint. If anything, Bioware should have known what works and what does not. Even the recurring characters barely resemble their former selves; weird design and artistic choices here. It is as if Bioware as deliberately sabotaged this portion of the game play to shift the player's attention elsewhere.
Well, the Maker definitely wasn't generous when it comes to companions physical appearance. But otherwise romance plot is still engaging (although barely noticeable between all these fillers).
The visuals are absolutely beautiful and it is a pleasure to roam this environment, but stopping to pick up stray elfroot or other resources after a while becomes counter productive and tiresome.
I feel similarly. In my opinion "resources system" works far better in DA 2. Hawke has to find only the sources of particular ingredients, not every single plant. Visuals are impressive, yes. However amount of fetch quests leads to the situation, where player is more busy tracking and following marking points on the map than admiring views.
#8
Posté 10 avril 2015 - 12:19
Conclusion:
I have finished DA:I after over 150 exhausting hours and after sudden quick last battle I felt...nothing, not excitement, not sorrow, just nothing.
DA:I can be described in two words actually: beautifull, boring.
[/quote]
Good post Mr. Homebody. Yep that's my feeling also. With so much potential just wasted.
Yep, this is it! The most beautiful Dragon Age game, but also the most boring.
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#9
Posté 10 avril 2015 - 12:23
I'm playing POE and really enjoying it at the moment, I'm about 41hrs in.
Sadly, I think Dragon Age lost it's way so much, there is no hope left for the franchise.
Yes, this is unfortunately very true.
Take franchises like the Elder Scrolls and The Witcher series. Each successive game in the series retain the original identity and build on it. And they flourish as a result.
Bioware's approach of trying to re-invent things with every game was a HUGE misstep that is, like you say, probably going to cost them the franchise, or at best, reduce it to yet another generic fantasy MMO.
Unless they are blind and ignorant, the Dragon Age team must be pooping their pants right now...
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#10
Posté 10 avril 2015 - 02:34
Well I must disagree with you in part on the defects of this Dragon Age installment.
I find that there is enough depth to the story to keep us entertained for quite a while. If you read the codex entries, you realize how much thought went into the game itself and the background story.
I think this is one of the big problems I have with the game - far, far too many codex entries - when you combine them with War Table reports, almost all of the big action in the game is told and not shown.
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#11
Posté 10 avril 2015 - 02:52
I think this is one of the big problems I have with the game - far, far too many codex entries - when you combine them with War Table reports, almost all of the big action in the game is told and not shown.
Agreed.
If I wanted to read a book, I would have picked up a book. The staggering amount of codex in this game is ridiculous, and having to rely on it to get any story depth is even more ridiculous.
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#12
Posté 10 avril 2015 - 06:23
Bioware's approach of trying to re-invent things with every game was a HUGE misstep that is, like you say, probably going to cost them the franchise, or at best, reduce it to yet another generic fantasy MMO.
Unless they are blind and ignorant, the Dragon Age team must be pooping their pants right now...
There is nothing wrong with trying new things. However it is unbelievable for me that someone could perceive pile of fetch quests in the worst MMO style as "improvement". I hope it is the last time when I see MMO bad influence in single player game. Otherwise I don't see my future with the franchise despite my love for previous Bioware games.
I think this is one of the big problems I have with the game - far, far too many codex entries - when you combine them with War Table reports, almost all of the big action in the game is told and not shown.
There are definitely too many war table missions and codex entries in DA:I. I forgot about that in my already too lengthy review. Reading books is unique and pleasant experience, as well as playing games and being part of events "directly". However reading "books" on TV while playing game is extremely unpleasant. Combine that with absurdly tiny font size and we have recipe for essence of exhaustion.
- Beama Beorhtost aime ceci
#13
Posté 13 avril 2015 - 11:56
There is nothing wrong with trying new things. However it is unbelievable for me that someone could perceive pile of fetch quests in the worst MMO style as "improvement". I hope it is the last time when I see MMO bad influence in single player game. Otherwise I don't see my future with the franchise despite my love for previous Bioware games.
The thing that blows my mind is that DA2 was pretty full of boring fetch quests.....but they had a little bit of story attached to them. DAI completely lost that. DA2 and DAI both said "Go here, slay dragons," but DA2 said "Why? Because that business that you might own and helped get going was attacked by the dragon." There are numerious small sidequests in DA2 that were honestly just "go here, kill this;" however, they also had an opening dialogue and closing dialogue that was more than "Help me!" and "Thanks!" I can't remember a single sidequest in DAI while from DA2 I remember distinctly the miners, the random dude's lost wife, helping Athenril just cuz, helping patrol the roads with the city guard. I didn't dwell that much on the fetch nature of the quests since there were actual minor characters (they even had names! Unlike too many DAI quests) and the combat was fun. DAI is still fun, but there's no story outside the main plot (which is, albeit, utterly fantastic).
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#14
Posté 14 avril 2015 - 01:16
Just to add my 2c.
Badly done:
- music - just seems to come and go random, frequently just drops out halfway through a load screen (and don't get me started on endless load screens). DA:O had a haunting theme that I still enjoy listening to; here some of the dragon encounter music is good, but basically it's a very quiet game, because
- party chatter - I remember the catty chats between Morrigan and Leliana about the Hero, Zevran trying to smooch in on the action, Sten being grumpy. Now it's all stale, and nobody actually seems to want to talk, as it is spaced far apart.
- initiation of side quests - honestly, many times I have no idea how I got the quest in the first place. Just kinda pops up. And those mouth bubbles - now that was a great design idea. And everyone else just ignores you, even when you run smack into them...
- staff design has been mentioned. How I miss the Parthalan staff, with it's red orb, or a few unique staves. And why do they have to be the size of a broom? Makes my arm ache to see them swinging those massive staves around in battle. Why not a nice quarterstaff size thing? Should be such an easy fix!
- area ambience -> I found it weird that I would be in the Western Outreach in the day, and the Hissing Wastes at night. Why? Give me a reason for this. Is it safer at night? Etc.
- Armour design - just recycling the same three outfits over and over smacks of a very lazy design team. The armour variety in DA:O was 10 times this! And why can't the actual armour enemies wear be looted (some npc enemies wear very cool outfits). Instead you get the same boring stuff you craft/buy. Really lazy.
Well done:
- Hawke's return - fit in well with the story, and was good to have him around for a while
- the main storyline
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#15
Posté 18 avril 2015 - 06:15
The thing that blows my mind is that DA2 was pretty full of boring fetch quests.....but they had a little bit of story attached to them. DAI completely lost that.
There were always boring fetch quests in Dragon Age series unfortunately. However Bioware simply crossed the line this time with DA:I.
- initiation of side quests - honestly, many times I have no idea how I got the quest in the first place. Just kinda pops up.
Quantity at the expense of quality unfortunately. Personally I would gladly exchange all these meaningless fetch quests for one properly done side quest.
#16
Posté 18 avril 2015 - 10:24
I think I'd like to add another thing: Skill Trees and Abilities. People complain about only having 8 skill slots but for me, I only had like 4 actual skills that I could activate in combat until I got a specialization and the Fade Mark ability; waaaaay to many passives to make up taking away attribute distribution. There's also the Skill Trees of Magic, I'm not quite sure why they decided it was such a good idea to get rid of previously existing branches of magic (Entropy, Creation, Etc.) and make mages elementalists as well as barrier providers. I was really excited about getting Necromancy and Rift Mage but was dissapointed to find no new innovation to it, most are just made up of spells that they took out from previously existing trees.
I really want to find out how you can just retcon and get rid of entire branches of magic without it conflicting with established lore; too much simplification to appeal to the mainstream of gamers.
#17
Posté 18 avril 2015 - 10:45
I'm playing POE and really enjoying it at the moment, I'm about 41hrs in.
Sadly, I think Dragon Age lost it's way so much, there is no hope left for the franchise.
I disagree about having no hope at all. I felt that way after DA II, and people seem to love that iteration in the series. I keep telling people that this game is a side step in progression. It may have been bland compared to other 'sandbox' style games but it was their first attempt at it. Hopefully they learn from it and progress further.
They did quite a few things wrong, but as the OP did in his list they did do several things well. They need to make races more unique as they were in the first game, give us back the macro-controls, grant more specializations and bring back the use of more than one specialization at least for the hero. In DA:O you could have three at a given time, four if you leveled during Witch Hunt.
#18
Posté 20 avril 2015 - 03:01
I disagree about having no hope at all. I felt that way after DA II, and people seem to love that iteration in the series. I keep telling people that this game is a side step in progression. It may have been bland compared to other 'sandbox' style games but it was their first attempt at it. Hopefully they learn from it and progress further.
They did quite a few things wrong, but as the OP did in his list they did do several things well. They need to make races more unique as they were in the first game, give us back the macro-controls, grant more specializations and bring back the use of more than one specialization at least for the hero. In DA:O you could have three at a given time, four if you leveled during Witch Hunt.
#19
Posté 20 avril 2015 - 10:30
The more I play the game, the more the open world aspects remind me (not in a good way), of RIFT, which is/was a typical time-sink MMORPG.
In completely agree with the OP - where this game falls down for me is in the (poorly thought through) attempt to blend a open world exploration MMO style RPG, with the story telling character oriented fantasy stories Bioware usually does.
The end result is bland on both ends - the story, and main character - feels very bland compared to previous games (how can the Warden, with no spoken dialogue at all, be so much more??), and at the same time the endless (mindless) fetch quests without purpose only succeed in frustrating a player looking for the classic Bioware content.
BTW, why does Bioware feel we need a main character that has spoken dialogue? IMO it actually detracts from the immersion, especially when a few typed words (to choose from), end in a long spoken dialogue (which sometimes is quite different than what you thought it might be). I preferred the ability to imagine my Warden's voice,a nd it also works very well in Skyrim.... Why not save on that voice actor (admittedly a great voice), and spend it on more quality content?
- rak72 aime ceci
#20
Posté 20 avril 2015 - 11:08
Now that I'm playing through the game again for the second time, I'm reading a lot more of the codex entries, random bits of stuff to examine, and all the war table missions. Now it makes a lot more sense. Nearly all the side content that would normally be done in dialogues with minor npcs is now text in reports and things you find out in the world. There's still a lot of side story, it's just not even remotely cinematic like we've come to expect. Though, I did find that random hole in the ground in the Western Approach and that tried to be more than just enemies in a ruin; it wasn't really, but they tried.
If instead of doing 2 protagonist voices (don't get me wrong, I LOVE having the option!), if they'd used their time/resources/budget to voice all these reports and codex entries and gave faces to those characters, suddenly the game would feel very much like DAII in terms of sidequests I think. So for all you people who miss the voiceless protagonists (which i will never understand), think of this as your opportunity to imagine the voices of the side npcs.
#21
Posté 23 avril 2015 - 03:22
BTW, why does Bioware feel we need a main character that has spoken dialogue? IMO it actually detracts from the immersion, especially when a few typed words (to choose from), end in a long spoken dialogue (which sometimes is quite different than what you thought it might be). I preferred the ability to imagine my Warden's voice,a nd it also works very well in Skyrim.... Why not save on that voice actor (admittedly a great voice), and spend it on more quality content?





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