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My brief feedback, with a view towards DA(4)


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#1
bEVEsthda

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Tomorrow, I'm hospitalized in order to have open thorax surgery to remove part of my lung (no, I don't smoke, just things that happen).

 

Before that, I want to give my overview of DA:I, though briefly, because I haven't got much time.

 

Overall, I'm very positive to this game and look forward to come back on my feet and continue to play it. I enjoy it very much.

 

That said, there are things I enjoy but also things I'm not ecstatic about:

 

I don't care about the combat. It's not what I want from a party-RPG. I'd like a tactical playing style, having a good overview and controlling every party member like chess pieces. Actually, I have a hard time imagining that the combat can be any good, even from the perspective of wanting a console action game.

Its saving grace is that the combat can be made pretty irrelevant - from a gameplay perspective - by lowering the difficulty and letting it play mostly automatically. This is a good feature. Precisely because the combat is so crappy.

 

Then we have the PC-interface. It's really poor stuff. Enough have been said about it already, just don't forget that it's not just about the controls, it's also the various interface screens. Astoundingly poor design for PC. And isn't anyone keen on that it should look good?

 

The character development is tied to the combat system and equally indifferent and uninteresting.

 

Better is the Dialogue Wheel. Best implementation so far. But I'm still no fan of the wheel. But I can do role playing in this game.

 

Now to the great stuff:

 

The open'esque world of course. I love it. OK, the shards are dangerously close to tedious, but I like it. I love looking for ways to get to shards. And the concept of having something to drive exploration is a great idea.

 

I wasn't overwhelmed with crafting at first, but it's good.

 

The whole game design concept of controlling/guiding the player progress with "Powers" is good. War table is good.

 

Don't let anyone tell you the plot is crap. It's good enough. We want an engaging story to experience from the perspective of a character, not a bleeding award-pretentious novel.

 

A good spread of characters. Though I have to say that DA:I has my least favorite version of qunari. DA:O and Sten did it best.

I'm not gonna comment on NPCs much otherwise, just gonna say I'd hate to have only likable and beautiful NPCs. Bioware does this right, as usual, with personalities.

 

The inventory and journal systems are good, as is the sorting.

 

If there will be another DA game, I just hope you build from this, instead of once again starting all over with a new game design.

I think this (DA:I) is a good starting point.


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#2
AlanC9

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I don't care about the combat. It's not what I want from a party-RPG. I'd like a tactical playing style, having a good overview and controlling every party member like chess pieces. Actually, I have a hard time imagining that the combat can be any good, even from the perspective of wanting a console action game.
 


It'd probably be useful to get into exactly why the tac cam doesn't deliver what it's supposed to here.

#3
rak72

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Good luck with your surgery!!!!



#4
C0uncil0rTev0s

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Tomorrow, I'm hospitalized in order to have open thorax surgery to remove part of my lung (no, I don't smoke, just things that happen).

 

Before that, I want to give my overview of DA:I, though briefly, because I haven't got much time.

 

Overall, I'm very positive to this game and look forward to come back on my feet and continue to play it. I enjoy it very much.

 

That said, there are things I enjoy but also things I'm not ecstatic about:

 

I don't care about the combat. It's not what I want from a party-RPG. I'd like a tactical playing style, having a good overview and controlling every party member like chess pieces. Actually, I have a hard time imagining that the combat can be any good, even from the perspective of wanting a console action game.

Its saving grace is that the combat can be made pretty irrelevant - from a gameplay perspective - by lowering the difficulty and letting it play mostly automatically. This is a good feature. Precisely because the combat is so crappy.

 

Then we have the PC-interface. It's really poor stuff. Enough have been said about it already, just don't forget that it's not just about the controls, it's also the various interface screens. Astoundingly poor design for PC. And isn't anyone keen on that it should look good?

 

The character development is tied to the combat system and equally indifferent and uninteresting.

 

Better is the Dialogue Wheel. Best implementation so far. But I'm still no fan of the wheel. But I can do role playing in this game.

 

Now to the great stuff:

 

The open'esque world of course. I love it. OK, the shards are dangerously close to tedious, but I like it. I love looking for ways to get to shards. And the concept of having something to drive exploration is a great idea.

 

I wasn't overwhelmed with crafting at first, but it's good.

 

The whole game design concept of controlling/guiding the player progress with "Powers" is good. War table is good.

 

Don't let anyone tell you the plot is crap. It's good enough. We want an engaging story to experience from the perspective of a character, not a bleeding award-pretentious novel.

 

A good spread of characters. Though I have to say that DA:I has my least favorite version of qunari. DA:O and Sten did it best.

I'm not gonna comment on NPCs much otherwise, just gonna say I'd hate to have only likable and beautiful NPCs. Bioware does this right, as usual, with personalities.

 

The inventory and journal systems are good, as is the sorting.

 

If there will be another DA game, I just hope you build from this, instead of once again starting all over with a new game design.

I think this (DA:I) is a good starting point.

Yeah, I see your point. "A cat is fine, too".

Guess it's just a matter of standards.

P.S. And take care with surgeries. I wish you luck with both that and the recovery.



#5
bEVEsthda

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It'd probably be useful to get into exactly why the tac cam doesn't deliver what it's supposed to here.

 

Really? OK. Well, apart from the very obvious - the interface - there are a couple of other things which contribute to ruining the experience.

 

Too much. During quite significant periods you're treated to very frequent repetition of re-spawning adversaries. Tiresome and annoying. I'm fine with a lot of adversaries encounters, but it's when they're re-spawning it feels meaningless. I'm fine with re-spawning. But only when such encounters are intuitively a statistic risk in certain environments. Risk, not certainty, not over-and-over-again-certainty. - I mean: - Seriously! Are we supposed to play all those at 'Nightmare' with Tac-cam micro management?

 

Too repetitive. Boring.

 

Too "video-gamey" combat system (much the same problem as DA2, I'll not go into which is the better). Non-intuitive. Uninteresting. Same-same-same with different colors -syndrom. Counter-immersive. Boring.

 

Too hysterically frantic. Is there really any point to anything, but the most simple and mathematically brutal considerations (=spam abilities) to tactics? When anything insta-ports to wherever, anytime?

 

It's essentially not something that is primarily intended to *play*, like in "Aah", "hmm", "aha" -gameplay. It's intended to gawk at and feel powerful. It's a pity a major cRPG feels it needs to implement such garbage. Double pity, because it's supposed to be a single-player campaign "party-RPG".

Maybe garbage is needed? I don't know. I'm obviously interested enough in DA:I anyway. But a pity, still.

 

(I'm home again. The surgery went well. But there is much recovery remaining. I'm not feeling terribly well, and it will be some days before I'm playing DA:I again. And yes, all this is written under a slight influence of Morphine, but I don't see terribly much wrong about the post?)