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Anyone else hoping that ME:A is nothing like DA:I?


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#101
dreamgazer

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Bioware games are known for their features of choice, emotion, and cinematics. All 3 of these ME1 has in their sidequest.

 

And there's plenty to go around in Inquisition, too. 


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#102
SNascimento

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Dragon Age Inquisition had some AMAZING side quests.

The Tomb of Fairel is a prime example of how a side quest should be done in a open world game. It involves the whole area that you explore, it has exploration, discovery and combat, it greatly expands DAI lore, it's tied to the main quest and it has a nice conclusion. In short, it made the time you spent in that particular zone of Dragon Age feel meaningful, fun and rewarding, without that feeling of "I'm just here killing time". 

The Tevinters ruins are also another great example. It's a shorter one, it was well done and it explores DAI lore in a very unique way. I wished Bioware had the time and/or resources to create some Tevinters models just for that mission, so we could had a even better glimpse at Ancient Tevinter glory. 

And I'll say this, the shards are a very good example of a collecting quest in a open world game.


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#103
SubjectZer0

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Yeah, they were. I mean that's the point right? You begin born to lead, people join you, when you talk to people you can choose more than one option. Big climactic battle. The only real differences are the setting and the story. Same thing will happen in Andromeda.
 
Bioware use a similar foundation for all their games. I mean the games are similar on purpose as this style of game is kind of unique to Bioware.
 
 
(Cant tell if you are being sarcastic.)


Don't really see how they're similar AT ALL. Being in a position where you lead and people join you is something that's been in tons of video games and a lot of video games have big climatic battles lol. And um the setting and story are a huge thing????? You're saying that's the "only" difference as if it's like nothing

Are YOU being serious?

#104
SubjectZer0

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Sigh, this argument is so invalid.
 
Those UNC missions in ME1 were never meant to be a solid option for sidequest in ME1. They were implemented for the idea of having an excuse to land on uncharted worlds. Casey Hudson talked about this sometime right before the release of ME1 back in 2007, that UNC missions are a way for players to gather more lore about the galaxy and what not. It was never meant to be the main event sidequest. Instead, these were considered to be the main sidequest on the uncharted worlds.
 
https://www.youtube....h?v=DbwJvABUosk
 
https://www.youtube....h?v=597LzII6_y0
 
Those are two examples of the types of side missions that DAI FAILS to have. I dare you to find similar side missions like that from DAI that happened out in the open worlds.....I dare you because I know you cannot do it....before DAI does not have those types of side missions.
 
THIS is the point that is being made here. Yes, ME1 had its collection sidequest missions, but they ALSO had fully cinematic side missions that toke place on those same planets. FURTHERMORE, they also featured choice/multiple in more dramatic ways compared to DAI.
 
So yeah, you can continue with the tired "Well ME1 had collect quest to...." argument but it does not hold up because unlike DAI which only featured collection/fetch quest, ME1 also features other styles of side quest that had more action, choice, and emotion to them.


Those two sidequests were AMAZING btw, really hope there's stuff like this in Andromeda

#105
BabyPuncher

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I'm really having difficulty thinking of things DA:I did that Mass Effect hasn't done better.

 

Even the graphics and cinematics were generally more impressive in ME 2 and 3 than Inquisition.



#106
Barrendall

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I was really disappointed with DA:I

It had a very lackluster short story and instead of having meaningful side missions it focused on "exploring" big lifeless zones bloated with lame fetch quests

 

Instead of cutscenes we got a Skyrim-like camera and letters to read which was just awful

I really hope ME:A is nothing like it, I want it to be story driven like the previous three games

 

I play Bioware games for the story and characters not mindless fetch quests

 

Curious to see what other Mass Effect fans think

 

 

 

I'm afraid it started long before Inquisition.  I noticed in ME3 and DAII that cutscenes were (forgive the pun) cut down. Quest turn ins were very lackluster to say the least compared to their predecessors.  It dampened the immersion somewhat for me. I can't agree more that the story was too small in Inquisition for the size of the world and I'm really hoping this story will be as engaging as the first two ME's.



#107
Terraforming2154

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I have to admit that I would actually like sprawling exploration more in a Mass Effect game than I ever would again in a Dragon Age game. Varying pastoral landscapes can get boring pretty fast for some, at least ME has planets to play around with.

 

I really loved the idea of exploration in ME1, I just hope it is done better this time around with better side quests. Hopefully no eavesdropping quests like in ME3. I think those were the low point of any Bioware game for me...

 

But I agree with OP that I definitely want a meatier main story.


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#108
Sylvius the Mad

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Bioware games are known for their features of choice, emotion, and cinematics.

Known to whom? That's certainly not what I think of first.

BioWare's RPGs are known, at least to me, by their credible settings and their pausable real-time combat.

#109
Sylvius the Mad

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I'm really having difficulty thinking of things DA:I did that Mass Effect hasn't done better.
 
Even the graphics and cinematics were generally more impressive in ME 2 and 3 than Inquisition.

The graphics were not better. DAI's graphics (at least on PC) were staggering.

Though, the two aren't particularly comparable. What DAI did really well is often either stuff ME hasn't tried since the first game (exploration), or has never tried (the free-roaming tactical camera).

DAI also offers a choice of voice by gender, a vastly superior implementation of the dialogue wheel and paraphrase system, better crafting, less linearity, and greater freedom to design the protagonist's personality.
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#110
dreamgazer

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Dragon Age Inquisition had some AMAZING side quests.

 

It does.  I'd like an increase in the use of cinematic angles for the dialogue, but the assertion that Inquisition's side-content is nothing but filler fetch-quests is patently untrue. 


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#111
Sylvius the Mad

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Sigh, this argument is so invalid.
 
Those UNC missions in ME1 were never meant to be a solid option for sidequest in ME1. They were implemented for the idea of having an excuse to land on uncharted worlds. Casey Hudson talked about this sometime right before the release of ME1 back in 2007, that UNC missions are a way for players to gather more lore about the galaxy and what not. It was never meant to be the main event sidequest. Instead, these were considered to be the main sidequest on the uncharted worlds.
 

 

 
Those are two examples of the types of side missions that DAI FAILS to have. I dare you to find similar side missions like that from DAI that happened out in the open worlds.....I dare you because I know you cannot do it....before DAI does not have those types of side missions.
 
THIS is the point that is being made here. Yes, ME1 had its collection sidequest missions, but they ALSO had fully cinematic side missions that toke place on those same planets. FURTHERMORE, they also featured choice/multiple in more dramatic ways compared to DAI.
 
So yeah, you can continue with the tired "Well ME1 had collect quest to...." argument but it does not hold up because unlike DAI which only featured collection/fetch quest, ME1 also features other styles of side quest that had more action, choice, and emotion to them.

I never liked how ME handled those quests where Hackett would just happen to call in to tell you about something that was happened just as you were about to land on the planet anyway. I'd rather have been able to stumble onto them unaware of what was happening and then try to figure it out.

Because Hackett does all the exposition, those quests generally amount to a single conversation.

Let us sneak in, look for clues (or not - maybe just start shooting in ignorance), and figure out what's going on for ourselves. And let us fail at it.

Those ME quests are further diminished by the Paragon and Renegade I WIN buttons in the dialogue.

#112
BabyPuncher

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Mmm. 'Staggering.' The graphics were 'staggering,' huh? I certainly didn't find them 'staggering' on the Xbox. They were solid. Not great. I suppose I'll have to take your word on that since I'm certainly not buying it again when I invest in a PC. Besides, Good graphics are pretty much expected for AAA games nowadays.

 

I didn't find either of that voices that great. There was very little dialogue that stuck out to be. Wasn't all that impressed with the crafting system, although I never am. Don't care how 'nonlinear' it is, I've found no correlation between linearity and quality. Don't really care how 'free' I am to choose the protagonist's personality if the writing isn't compelling.



#113
BabyPuncher

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Those ME quests are further diminished by the Paragon and Renegade I WIN buttons in the dialogue.

 

And why are quests and dialogue diminished by charm options?
 



#114
AresKeith

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It does.  I'd like an increase in the use of cinematic angles for the dialogue, but the assertion that Inquisition's side-content is nothing but filler fetch-quests is patently untrue. 

 

Chateau d'Onteere was a really good side quest that definitely could've used more cinematic 


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#115
Sylvius the Mad

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Mmm. 'Staggering.' The graphics were 'staggering,' huh? I certainly didn't find them 'staggering' on the Xbox. They were solid. Not great. I suppose I'll have to take your word on that since I'm certainly not buying it again when I invest in a PC. Besides, Good graphics are pretty much expected for AAA games nowadays.
 
I didn't find either of that voices that great. There was very little dialogue that stuck out to be. Wasn't all that impressed with the crafting system, although I never him. Don't care how 'nonlinear' it is, I've found no correlation between linearity and quality. Don't really care how 'free' I am to choose the protagonist's personality if the writing isn't compelling.

It's important to me that I get to choose, and am not just told a story. Linear games offer fewer choices. So do games that only let me play one character.

I was thinking about this with regard to metacritic scores. I wish we had access to the metacritic database so we could filter the data to suit our interests. For example, I'd like to ignore the reviews of anyone who liked FF7, because I clearly don't share their tastes.

And I don't want the writers to write memorable dialogue for the protagonist, because that generally imparts a personality to him. DAI's neutral tone was far better than the unpredictable aggression I tended to see from Shepard (or Hawke, for that matter).

#116
Sylvius the Mad

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And why are quests and dialogue diminished by charm options?

Because they always succeed.

#117
BabyPuncher

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Because they always succeed.

 

Yes. And?



#118
Sylvius the Mad

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Chateau d'Onteere was a really good side quest that definitely could've used more cinematic

I think it was a really good side quest that was made better by the lack of cinematics.

PoE's "cinematics" are easily sufficient to show action which can't be done in the engine. And that's really all cinematics should do - show us things that the game otherwise could not show us.

#119
Sylvius the Mad

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Yes. And?

That makes the choice uninteresting.

I should have to decide whether threatening this guy is a good idea, but if it's colour-coded Renegade then I know it will.

And I shouldn't get to know that in advance. And sometimes they shouldn't work. Tying charm success to a RNG would improve them considerably.

#120
agonis

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I love the charm options.

 

The real pain is seing them greyed out.

 

Like: "You could have made it!... but noooo you had to put those points into your silly armor."



#121
BabyPuncher

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Uh-huh. Do you understand the thematic consequences of having the protagonist succeed or fail based upon a dice roll?



#122
agonis

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It would be very nice to be ably to solve some problems peacefully.

 

I hate running around shooting everything in sight.

 

But I agree with Silvius, it would be a bigger challenge if it wasn´t an obvious win botton.


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#123
BabyPuncher

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But I agree with Silvius, it would be a bigger challenge if it wasn´t an obvious win botton.

 

It's not supposed to be a challenge. Not in any meaningful sense. This is a video game. It's a mass-produced product deliberately designed to be beatable with a reasonable minimum of frustration by players as young as 12 or so of not only average, but considerably below average intelligence and skill.



#124
AresKeith

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Yeah, the main thing I disliked about Paragon/Renegade was how it was just used a win button in dialogue

 

It's not supposed to be a challenge. Not in any meaningful sense. This is a video game. It's a mass-produced product deliberately designed to be beatable with a reasonable minimum of frustration by players as young as 12 or so of not only average, but considerably below average intelligence and skill.

 

Implying videos game aren't suppose to give a challenge



#125
agonis

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It's not supposed to be a challenge. Not in any meaningful sense. This is a video game. It's a mass-produced product deliberately designed to be beatable with a reasonable minimum of frustration by players as young as 12 or so of not only average, but considerably below average intelligence and skill.

 

You are depressing, you know that? *laughs*