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I think I hate DA:I. And I hate that I hate it.


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#26
Magdalena11

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Because often the content of the paraphrase is different than the content or intent of the full line. That can't be blamed on the player; it's future-telling. A simple fix would be to have paraphrases, but if you hover over them for a couple of seconds, the full line displays in the subtitles, like how if you wait long enough to respond, the previous line is displayed there. I believe Deus Ex had that system. It could work wonders here.

 

I agree that the paraphrases are far less than perfect, because there's more than one way to read and hear a line.  For instance:  In the quest for Josephine, She tells about an assassin she had to kill.  One of the dialogue choices was "No one merciful."  I couldn't understand how the paraphrase related to what I heard, until I realized that the line predicted that the person Josie was talking about would not have turned into anyone merciful had he lived.  I thought she was berating her own lack of mercy, so the inquisitor's response didn't make any sense.  

 

I'm putting this clumsily.  Hopefully I don't sound completely nuts.


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#27
DreamSever

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not gonna disagree with anything you said,i never could feel immersed with my character either due to the dialogue, needs sarcastic, diplomatic and angry choices back, one bright spark of DA2 was the sarcastic voice, I loved it


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#28
TheOgre

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The romance lines have always been pretty bad.

That's one advantage of the silent protagonist.

I don't actually have to hear my character say those terrible lines.

 

I don't have an appropriate jpg for that, but i will say instead that wholeheartedly agree with that. But I also in general don't want to hear my character in general because they say stupid auto dialogue things generally

 

Surprisingly this is one of the only series I have a problem with auto dialogue/facial expressions killing me inside.



#29
London

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I think bad romance dialogue can be realistic. In real life, I remember going so far as trying to write poetry when I was younger. I found some of it a couple years ago and wanted to die.

People can say dumb and awkward things when they are into someone lol.
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#30
BansheeOwnage

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Shallow is the right word. It's a pretty picture with nothing complex underneath. When all is said and done and the game is finished there's nothing that stays with you or makes you think, "Wow, that was an amazing experience." All I think about is how awful it would be to start a second play through and have to farm for days just to get the schematics I want. 

When I finished the game, my initial (keyword: initial) reaction was:

 

What the hell was with the ending - again?!

 

It wasn't Inquisition's best moment. Which is a shame, considering endings are often the best part of a story. They need to be, otherwise it's literally anti-climactic. There were some awesome parts of the game, but the fact that my favourite parts occur quite a ways before the end make me want to stop playing after 2/3 of the game. Oh well.


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#31
Al Foley

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For some reason Inquisition was the most jarring experience I have had with a BioWare dialog system, minus perhaps ME 1.  But I think this is on me for being stubbourn and not thinking things through.  Remember that a responses position on the wheel points to the tone, and what will be said.  For instance even if the bottom response is 'by your leave' on the wheel, you can expect something really nasty and sarcastic.  

Shallow is the right word. It's a pretty picture with nothing complex underneath. When all is said and done and the game is finished there's nothing that stays with you or makes you think, "Wow, that was an amazing experience." All I think about is how awful it would be to start a second play through and have to farm for days just to get the schematics I want. 

For me Inquisition has had the most 'jaw on floor' moments of any game I have ever played.  Though few of it has stayed with me, though that is due more to my poor memory then the lack of quality of the game.  I am so excited to start a third play through, and maybe eventually a Fourth.  

 

I agree that the paraphrases are far less than perfect, because there's more than one way to read and hear a line.  For instance:  In the quest for Josephine, She tells about an assassin she had to kill.  One of the dialogue choices was "No one merciful."  I couldn't understand how the paraphrase related to what I heard, until I realized that the line predicted that the person Josie was talking about would not have turned into anyone merciful had he lived.  I thought she was berating her own lack of mercy, so the inquisitor's response didn't make any sense.  

 

I'm putting this clumsily.  Hopefully I don't sound completely nuts.

 

You are fine. :)

When I finished the game, my initial (keyword: initial) reaction was:

 

What the hell was with the ending - again?!

 

It wasn't Inquisition's best moment. Which is a shame, considering endings are often the best part of a story. They need to be, otherwise it's literally anti-climactic. There were some awesome parts of the game, but the fact that my favourite parts occur quite a ways before the end make me want to stop playing after 2/3 of the game. Oh well.

If you view the ending as 'Doom Upon the World' then, sure, but if you view the ending from 'What Pride had Wrought' through the epilogue slides, I think the ending becomes much better.  And is pretty much what I wanted from it.  And learned many of the mistakes they made from ME 3.  


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#32
Aren

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DAI is not shallow because lack in violence or gritty tones.
I do not mind violence or tragedy,they are not something that are inherently indispensable for a good story, in truth i was never impressed by these elements in fictional works,because they are often used and reused to the point of being repetitive.
My experience actually are more corroborated by rpg that do not focus on this elements as their strength,i find them to be more entertaining and "original". 
Take the Divinity Dragon knight saga,it cannot be even remotely considered a violent game,and yet i was very impressed by the WTF ending of Ego Draconis,better than DAI finale.


#33
line_genrou

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DAI is not shallow because lack in violence or gritty tones.
I do not mind violence or tragedy,they are not something that are inherently indispensable for a good story, in truth i was never impressed by these elements in fictional works,because they are often used and reused to the point of being repetitive.
My experience actually are more corroborated by rpg that do not focus on this elements as their strength,i find them to be more entertaining and "original". 
Take the Divinity Dragon knight saga,it cannot be even remotely considered a violent game,and yet i was very impressed by the WTF ending of Ego Draconis,better than DAI finale.

 

 

It's shallow because it doesn't explore dark themes in a realistic way. It's a time of war and chaos. People are thinking the world is about to end. Surely you know what human beings can do in such conditions. Everyone being tame about it and only those involved in the war dying is BS and playing it safe.


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#34
Scofield

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Im not partial to COD much nowadays, all though i did enjoy the originals and MW1 n 2, was the same with world of warcraft, played the beta then was a continuous sub for 8 year solid, but same thing happened with both games, the devs took them in directions i never liked, so well i left, thanked them for some great times an some great memories an well left.

 

ME:A is going to be released next year an without fail some people on these boards who have been huge ME fans will hate on it, it part of gaming tbh, games move on, you either accept it an just move on to another game company that caters to what you enjoy or you stay, become bitter an yak on about the "good old times"

 

BioWare made a decision about the direction there taking there games years ago, an well that direction has been pretty well evident in the last couple of releases, so well yeah accept it or dont


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#35
Darkly Tranquil

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The combat of DAI pretty much ruined it for me and made sure I won't play it again. When I finished it, my overwhelming feeling was relief that it was over and that I could put it behind me, followed by sadness that it was so disappointing. Compare that to Origins, where I restarted a new game the moment the credits rolled because I couldn't wait to do it again; I played Origins the first six times back to back.
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#36
BansheeOwnage

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If you view the ending as 'Doom Upon the World' then, sure, but if you view the ending from 'What Pride had Wrought' through the epilogue slides, I think the ending becomes much better.  And is pretty much what I wanted from it.  And learned many of the mistakes they made from ME 3.  

Sorry, but I'm going to have to disagree here. I'm going to see the ending as the ending, not just pretend some other point is in fact, the ending. Doom Upon All The World is not an epilogue; it's the (supposed) climax. Stories are formulaic because that works. Not that you can never have deviations, but I don't think it worked here. More importantly, I don't think it was meant to be a deviation. It seems clear they wanted DUAtW to be the climax, it just wasn't. I also can't view WPHW as the climax because I don't think it's very climactic (and it doesn't need to be, as it's not the ending). So we're just left with no climax.

 

They definitely learned something from ME3's ending, but what they learned is debatable. What I see, is this:

 

ME3's ending had the internet up in arms! We can't have that happen again, so let's make DA:I's ending the safest, most straightforward, least imaginative ending yet!

 

Unfortunately, Bioware has a bad habit of overcompensating.


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#37
Aren

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It's shallow because it doesn't explore dark themes in a realistic way. It's a time of war and chaos. People are thinking the world is about to end. Surely you know what human beings can do in such conditions. Everyone being tame about it and only those involved in the war dying is BS and playing it safe.

Well yes the games that i have mentioned do not pretend to have these dark themes,however if a game like DAI is supposed to be filled with such content for it's trouble times, only to reduce them to be a sort of "drawing painting" ,then yes is shallow and lackluster.
But then again i'm unsure for my opinion  DA games have handled this aspect poorly, the better was the DAII but the atmosphere was often watered down by all the jokes made for pre-teens,while in DAO after ostagar the blight exist only into the main map of Ferelden, until the end battle.


#38
wintermoons

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For me, from the second the Inquisitor raised up that sword and the crowd cheered for them the entire game went into a nose dive. The ending is hugely disappointing because it completely slaps you in the face with just how much everything you spend the past 100+ hours doing didn't matter at all. There wasn't even the illusion that it mattered. While I did like my romance, once everyone was introduced the friendships in Inquisition were weak as well. I didn't feel like anyone was actually my Inquisitors friend, and in a game where there is an invisible approval system all you have to go on is feeling. It lacked the closeness of Origins and 2, where both of those groups felt like they were the Warden or Hawke's chosen family. Even though Dorian says the Inquisitor is one of his few friends he never seemed to treat them like it. Outside of the 'look how friendly they are! Dorian flat out told you! Bull took you drinking! Haha good ol Wicked Grace!' I just didn't feel like any of these characters actually spent a year living and journeying and almost dying together.

 

Also, can I say that playing as a Dalish elf made me want to slap Morrigan every time she told my character about her own Dalish culture? My character knows what an eluvian is, she knows who Mythal is--for a game so centered on elven legends and culture there should have been SO MANY more elf specific dialogue options,


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#39
CDR Aedan Cousland

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For me, from the second the Inquisitor raised up that sword and the crowd cheered for them the entire game went into a nose dive. The ending is hugely disappointing because it completely slaps you in the face with just how much everything you spend the past 100+ hours doing didn't matter at all. There wasn't even the illusion that it mattered. While I did like my romance, once everyone was introduced the friendships in Inquisition were weak as well. I didn't feel like anyone was actually my Inquisitors friend, and in a game where there is an invisible approval system all you have to go on is feeling. It lacked the closeness of Origins and 2, where both of those groups felt like they were the Warden or Hawke's chosen family. Even though Dorian says the Inquisitor is one of his few friends he never seemed to treat them like it. Outside of the 'look how friendly they are! Dorian flat out told you! Bull took you drinking! Haha good ol Wicked Grace!' I just didn't feel like any of these characters actually spent a year living and journeying and almost dying together.

 

Also, can I say that playing as a Dalish elf made me want to slap Morrigan every time she told my character about her own Dalish culture? My character knows what an eluvian is, she knows who Mythal is--for a game so centered on elven legends and culture there should have been SO MANY more elf specific dialogue options,

 

This sums up that unshakable feeling I had perfectly. Someone else mentioned in another thread a while back that the companions feel no closer than coworkers, and I think it's absolutely correct. They really don't feel like friends at all to the point where it feels like the Inquisitor makes them feel uncomfortable, and they're just humoring him/her. Every interaction with the non-LI's left a great deal to be desired--so much so that my Inquisitor's inability to make friends gave me secondhand embarrassment.


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#40
Saphiron123

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It's not a horrible game, however, there's no really replayability and it's too safe. In other words, it's a mediocre game.

They play it safe afraid of pissing off their new fanbase which screams misogynist, homophobe etc at every turn, so yeah, pretty much every dark and serious theme they could show and explore in the world of Thedas (in a time of war and complete chaos, let's remind ourselves here) in a realistic way is ignored. Now even the Qun embrace transgender people. We don't even get to see orphans, victims of absolute violence. Well, we have that one husband the templars killed and whose wife asked us to get the wedding ring she gave him. But who cares, we get the thing, give it back, she thanks us and that's it. Oh wow, that was very immersive.

 

The world is too empty, there's no engaging side quests, no memorable NPCs. It's just a big vast world with nothing to do, just collectibles and forgettable side quests. Even the loot found in chests on those big maps is horrible unless you get it from killing dragons.

 

The things they invested a lot of time while making this game seems to be:

 

a- Romances

b- Dragon fights

c- Crafting

 

Everything else was not a priority.

 

Shallow. That's the word that define DAI for me.

This. I feel exactly the same way. I've accepted it, but man I was present on these forums in a huge way giving feedback. I loved dragon age, and I'm sad to see the stories and lore i loved are absent. If it wasn't for the past characters and my past decisions playing a small role, i think it's safe to say i'd never play it again... and i will, but only because i want to see characters like loghain and alistair again.


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#41
DialupGeneral

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The combat of DAI pretty much ruined it for me and made sure I won't play it again. When I finished it, my overwhelming feeling was relief that it was over and that I could put it behind me, followed by sadness that it was so disappointing. Compare that to Origins, where I restarted a new game the moment the credits rolled because I couldn't wait to do it again; I played Origins the first six times back to back.

 

I just replayed Origins again, for like the 12th time. The combat feels a little clunky to begin with after the flashing, whirling, ethereal Inquisition, the silent protagonist is a bit weird but then my god does the game suck you in after Ostagar with storyline, lore and the brilliantly in-depth characters. It shows what a massive advantage gaming has over movies in immersion but for some reason AAA games want to become more like movies.  

 

That's my problem with post-EA Bioware. All the interesting stuff is in the codex entries and the games feel like theme-park rides. Everything is on rails. You're meant to get pleasure out of watching these pretty things and animations, rather than pleasure of manipulating them and changing the world and people in a satisfying way.


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#42
Ieldra

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I don't think I'll need to repeat "paraphrasing is evil and destroys roleplaying" yet another time, do I? While things have improved since ME3, the basic problem remains: a short paraphrase can never capture the contents of a whole sentence, especially if you're saying something very specific or talk about complex matters. Thus we have the unsatisfactory state of things where what's really said is made more generic as to not conflict with a simplistic paraphrase, or there is a dissonance between them.

 

Paraphrasing is the worst feature introduced into roleplaying games on electronic media since they exist.

 

I like DAI, but it's in spite of this problem. Playing a character with paraphrasing feels like playing a character with dementia, not knowing my own mind. It sucks.


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#43
Al Foley

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Sorry, but I'm going to have to disagree here. I'm going to see the ending as the ending, not just pretend some other point is in fact, the ending. Doom Upon All The World is not an epilogue; it's the (supposed) climax. Stories are formulaic because that works. Not that you can never have deviations, but I don't think it worked here. More importantly, I don't think it was meant to be a deviation. It seems clear they wanted DUAtW to be the climax, it just wasn't. I also can't view WPHW as the climax because I don't think it's very climactic (and it doesn't need to be, as it's not the ending). So we're just left with no climax.

 

They definitely learned something from ME3's ending, but what they learned is debatable. What I see, is this:

 

ME3's ending had the internet up in arms! We can't have that happen again, so let's make DA:I's ending the safest, most straightforward, least imaginative ending yet!

 

Unfortunately, Bioware has a bad habit of overcompensating.

I can see the point except that BioWare usually, with the bare exceptions here and there, does tend to divide their endgame sequnces into multiple quests.  Again we saw this in ME 3.  ME 3s 'ending' was not just the Crucible but a series of a lot of events leading up to it.  



#44
Magdalena11

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It's shallow because it doesn't explore dark themes in a realistic way. It's a time of war and chaos. People are thinking the world is about to end. Surely you know what human beings can do in such conditions. Everyone being tame about it and only those involved in the war dying is BS and playing it safe.

I think it is done in as realistic a way as people want to see.  It's difficult to describe, but I like a banter between Varric and Bull I got during JoH.  They're talking about Varric's unrealistic depiction of battle, and Bull says it's one of the best parts.  Sometimes the 4th wall really needs to be there.  The everyday trauma of people moving and fighting and loving and being born at inconvenient times and dying at even less convenient is inescapable.  If the shortage of actual gore and gaping wounds is your thing, maybe some things don't need to be rendered too realistically.

 

What is specifically missing?  Internal or external creature anatomy?  


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#45
line_genrou

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I think it is done in as realistic a way as people want to see.  It's difficult to describe, but I like a banter between Varric and Bull I got during JoH.  They're talking about Varric's unrealistic depiction of battle, and Bull says it's one of the best parts.  Sometimes the 4th wall really needs to be there.  The everyday trauma of people moving and fighting and loving and being born at inconvenient times and dying at even less convenient is inescapable.  If the shortage of actual gore and gaping wounds is your thing, maybe some things don't need to be rendered too realistically.

 

What is specifically missing?  Internal or external creature anatomy?  

 

Missing the depth we got in DAO. Sure you can notice the difference when exploring dark themes between DAO and DAI.

 

I get that some people prefer to not see things in games, but for me, and many others, we feel that that part of storytelling in gaming is essential. We need a touch of realism in a game. It's really jarring when we don't get it, especially when they try to tell us "hey, it's a time of chaos, the end of the world!", and it DOESN'T feel like the end of the world. Less telling and more showing please, otherwise I don't buy it. This was a mature series of games, less flashy and more substance in it, and now we have so many flashy lights, so colorful, everyone so happy in the midst of war. Yay.

 

I need to feel that the times are bad, I don't want the game telling me that. The game needs to make me think "omg, this is awful, can I make a change?". They need to make me care.


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#46
Fast Jimmy

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I can see the point except that BioWare usually, with the bare exceptions here and there, does tend to divide their endgame sequnces into multiple quests. Again we saw this in ME 3. ME 3s 'ending' was not just the Crucible but a series of a lot of events leading up to it.


I honestly think they are trying replicate past games success, such as the Battle of Denerim and the ME2 Suicide Mission. Yet the execution comes off as disjointed, because they are adding sections just to pad, not because it makes sense to have them.
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#47
mark powell

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Fix Mosaics



#48
Donk

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am so mad at this game , like the other dragon ages but this 1 is SOOOOOOOOOOOOOOO buged I WANT MY MONEY back!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

Just curious about the part I highlighted.

 

If the other DA games pissed you off, why did you play this one? :huh:

 

I mean this is just me but.. I hated Bioshock. So I never went and played the rest of the series. Or Dead Space, for that matter.



#49
Aren

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Next week they will release a massive patch containing more fixes and enhancements. The game has only been out for a mere 7 weeks! That's 7 weeks, compared to 8 months for DAI. And it is STILL broken in so many ways, it's not even funny. Bioware devs can't even test their own patches, they use the community to do it for them!

And let's not forget that in the first 7 weeks after the "very much broken for many" DAI was released, the devs were on vacation!

 

How can anyone in their right mind support Bioware after this??? I just don't get it at all...

CD projekt Red developers have decided to posticipate their game release for some months,in order to resolve as many issues as possible before the launch of the game,meanwhile Bioware developers were more concerned to release the game as quick as possible in November despite the atrocious issues that were still unresolved , because they  were more concerned about the the goty of the 2014


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#50
panzerwzh

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This is how you response to your fanbase

 

GingerEffect

"Points that are raised by the community are discussed between designers and leads, most often. If we agree that something needs to change, we approach production and it is discussed in more detail and with all people who are affected involved. If overall we agree something needs to be changed, we look at how we can make adjustments and what would be required to really fix any given issue.

At that point it is pretty much out of designers hands. We may get the go ahead to do the changes or we may not. This can have various reasons. None of these include us being too lazy to do it ;%29.gif .

For obvious reasons I cannot discuss specifics. Hope this gives a bit more of an idea of how we process your feedback here."