And patrolling the Mojave almost makes me wish for a nuclear winter.
Another awesome Cass.
And patrolling the Mojave almost makes me wish for a nuclear winter.
Another awesome Cass.
Another awesome Cass.
Cassandra Cassidy. That...actually kinda works. Or at least enough for a "What happens in Vegas stays in Vegas" moment.
Really? what game did you play? The Blackstone Irregulars were the same boring, generic stuff DAI has. The Mage Collective, recovering Ironbark for the Dalish, Recovering a tree branch for a magic tree, Give a Werewolf's scarf to her husband, Deal with random mooks and thugs throughout Denerim. Solve little puzzles for special items, collect Codex entries to get special items, craft some bottles of poison for a farmer, make some health potions for a village elder. All of this is the same menial, pointless tasks you get in DAI. THIS is DAO's vast majority of Side Content. It is all just as hollow and insignificant.
1. Blackstone irregulars had a context in the need you got a quest to side with the father or son and iirc you had a support in the landsmeet if you sided with one.
2. Mages collective had choice in almost every mission to support the mages or rat on them to a templar commander.
3. dalish camp was (according to the warden knowledge at the time) under siege from infectious werewolves!
the ironbark is masterwork crafting material and you are offered a boon for helping.
The scarf is part of a mission to find the sick wife of one of the dalish which is forbidden to travel himself because the keeper will not allow him, by helping him you can either be rewarded by money or by satisfaction you brought him peace.
4. the thugs in denerim are handeled at the request of the captain in the market, you are helping to prove the wardens are not villains and by so doing gain the support of the city guards.
5. the posion and healing potions are TUTORIALS in the first village you get, there is also trap making tutorial.
Codexes in entire DA series are roughly the same thought in DA:O you had spell combos you could learn and then get codex for those.
the puzzles were interesting like the throne room in orzamaar with the dragon or he singing tree in the dalish forest.
I vastly prefer particle effects and combat that is actually fun to watch, than I do the dry combat of DAO that was little more than awkward, hunched over shuffling and slow combat that involved melee characters being totally unable to attack at all unless they are at very specific angles. DAO combat is no more "realistic" than DAI. They are both equally ridiculous, just for different reasons.
I beg the differ.
first in DA:O you had killing animations which were great.
the bow and mele animations were very good.
To backstab you had to position yourself correctly.
Only mages had magic
in Inquisitoion everyone teleport around doing flashy moves.
1. Blackstone irregulars had a context in the need you got a quest to side with the father or son and iirc you had a support in the landsmeet if you sided with one.
2. Mages collective had choice in almost every mission to support the mages or rat on them to a templar commander.
3. dalish camp was (according to the warden knowledge at the time) under siege from infectious werewolves!
the ironbark is masterwork crafting material and you are offered a boon for helping.
The scarf is part of a mission to find the sick wife of one of the dalish which is forbidden to travel himself because the keeper will not allow him, by helping him you can either be rewarded by money or by satisfaction you brought him peace.
4. the thugs in denerim are handeled at the request of the captain in the market, you are helping to prove the wardens are not villains and by so doing gain the support of the city guards.
5. the posion and healing potions are TUTORIALS in the first village you get, there is also trap making tutorial.
Codexes in entire DA series are roughly the same thought in DA:O you had spell combos you could learn and then get codex for those.
the puzzles were interesting like the throne room in orzamaar with the dragon or he singing tree in the dalish forest.
Ok, so the same as in DAI then. QED.
I beg the differ.
first in DA:O you had killing animations which were great.
the bow and mele animations were very good.
To backstab you had to position yourself correctly.
Only mages had magic
in Inquisitoion everyone teleport around doing flashy moves.
Killing animations, the only acceptable counter people have to defend DAO combat with. Bow animations are exactly the same as DAI...Pull the string back and release. Melee animations are the same as DAI, the same animation looped endlessly with the exception of Ability attacks, which are all different in every game. And no, you need to be properly positioned to attack with Melee PERIOD. If you are surrounded by a pack of enemies you can only attack one mob at a time, if that mob moves, you are unable to attack at all unless you follow it or switch to another mob.
To backstab you had to position yourself correctly.
Only mages had magicin Inquisitoion everyone teleport around doing flashy moves.
I would say that I did like the structure of the quests in DAO. the levels. You had about 5 main things, initially 4, then you find out abt the Urn. So, 5 main things you need to do.
You must go to each area to get the "Thing"--whatever it is. Things begin fairly straight forward, but quickly escalate into maker knows what. The areas/levels are very large and vertical--there's alot of descending going on thru the quests.
You get caught up in the mini missions you must do within the area in order to progress. You learn some amazing things. You see some crazy stuff. Somehow you manage to get the "Thing", tip your hat and hobble your way out of the mission quest. Back to your cozy little camp with the soft atmospheric music.
I liked that. The focus was get the "Thing"; one huge level that had miniquests folded into it; each mission section took up a large part of game time because they were very involved missions.
i liked that structure. In DAO I felt more purpose driven, whereas DAI I too often felt like I was just putzing around in areas that have no meaning except a few token baddies.
I'd love to see DAO structure of level rendered in FB3 engine. I mean, like Orzammar? Omg. And the Orzammar level was huge from the initial intro of the city thru the descending Deep Roads to get the Thing so you could do the Thing.
I must add that I really did enjoy being able to talk to my companions whenever the heck I wanted. What do they call it? Staged shots? Yes, well, then do that. Yes, please! I loved that. In addition to the banter the companions had with each other and concerning any and all decisions you were abt to make. I mean, they always put their two cents in. It was fantastic! Bring that back.
I don't think DAO is the best thing since sliced bread, but I really enjoyed the game several times. Im also a huge fan of DA2. They have their faults, and both have strong points.
So maybe another game that has the level and quest structure of DAO, but with a more personal story and smaller crew like with DA2.
That is all.
You must go to each area to get the "Thing"--whatever it is. Things begin fairly straight forward, but quickly escalate into maker knows what. The areas/levels are very large and vertical--there's alot of descending going on thru the quests.
It is the wonder of wonders how people here can't seem to understand different tastes. Not my job to teach anyway.
Oh I understand the position of wanting the darkspawn to rule the land and I disagree with that position and think it's ridiculous. Must I explain why?
Why does the verticality matter?
Because of the feeling of descent. The going deeper and deeper into stranger and stranger unknown parts. It gave a sense of mystery and discovery and a bit of trepidation.
Like with with Orzammar, obviously. As you descend in these levels you find that you discovering more strange stuff. Or the descent with the Urn quest. You start with creepy Haven, then you're at the Temple and going down into discovering the Guardian and the Gauntlet; the cult; even a dragon.
Orzammar has you descend same thing. You discover Legion of the Dead; Brood Mothers Crazy Hespith and the truth of Branka; and Caridin.
Brecillian Forest, you start--getting lost around the forest-but eventually you get to that Temple and descend to find the werewolves and this lady of the forest.
there's something about it that cues you to know that you're getting into some mysterious, unknown areas.
I think that overall Inquisition wasa mish better step towards crafting an identity for the franchise than DA:O or DA2.
I really hope after three games they're (mostly) done with their search for an identity for the DA franchise, regardless of wether I'm happy with the results or not.
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Killing animations, the only acceptable counter people have to defend DAO combat with. Bow animations are exactly the same as DAI...Pull the string back and release. Melee animations are the same as DAI, the same animation looped endlessly with the exception of Ability attacks, which are all different in every game. And no, you need to be properly positioned to attack with Melee PERIOD. If you are surrounded by a pack of enemies you can only attack one mob at a time, if that mob moves, you are unable to attack at all unless you follow it or switch to another mob.
2h weapons in DA:O are far superior... you could feel each hit and move.
in inquisition it's like waving with giant broom.
Also in DA:O warriors could use 2 weapons (by far best warrior build) and bow (tanky turret build).
Or rogues could use any melee weapon like dat sexy axe from bodhan.
I must have missed the part where we went to fight the Archdemon. You know, the end battle. Loghain was just Denerim's area boss the same way Uldred and Branka were, he was just more involved.
The Archdemon and Loghain are both villains. Archdemon = demon to slay, Loghain = political villain. Both were "tools" used so there would be a plot to advance. One could had finished the game without really considering Loghain a villain, but slaying the Archdemon was necessary to end the Grey Warden's story. So yeah... both were antagonists. I figure the other user thought that Loghain was more charismatic as a villain, which makes sense. The Archdemon itself isn't that interesting.
It is the wonder of wonders how people here can't seem to understand different tastes. Not my job to teach anyway.
'You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant.' -Harlen Ellison.
The combat was crap(only 8 quickslots? You could've allowed us to switch to different quickbars ffs).
Why are Cassandra's (and the Inquisitor's) abilities called Templar when I can even Smite or Mana Drain?
Why is Cullen "Alistair 2.0"?
No healers, no actual potions in my inventory, no primal magic, a nearly useless Templar skill tree. The only classes worth a damn were KE and Assassin. All the effing back and forth to Skyhold with ridiculous loading times, I ain't even counting the bugs.
No actual mod support! What the s**t? Modding is an integral part of the CRPG experience.
Messed up loot system makes anything I didn't craft(and isn't that a pain, with 9 characters?) completely crap. Adding in MMO-esque level limits and making the loot placement almost entirely random and bafflingly insane is not a good thing. It almost guarantees you'll find something worse than the crap you've already got on, doubly so if you've crafted.
Timed exploration that basically encourages you to game the influence timer?
What the hell happened to all the clothing and armor?
If you're going to take away Desire demons, turn them into something else like you did with Sloth/Despair. "Oh! It turns out that what we thought was Desire was actually something else!" I don't care if you don't show ****** or anything skimpy, but don't just write them off!
Have to buy abilities to increase my attributes when I level up.
Have to buy abilities to increase my attributes when I level up.
Have to buy abilities to increase my attributes when I level up.
The mission table is totally nerfed when it comes to rewards and supplies / resources. You have this grand army that can't seem to gain resources at the same rate you do by wandering around a zone for 15 min.
90% of what drops is only worth selling
Why do I have to go into the inventory screen and take the items off people in order to mod them?
Each response to Corypheus in Haven was weak and cowardly.
Have to buy abilities to increase my attributes when I level up.
The atmosphere is too safe, too empty.
I'm perfectly OK with Trans people, but why is the Qun!? The Flipping Qun!?
The Qunari would just tell you to suck it up, or mind whammy your ass with qamek!
Have to buy abilities to increase my attributes when I level up.
I only have 8 quickslots!
Why do I have to go into the inventory screen and take the items off people in order to mod them?
Each response to Corypheus in Haven was weak and cowardly.
Because you don't have to.
and
No (the short one). The slighly longer is: no, but you have to keep him talking.
On the subject of brothels: I'm at least 99% sure that an absence of brothels doesn't make a game lighter in tone. The previous brothels were really there for the humor factor and weren't even remotely serious places, if you ask me. The fact is that in DA:I there's more T&A, skin, and swearing than there was in any previous game that actually did have a brothel.
They can put brothels in or leave them out - the presence or absence of them means little to me since I've never put them high on my list of things that make games more mature - but I definitely think it's off-base to claim that they added any substantial level of grittiness, darkness, or maturity to past DA games just by existing. Besides, I got my fill of darkness from finding out the secret behind the oculara and from seeing corpses hanging from gibbets, piles of bodies, finding all those drowned corpses in Crestwood (and that whole storyline certainly qualifies as dark to me), burning villages, etc. all over the place.
And as far as color palettes and graphics go, the game isn't dark like DA:O - something for which I am eternally grateful, as I can happily live without ever seeing the Great Ferelden Palette of Mud and More Mud used again.
If you're going to take away Desire demons, turn them into something else like you did with Sloth/Despair. "Oh! It turns out that what we thought was Desire was actually something else!" I don't care if you don't show ****** or anything skimpy, but don't just write them off!
They were not written off, in my opinion as while the common desire demon do not appear like Sloth and Hunger demon does not, their design does appear as statues and Dorian specifically mentions one by name in the Fade so they have not been removed from the lore or setting.
It makes sense since a feeling of desire would likely be overshadowed by other feelings such as despair, fear, rage and terror brought on by the Breach not to mention desire demons are supposed to be a clever and subtle lot so they'd likely lay low if they got through from the Fade or stay away from rifts or the Breach itself since the process of passing through is supposedly traumatic for spirits and demons alike.
That said, what happened at Chateau d'Onterre may very likely be the work of a desire demon since it seems to have befriended the child there and played on her desire to not be lonely, not be afraid, be happy and be allowed to be social.
If you are referring to Imshael then he is a Forbidden One like Gaxkang and Xebenkeck: "For abandoning the People in their time of greatest need, for casting aside form to flee where the Earth could not reach, we declare Xebenkeck and others of her ilk exiled from the lands of the Evanuris. Beware! Their familiarity with shape allows them to travel paths unaided. They may be bound, but only the protection of your gods will fully shield you from their malice. They are Forbidden from the Earth that is our right." - Codex entry: Vir Dirthara: Exile of the Forbidden Ones.
I would say that I did like the structure of the quests in DAO. the levels. You had about 5 main things, initially 4, then you find out abt the Urn. So, 5 main things you need to do.
You must go to each area to get the "Thing"--whatever it is. Things begin fairly straight forward, but quickly escalate into maker knows what. The areas/levels are very large and vertical--there's alot of descending going on thru the quests.
You get caught up in the mini missions you must do within the area in order to progress. You learn some amazing things. You see some crazy stuff. Somehow you manage to get the "Thing", tip your hat and hobble your way out of the mission quest. Back to your cozy little camp with the soft atmospheric music.
I liked that. The focus was get the "Thing"; one huge level that had miniquests folded into it; each mission section took up a large part of game time because they were very involved missions.
i liked that structure. In DAO I felt more purpose driven, whereas DAI I too often felt like I was just putzing around in areas that have no meaning except a few token baddies.
I'd love to see DAO structure of level rendered in FB3 engine. I mean, like Orzammar? Omg. And the Orzammar level was huge from the initial intro of the city thru the descending Deep Roads to get the Thing so you could do the Thing.
I must add that I really did enjoy being able to talk to my companions whenever the heck I wanted. What do they call it? Staged shots? Yes, well, then do that. Yes, please! I loved that. In addition to the banter the companions had with each other and concerning any and all decisions you were abt to make. I mean, they always put their two cents in. It was fantastic! Bring that back.
I don't think DAO is the best thing since sliced bread, but I really enjoyed the game several times. Im also a huge fan of DA2. They have their faults, and both have strong points.
So maybe another game that has the level and quest structure of DAO, but with a more personal story and smaller crew like with DA2.
That is all.
The Archdemon and Loghain are both villains. Archdemon = demon to slay, Loghain = political villain. Both were "tools" used so there would be a plot to advance. One could had finished the game without really considering Loghain a villain, but slaying the Archdemon was necessary to end the Grey Warden's story. So yeah... both were antagonists. I figure the other user thought that Loghain was more charismatic as a villain, which makes sense. The Archdemon itself isn't that interesting.
"Antagonist" means "the one who opposes the protagonist". The archdemon is your final enemy, but it's more a goal than an opposition. You barely see Urthemiel during the game...
It's not the archdemon who betrayed everyone at Ostagar and used you as a scapegoat. It's not the archdemon who sent Zevran to kill you. It's Loghain.
He also:
You spend more time undoing every plan of Loghain in the game than fighting the archdemon...