Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Dragon Age: Inquisition Pre-Release Thread

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I don't think I recruited Sten and the dog is dog class.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
10,063
You can't make a 4 fighter party in DA:O because there are only 2 NPC fighters.

What?

Did you even play the game or have you got a memory of a retarded goat?

Alistair - Fighter-Templar
Oghren - Fighter-Berserker
Sten - Fighter/Something (don't remember)


But essentialy Alistair is a fighter that uses sword and shield, Sten uses doublehanded sword and Oghren double handed axes.

Three NPC fighters.

Four if you count the DLC golem.
Five if you count the Dog. (also if fighter with no spells)
Six if you count Loghian (he can join at the end of the game)
Its just that much of a forgettable piece of shit.
You can let sten to die i think, not that it matters really that character sucks.
 

Deleted member 7219

Guest
Graphics look dull. For a true RPG, graphics are unimportant, but for a Bioware RPG they kind of have to be good to make the whole thing worth it. The Mass Effect games had excellent art direction.

Also, the E3 gameplay demo pretty much made it clear that it ISN'T open world, but rather just more corridors.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Beautiful graphics, but lame and cartoony art direction.

Oh fuck off with this grimdark fanboy bullshit. Color is a good thing. Some style is a good thing. The original Dragon Age looked fucking boring through and through. At least this looks like someone designed it.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,179
Rogue you don't understand what an abstraction is, apparently. Your love interest here wasn't talking about what we're talking about.
If you say that the dragon having a fire resistance statistic is an abstraction, it must be an abstraction of something, in this case of the fact that the dragons don't get hurt by fire very much.
If you take away the abstract part (the 75% resistance) then the dragon will literally deflect 3/4 of the fire blasts thrown at him. Because that's impractical to show, they abstract it to a statistic in the character sheet.
There are multiple ways of abstracting something. I already explained how one can use abstraction to justify the presence or complete lack of fire resistance on dragons in combat. These things are abstract game mechanics.

I think the problem is not whether the dragons are or aren't immune to fire. The thing I lack in all these new games are debuffing spells which were required in order to make the bosses/dragons more vulnerable to magic or other stuff (like in BG2). Instead of just having all those shitty damaging spells the game should force you to mix many different options so that, especially that you have a party, you are not a god damn lone adventurer, who deals only one kind of damage.
Hard counters are fail.

The Mass Effect games had excellent art direction.
Absolutely not. It was the sci-fi equivalent of DA.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,507
Location
Space Hell
Welp, that was expected
BaAlBsA.png
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
10,063
Hard counters are fail.
You repeating it over and over again doesnt make it true Roguey. People find really enjoyable discovering and exploiting those hard counters to beat the odds, especially when it comes to optional fights.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It's been the same "horseshit" forever, as far as I know. Is there a game that literally has 40+ completely different ending scenarios?
Civilization

(I get what you mean though, but I bet the ending slides/variations show less impact of the player on the world than Fallout 1 did 1996)
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,097
I have to admit, I am really unimpressed.

Beautiful graphics, but lame and cartoony art direction. Shit inventory system. Button mashing action (does the game even have decent combat, or why are you not showing it Bioware?). Same outdoor corridor levels, just now with longer corridors. MOAR (gay) fucking options than ever before.

I certainly won't spend money on this game, that's for sure.

So, basically, everything you'd expect of Bioware. They are nothing if not consistent in their style, the only thing that changes is how far down the rabbit hole they go.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
37,179
You repeating it over and over again doesnt make it true Roguey. People find really enjoyable discovering and exploiting those hard counters to beat the odds, especially when it comes to optional fights.
Some people enjoy playing in traffic.

(I get what you mean though, but I bet the ending slides/variations show less impact of the player on the world than Fallout 1 did 1996)
This is doubtful considering Dragon Age: Origins had more ending permutations than Fallout 1.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,917
Location
Lulea, Sweden
Logical? Things concerning facts don't depend on logic, but on physics/psychology (or lore or whatever). If it was possible to teleport somewhere and you had to act quickly, then there wouldn't be a reson to walk there (thus teleportation is not nonsensical). That is the reason why I said your assumption is based on abstract and arbitrary fantasy bullshit. Flamethrower creates fire yet it can burn like everything else. Dragon spitting fire might have some kind of glands producing materials that might create inflammable compound when combined while leaving body... "t is enteirerly logical that a creature that create fire itself is resistant to it" - Are you kidding me? Maybe in DnD and other shitty settings... Which asumption is more "logical" (just a manner of speaking), magical fire resistant material or theory based on laws of our universe?! You made stupid comment based on fantasy bullshit (not even convincingly explained in majority of settings, btw) without knowing the lore of DA, which makes it retarded. YOUR POST WAS RETARDED.

Here you even concede that what I said is true for other settings. Then for some reason call them "shitty". Sounds like you mostly say that in an effort to prove a Point you never had. well, you dont make much sense in general "based on fantasy bullshit". Huh? I base it on the dragon being a creature of fire or with fire, I dont compare it with a human constructed flame thrower. You put up antoher thesis about its glands, which by no means go directly against me questioning this. Yours is just a theory that vainly defends a possible mistake.

As far as we know. It is possible the dragon in the game is actually fire resistant and that whoever shot fire at it was the stupid one.
 

imweasel

Guest
Beautiful graphics, but lame and cartoony art direction.

Oh fuck off with this grimdark fanboy bullshit. Color is a good thing. Some style is a good thing. The original Dragon Age looked fucking boring through and through. At least this looks like someone designed it.
Ouch. :( Just my opinion, bro.

Anyway, I don't have a problem with the bright and vivid colors, but with the actual art style. I wouldn't like it if the game was in black and white either.
 
Joined
Sep 7, 2013
Messages
6,379
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Oh, lawd. Dragon Age: Inquisition definitely won't be the hardest core tactical game, but if these "spread your influence over the land" systems are well implemented, it could wind up being a great game.

That would make it the first Bioware game that touches greatness since BG2.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Ouch. :( Just my opinion, bro.

Anyway, I don't have a problem with the bright and vivid colors, but with the actual art style. I wouldn't like it if the game was in black and white either.

We rage our opinions here, get in the groove!

Seriously though the fact the average male wants grimdark bullshit is why 90% of RPGs look fucking identical. It's annoying.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
18,236
Location
Stealth Orbital Nuke Control Centre
Ouch. :( Just my opinion, bro.

Anyway, I don't have a problem with the bright and vivid colors, but with the actual art style. I wouldn't like it if the game was in black and white either.

We rage our opinions here, get in the groove!

Seriously though the fact the average male wants grimdark bullshit is why 90% of RPGs look fucking identical. It's annoying.

You're an idiot. "Not cartoony" =! grimdark. Tell me the sunflowers and fields in the recent TW3 footage are grimdark, I dare you. Tell me the forest trees gently moving in the wind are grimdark.
 
Joined
Sep 7, 2013
Messages
6,379
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Storyfag Bioware is the company with the cartoony designs in RPGs, CDProjeckt is not. As long as they focus test right both companies will continue adhering to their respective styles.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Some people enjoy playing in traffic.


This is doubtful considering Dragon Age: Origins had more ending permutations than Fallout 1.
I didn't say less or more, I said it would show less impact on the world. I bet most of the variations are companion based.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Courtesy of WoW and asian developers we had so much stylized graphics over the years that any mundane style with just a slight touch of fantastic is now like a breath of fresh air.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
You're an idiot. "Not cartoony" =! grimdark. Tell me the sunflowers and fields in the recent TW3 footage are grimdark, I dare you. Tell me the forest trees gently moving in the wind are grimdark.

"Realistic" then, or whatever other term you want to use to describe "oh my god art design kill it with fire!!!" It's fucking boring.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
(I get what you mean though, but I bet the ending slides/variations show less impact of the player on the world than Fallout 1 did 1996)
This is doubtful considering Dragon Age: Origins had more ending permutations than Fallout 1.
Define 'ending permutations'. Fallout's endgame let you tackle the cathedral and the military base in the order you chose, each of them offering several different ways to do so, even involving reactivity to stuff you did long ago (discovering the Super Mutant's sterility). That's a lot more meaningful than a different cutscene/more ending slides.
 
Last edited:

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
18,236
Location
Stealth Orbital Nuke Control Centre
Storyfag Bioware is the company with the cartoony designs in RPGs, CDProjeckt is not. As long as they focus test right both companies will continue adhering to their respective styles.

Read my post again, this time paying attention :rpgcodex:

You're an idiot. "Not cartoony" =! grimdark. Tell me the sunflowers and fields in the recent TW3 footage are grimdark, I dare you. Tell me the forest trees gently moving in the wind are grimdark.

"Realistic" then, or whatever other term you want to use to describe "oh my god art design kill it with fire!!!" It's fucking boring.

See? Dalek had no problem understanding it. Doesn't change the fact that his taste in art design is shit:rpgcodex:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom