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: Origins PC Gamer preview out, tidbits...

buccaroobonzai

Liturgist
Joined
Sep 26, 2007
Messages
241
From Gamebanshee:
"The PC Gamer issue featuring the announced Dragon Age: Origins article is on the shelves now, and it's a doozy at 8 pages long and being the first ever hands-on preview of the game. The previewer is obviously impressed, calling the game "on track to be the most narratively complex, personal, and replayable RPGs out of the studio yet." To read the full text and see the large amount of new screens you'll have to pick up the magazine, but here are a handful of excerpts with essential information:
BioWare believes that players need to ease into their character's skin, not hop into a pre-drafted hero with just a cutscene to contextualize their actions. This theory materializes in the six distinct introductory "origin stories": players choose from a dwarf commoner, dwarven noble, city elf, magi, human noble, and Dalish elf. Filling one of these roles gives players the opportunity to make formative, significant decisions that forge a distinct background for their characters before graduating to the main quest.
(...)
I click through a few screens of dialog to get the details - the citizen has written a controversial screed about one of the paragons, the living legends elected by the dwarven council who are meant to be revered by all. Indicting a paragon could be a serious offense.
The historian shoots back: "Not liking history doesn't make it any less true." And then I'm faced with a choice: Preserve his right to publish, or protect the name of the noble's paragon and his house? Not fond of censorship, I pick the most extreme option before me: order Gorim to have the noble asassinated. Gorim nods, darts off, and returns a moment later. "Word has been sent. He won't live past the hour." I cackle. In my mind, I twirl the curls of my massive beard. Less than 10 minutes in, I've ordered someone completely innocent (albeit annoying) to his death. Could more amoral decisions await? I can only hope.
(...)
I'm dropped into the pit. My opponent offers a salute for the honor of fighting against me, but I don't hold back, right-clicking to target him as soon as we enter combat. My dwarf lumbers forth, waving his sword intermittently. The looseness of the controls and easy strafing feels familiar, like World of Warcraft. The hit detection is based in dice rolls more than actual impact, too - I try to backpedal and dodge, but my opponent's war hammer clubs me anyway, so I stand my ground, hovering over the hotkey for my shield-bash ability while I watch it recharge. We play rock 'em sock 'em dwarves until his life bar empties, just narrowly before mine.
(...)
"We want to ease the player into it and give them a bit of perspective according to whether you're a dwarf or an elf or what your circumstances are - learn about the world through that character's eyes before you actually enter the plot," adds David Gaider, lead writer. The result? The most dialogue BioWare has ever put in a game, along with a replayable entry point for the vastest narrative the studio has ever produced.
(...)
I keep the raids I ran in WoW and Warhammer Online fresh in my mind - ability cooldowns, critical hits, and spell combos give combat a pace that feels balanced between being turn-based and active. You're able to use an over-the-shoulder view to maneuver characters into precise position with WASD and pause at any time to assign commands. I found at least one benefit to the real-time controls when I moved behind the last genlock, executing a backstab automatically to deal bonus damage.
(...)
"There's a very strong element of kicking ass, like: Hey, there are things over there with red circles - they will die," says Laidlaw, playfully. "That's the balance - having this neat story but also keeping it accessible so you don't get overwhelmed by it, because there are times when you just wanna slaughter." Pulling the camera back to click out orders, it's easy to send an archer to a hilltop or a soldier to square off against a single irksome foe. Laidlaw wants players to feel like they're orchestrating the combat, not just one sword and siheld amongst a fray of foes. "That certainly goes back to the Baldur's Gate experience," Laidlaw says.
(...)
He thinks that I've killed Trian to assure my spot as heir, but I argue my innocence. I fought in self-defense - Trian was the one who wanted me dead. He questions my partymates - they saw me take Trian's signet ring from the mercenaries, they'd be my alibi. Instead, my archer lies: "Lord Aeducan came up to them all friendly-like, then when we were close he wanted us to attack." The other soldier echoes his slander. I've been tricked! My party members were Bhelen's cronies, meant to assure that I killed Trian, eliminating any witnesses while assuring my guilt.
(...)
BioWare is bringing six total origin stories to Dragon Age: dwarf commoner, dwarven noble, city elf, Dalish elf, magi and human noble. The pair we played showed promise - neither wasted time dropping big decisions in my lap, nor did they bog me down with petty errands simply to fill my EXP bar.
(...)
In turn, this means more complexity for player choice and party dynamics down the road. Party members will weigh in on your choices, and even make the decision to leave your group if you offend them enough.
(...)
"We wanted to make a story that had some moral complexity to it. Rather than saying 'here's your Good and Evil bar,' we can provide the player with options that will require them to think about what consequences they're willing to live with," says Gaider.

What Dragon Age's Got
"Different" DRM than Mass Effect
DLC - new areas and quests, at the least
More written dialog than any BioWare game
Spell combos
Item crafting
Six origin stories
Campaign creation toolset
Choose-your-own-morality
Epic dwarven beards
Leading on the PC, not consoles

What Dragon Age Hasn't Got
Multiplayer"
 

Andhaira

Arcane
Joined
Nov 25, 2007
Messages
1,869,094
Dude you can check out actual play videos of Dragon age on you tube. RTwP is back...and while its not the best its still better than pure real time. What pisses me off though is that it appears yo are limited to a few npc's (again!) AND the view point is too close...like in KOTOR.
 

Krash

Arcane
Joined
Nov 26, 2008
Messages
3,057
Location
gengivitis
Looks decent, much better than NWN at any rate. If the DRM's not to intrusive, I might consider buying.
 

Saxon1974

Prophet
Joined
May 20, 2007
Messages
2,121
Location
The Desert Wasteland
I read the article, Im not a fan of Real time Combat but at least it SOUNDS like they tried to make it more strategic than pure hack and slash.

I also have to admit the orign stories sound interesting, but it remains to be seen whether those choices and background stories have any meaning throughout the whole game.

I really couldn't get a good feel for the gameplay from the article though.

What I want to know is how freely can you explore around and does this play like a movie ALA NWN2 (Which I didnt like). Article says it has more dialog than any game they have released before, that gives me hope but I just hope it doesn't play like a movie and bore me.

I hope this one turns out well, but I cant tell what I think at this point.
 

buccaroobonzai

Liturgist
Joined
Sep 26, 2007
Messages
241
AndhairaX said:
Dude you can check out actual play videos of Dragon age on you tube. RTwP is back...and while its not the best its still better than pure real time. What pisses me off though is that it appears yo are limited to a few npc's (again!) AND the view point is too close...like in KOTOR.

This was supposedly over 4 hrs. of gameplay, the most yet by far.

Hmm, I thought there were some screenshots showing a pulled back 3/4 iso view as far up and back as NWN?
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,783
My team has the sexiest and deadliest waifus you can recruit.
buccaroobonzai said:
NOVD said:
Leading on the PC, not consoles
I'm not so sure of that.

Thats Gamebanshee saying that.

And, as of yesterday, it's not true, with EA delaying the PC version, so there is a simultaneous launch on all platforms. (Which, four or five months from now, could very well turn into a 'release first on consoles, then release the pc version in 2010' scenario)
 

doctor_kaz

Scholar
Joined
May 26, 2006
Messages
517
Location
Ohio, USA
Heh. Bad timing for PC Gamer. They had a big preview on a "PC lead" game just days before we all found out that it's not actually "PC lead".
 

Worm King

Scholar
Joined
Dec 7, 2008
Messages
706
Trash said:
Every preview I read and every video I saw of this game just shouts BG2 at me. I really hope they manage to live up to it.

Manage what? A combat simulator with simplistic character system, lack of real dialogs etc.
 

doctor_kaz

Scholar
Joined
May 26, 2006
Messages
517
Location
Ohio, USA
Trash said:
Every preview I read and every video I saw of this game just shouts BG2 at me. I really hope they manage to live up to it.

What about it shouts BG2 at you? BG2 had six characters in your party, it had a huge nonlinear open game world, and the camera was far back enough for ranged combat to have a big impact. It also had some very beautiful unique-looking areas. Dragon Age has four characters, a camera that looks very NNW-ish, environments that don't look interesting (that I have seen so far), and it will probably be "hub-and-spoke" system like all other Bioware games since BG2.

So far the game shouts DS2 or NWN2 to me more than BG2.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Trash said:
Every preview I read and every video I saw of this game just shouts BG2 at me. I really hope they manage to live up to it.

BG2 had nothing good besides not-so-sucky real-time DnD combat, class-dependant "castle" to manage and a well detailed and varied gameworld.
Notice how there is no RPG mentioned there.

Also this game is done with consoles in mind which automatically means piece of shit combat (because the game must be slow and easy for game-pads) and dumb childish writing (because console kiddies won't understand) - and judging by previews the trademarked Bioware childish writing is already there.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Because the RTWP combat actually looks half decent to me, they seem to have made an attempt to include C&C and I like the idea of the game having opening vignettes. At this point I'm not hoping for a miracle, just a fun game. ;)
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,890
Location
Lulea, Sweden
It do look fun, even if the fights I seen them show last for five seconds. I also trust that there won't be as much cut-scenes in the game as the videos have implied. I am mostly disappointed in how you seem to be led into story parts and some choices.

I am also interested in seeing how easy it is to use their creation toolset. The one to NWN1 was pretty easy to use.
 
Joined
Feb 19, 2005
Messages
4,639
Strap Yourselves In Codex+ Now Streaming!
The art-style of this game is fucking horrible. It just looks too much like WoW, from giant shoulder patches to the extreme bright and strong colours to interface design.

Oh and maybe its the low-res vids on jewtube, but from a purely technical standpoint the graphics seem to suck pretty much too /graphics whore
 

aboyd

Liturgist
Joined
Oct 28, 2004
Messages
843
Location
USA
Does anyone know if it has auto-pause? I need:

  • Pause on enemy sighted
  • Pause near death
  • Pause when target destroyed

At least....
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
doctor_kaz said:
it had a huge nonlinear open game world
Bullshit.

Big amount of sidequests to do =/= nonlinearity. And those sidequests themselves were linear as fuck, and with next to no choices, much less consequences.
 

doctor_kaz

Scholar
Joined
May 26, 2006
Messages
517
Location
Ohio, USA
Vaarna_Aarne said:
doctor_kaz said:
it had a huge nonlinear open game world
Bullshit.

Big amount of sidequests to do =/= nonlinearity. And those sidequests themselves were linear as fuck, and with next to no choices, much less consequences.

So what if the sidequests themselves were linear? The world itself was massive and about 2/3 or so of it was open to you within a few hours of getting out of the first dungeon. The city of Athlatka by itself was by itself bigger than most games nowadays.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
"And those sidequests themselves were linear as fuck, and with next to no choices, much less consequences."

Complete, and utter bullshit.
 

Balthamael

Liturgist
Joined
May 16, 2003
Messages
415
Location
Oulu, Finland
Volourn said:
"And those sidequests themselves were linear as fuck, and with next to no choices, much less consequences."

Complete, and utter bullshit.

Really? I think you had a couple of options for dealing with Firkraag, but other than that, I am really struggling to come up with any meaningful choices in those sidequests. If the Ust Natha section counts as a sidequest, that too would probably qualify, but beyond that...I don't know. Can you give some examples?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
doctor_kaz said:
Vaarna_Aarne said:
doctor_kaz said:
it had a huge nonlinear open game world
Bullshit.

Big amount of sidequests to do =/= nonlinearity. And those sidequests themselves were linear as fuck, and with next to no choices, much less consequences.

So what if the sidequests themselves were linear? The world itself was massive and about 2/3 or so of it was open to you within a few hours of getting out of the first dungeon. The city of Athlatka by itself was by itself bigger than most games nowadays.
Indeed, but the point is that it was in no way nonlinear.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
"Can you give some examples?"

You should actually play the game and pay attention.
 

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