Bah, you didn't finish the game? Weak. If I managed to finish Arcania, you should have finished this too
But regardless, good stuff, all in all.
But regardless, good stuff, all in all.
Trash said:Anyone still having hope for MEIII?
Freelance Henchman said:Trash said:Anyone still having hope for MEIII?
This shouldn't even be fuck-uppable when it's already only a popamole action shooter with cinematics, yet I can't help but wonder what insanely long working hours can accomplish.
I don't understand the, hmmm that game was successful lets change the good stuff and cut as many corners to make more money. How is that a good long term investment in the IP that cost so much and took so long to develop?
Matt7895 said:the_unshaved_masses said:QA=quality assurance
Where was the quality in Daatoo?
Woo and Priestly are more like community people.
Burning Bridges said:Why are half the screens in german?
Pegultagol said:ME3 would probably be just like ME2 with more first day release DLCs, I think Bioware perfected a formula of sleaze action RPG in that series.
Biotard said:As if VD can actually make a better RPG! Everyone's a critic, but when the challenge is out for those to make a playable product, they rather stand back and play classic old games and grumble why today's games are too dumb for them.
If you're so smart, make your own games then.
Same Biotard said:Huh. Surprised. But...
"Combat
Combat in AoD is turn-based and focuses heavily on tactical options."
OK. That's fine. Final Fantasy had turn based combat and I'm fine with that. But...
"AoD does not have party-based combat"
What? I'm just going to walk around alone and fighting in turn based mode? And this is fun? Whatever happened to meaningful party interaction and dynamics. You have 8 classes designed but only allow one character per party, that's a cheap way of increasing content.
Sorry for the derail, but really, if Age of Dragons can actually live up to its promises, I'll eat my own words, but at the moment. No. I'm not convinced.
Trash said:EA does what EA does. Buy a solid studio. Milk it and its IC dry untill it can give no more. Close the studio. Rince and repeat. Bye Bioware. Was nice knowing ya.
Anyone still having hope for MEIII?
Vault Dweller said:I'm not saying the idea is unique and original, and I'm not comparing what video game writers can come up with to what established writers, even hacks like Jordan and Goodkind, can do. I'm comparing it to most fantasy settings and saying that it's a pretty good and rarely explored setting for a proper RPG. Agree?Haba said:Vault Dweller said:Instead of a basic "mages are too powerful, they can't resist the temptation to rise to power" good vs evil setup, the danger of possession does increase the complexity as it makes every mage a potential threat and justifies or at least explains the oppression. Mages are walking bombs and are a danger to society, not through the fault of their own, yet some bombs never go off, which weakens the argument against them. Is what the Circle doing the right thing or is it merely something similar to the barbaric psychiatric practices of the 40s? Are there better ways to prevent possession? Can possessed mages be reasoned with? Can deals be made with the spirits possessing them? At what cost? Certainly there are practical and military applications to be considered. The deterrence factor. Etc.
The sad thing is, even Robert Jordan did a better job with the very same idea.
Mister Arkham said:Yeah, actually. I'm working off of the assumption that they're using the same engine and gameplay system as ME2 though.
Vault Dweller said:ML: I'm very happy with it. The wheel, as a whole, provides a couple of really cool advantages. It lets us hold more conversation options than we had available in Origins where we had a cap of six. We technically have a cap of 10, so you can get a nice, cleaner interface to ask questions for clarification. I love the investigate system.
It also provides what I see as the prize behind every door insofar as when you read a line of Origins dialogue for comparison, you see everything you could potentially say.
In your brain, you've done the totality of that conversation. Whereas looking and saying, "Oh, I know that's going to be a smart-aleck line, but I don't feel it'd be right to use it," you're left with that temptation or that urge to pick it because you can't tell exactly what you'll say. What I think is the key gain with the icons is that you do know it will be sarcastic, which allows you to make a much clearer choice about how you want to interact with characters. If it was going to be suave or if it was going to be diplomatic, you know at a glance rather than having some confusion around what might happen.
Text is always a pretty horrible medium for conveying sarcasm or sincerity. Being able to put a heart, as much as you could argue that you could tell, lets you say, "OK, I'm certain with this choice. I'm not making it blind." That's very important when you want to associate yourself with a character.
Oh the irony...
Vault Dweller said:I'm glad you asked. Soon you'll be glad too.The Gentleman Loser said:There seemed to be only one mage that stays sane throughout the whole game.
There was you... if you were a mage, or your sister if you were not one.
Every other mage is crazy in some way. Every single one.
Kind of kills the point of "Oh those poor, poor mages." when even the best of them goes psycho under the slightest of pressure.
http://www.1up.com/features/dragon-age- ... r.offset=0
1UP: So, specifically, was it always intended to have the player fight both Meredith and Orsino? It almost felt like there was a fork in the path, where by supporting the Mages you would fight Meredith and supporting the Templars would get you to fight Orsino. So it actually surprised me to have the player fight both...
ML: It was considered, certainly. Any time you have two opposing villains or forces, that kind of thing gets considered. But to be fair, from the beginning, our goal with Dragon Age 2 was to not have either side be the "good guys." Even up to the player who thought, "I'm choosing the good guys, so I'm going with the mages," the revelation that even at the top level, that mages were still susceptible, was something very important to us. To show that normal people can become villains in the same way that normal people can become heroes.
...
Vault Dweller said:Instead of a basic "mages are too powerful, they can't resist the temptation to rise to power" good vs evil setup, the danger of possession does increase the complexity as it makes every mage a potential threat and justifies or at least explains the oppression.
Drakron said:This is not coherent, as I think someone mentioned you can be a Apostate Mage that uses magic in front of Templars and they are oblivious to it, your brother can join the Templars and yet nothing.
Vault Dweller said:"Don't mess with that dude, he presses a button and something awesome happens."