Originally Posted by TheHoff
Originally Posted by GeforceGTS
If I was to buy DA2, even if it "felt" better on the PS3 I would still get it on PC for all the awesome community made mods
Unfortunately, Bioware has yet to commit to releasing an updated SDK/modder utilities compatible with DA2...
As for my thoughts,
Skills were, for all intents and purposes, removed you no longer put points into skills(Coercion, trap making, pick pocketing, ect). Instead, the now omitted skills are based solely off various stats(STR, DEX, CON, ect), which seems silly as someone with zero training yet immense dexterity/intelligence won't be able to magically unlock a door or chest. The removal of stat(tier) based non-combat skills is ridiculous, even more so when looking back at DA:O which had themâ€¦
Anytime you limit C&C, and removing stat based skills is just that, you lose something - be it re-playability, plausibility and/or immersion. In DA:O your decisions had at least some impact/importance especially early onâ€¦ EG If, upon leveling up, you take a skill outside of combat training you may have been unable to acquire a desired combat talent(In other words combat training at Expert level is not enough to unlock Master level talents). Conversely, if you had elected to dump all points into combat training you would be unable to pass speech checks or any other stat(tier) based skill the PC might have taken(As a rogue trap making was fairly important since it also added to trap sensing).
Here's some insight into the new direction straight from the horse's mouth
So Peter Molyneux got up on stage at GDC last year and said, "Our mandate for Fable III is to sell five million copies this time, and that's why we are making specific streamlining decisions." Have you had any mandate? "We want a bump. We want to reach out to more people. We want more people to like Dragon Age II than Dragon Age Origins."
Mike Laidlaw: Huh! Okay. So I think that's a goal, but when you say "mandate," it becomes a much harsher thing. Mandate is a "you must," and the decisions will be made due to focus groups or something.
For me, I guess, fundamentally, there are more people who are ready to play RPGs than realize it. These are people who will play FarmVille. These are people who have shot enough people in the head that they've leveled up in Medal of Honor. They've gained XP and have received awards as a result. That's an RPG mechanic. They've played [Grand Theft Auto] San Andreas and they've run enough, and gotten buff enough, that their endurance is a higher. They've leveled.
So I think there's more people out there with RPGs, and then it's honestly on RPGs to try to figure out how to take the mechanics that people are actually loving in other genres and say, "No, no, no. We had those years ago, but we understand that they kind of were scary."
So there was no mandate, but I mean there were decisions that we made as a team that said, "Okay, this is, I think, more welcoming." Not "dumbed down" or anything like that, but welcoming. Like starting the game, your character walks up, says something kind of over the top, and immediately starts exploding Darkspawn. I haven't set my decks at all. I haven't spent points.
The case for streamlining is as follows,
Gamers like games(from different genres) that contain some RPG mechanics.
Some gamers would probably like RPGs if they were easier to understand.
Some RPG mechanics are difficult to understand.
Therefore, some RPG mechanics should be simplified or removed -> streamlined.
They're trying to to appeal to more consumers, but at what cost?
My take on combat:
A)Inability to pan out(as far) with the camera in a tactical top-down(isometric) view.
B)Combat is too fast to be tactical. On console you smash A on PC you autoattack and spam special abilities(at least I did).
â€”Positioning no longer an issue.
>>>Mages seem more resistant to dmg, Bethany was getting ganged up by 3-4 darkspawn but took the dmg like a champ.
>>>Backstabbing is a new teleportation technique, apparently positioning one's rogue and actually inflicting what would logically be a back stab was too difficult to understand, so it was streamlined.
C)Enemies magically spawn out of thin air and come in manageable waves.
â€”Mages do some sort of contrived choreographed dance when attacking.
â€”Weapon+Sheild warriors/Aveline, her uninterrupted jerky stab motion was poorly concieved.
â€”2H warriors attacks are too fast to be plausible. As the interview pointed out, one of the great things about RPGs is that they often try to be believable. This sustained attack speed is not.
E)Corridor like/restrictive combat environments. Hopefully the main game has larger areas.
F)Enemies are constantly exploding in a shower of blood and body parts, why?!? Because it's cool?
*The darkspawn, despite the new art direction, still all look the sameâ€¦ As if they're clones. Which might have been plausible if there were only one broodmother per the various species/races producing them. Then there's the armor, how is it that their armor is identical if the scavenge a good bit of it? Could Bioware not have added at least some variety?
*The dialogue wheel is much like ME's where the input doesn't necessarily match the output(When my bro died I took the "He's not alone" or some such option and that translated to something along the lines of "Well at least dad has company now"). Even if the dialogue wheel can accurately approximate what you want to say the voice actor may not deliver it in an appropriate manner(IE his infliction changes the meaning or intent of what was said).
*Flemeth and Isabella are far too different from the DA counterparts. Maybe I'm splitting hairs, but you would expect Flemeth(and Isabella) to appear the same considering the events between the demo and DA:O overlap. Still at least you could argue for the Flemeth change up that she's a really advanced shape shifter, able to take the form of a busty firm bodied octogenarian.
*Voiced protagonist, not a deal breakerâ€¦ But IMO tends to be somewhat limiting when conceiving dialogue options.
*New art direction is too cartoonish, IMO. It clashes with some of the story elementsâ€¦
*A lot of what I saw seemed kind of forced, story wise I meanâ€¦ The sibling dying near the beginning evoked no real emotion because there was no attachment(honestly you just met this person). You're trying to escape the darkspawn but you have time to stop and chat?!? I'm sorry the demo just didn't work that well for me.
From what I've heard companions will have armor like in ME2, where there's the standard set and you may unlock different sets or stats later on... TBH I'm not entirely sure. I have this link
from a while back.
^ All the above is my own opinionâ€¦ Nothing more or less.