lorddarkflare
Banned
Fredescu said:Time constraints? :lol It was in development for six years and delayed at least twice. It was very polished for a game of it's complexity.
True, very true.
Not many WRPGs released with this level of polish.
Fredescu said:Time constraints? :lol It was in development for six years and delayed at least twice. It was very polished for a game of it's complexity.
So where was this polish when you fight to the tower in the first major battle? The difficulty curve was extremely steep. You had to go into tactics mode (top down), set up traps, play around with "tactics slots", and specifically manage every one of your character in order to beat those 6 Darkspawn encounters. They never even trained you to do that in the first few hours.lorddarkflare said:True, very true.
Not many WRPGs released with this level of polish.
JWong said:So where was this polish when you fight to the tower in the first major battle? The difficulty curve was extremely steep. You had to go into tactics mode (top down), set up traps, play around with "tactics slots", and specifically manage every one of your character in order to beat those 6 Darkspawn encounters. They never even trained you to do that in the first few hours.
Fredescu said:Time constraints? :lol It was in development for six years and delayed at least twice. It was very polished for a game of its complexity.
Khrno said:Just because it was in development 6 years, it doesn't mean that more wasn't needed, when the end product clearly shows how some more months would have helped it to be less glitchy, regardless of complexity or whatever, that's not excuse.
JWong said:So where was this polish when you fight to the tower in the first major battle? The difficulty curve was extremely steep. You had to go into tactics mode (top down), set up traps, play around with "tactics slots", and specifically manage every one of your character in order to beat those 6 Darkspawn encounters. They never even trained you to do that in the first few hours.
I've played every one of those "tutorials", and they all played like KotoR. I can go in, click on some guy, and attack him with whatever skills I got. Very simple intuitive gameplay that the industry has been building towards. You don't even need to pause the game. Then comes the tower where the game takes a 180 turn. You have to pause the game, set up your characters in the most perfect way, and fight in a very slow manner as opposed to everything that had been done in the tutorial.Pickles the Firecat said:Games are allowed to rely on "genre-experience". If you'd played similar games in the past none of these things would have been an issue to you. Or at the very least they shouldn't have been. Every other genre of game under the sun is allowed to do this, why wouldn't a party based WRPG?
The human noble, dwarf noble and mage origins are also pretty standard tutorials and act as decent introductions to the basics of combat in DA:O. In the human noble origin you have. In the mage origin you get tothe siege of your castle. And so on. These are tutorial sections of the game, and I think they do a pretty good job of explaining how the game itself works. I haven't tried the others but I would imagine it's much the same with them.break into the phylactery chamber
Conclusion: tower isn't that hard, tower really isn't that hard if you'd played similar games, tower comes after a pretty solid tutorial (in most cases). Also, the game doesn't have that many glitches (and it didn't seem to play a large role in the Edge review either), but daggers/shortbows still being completely broken this long after release is absolutely unforgivable. Yeah we got a hotfix, who gives a shit. I'm sure 360/PS3 owners take a ton of solace in the fact that those of us with the PC versions can actually play a useful rogue.
JWong said:I've played every one of those "tutorials", and they all played like KotoR. I can go in, click on some guy, and attack him with whatever skills I got. Very simple intuitive gameplay that the industry has been building towards. You don't even need to pause the game. Then comes the tower where the game takes a 180 turn. You have to pause the game, set up your characters in the most perfect way, and fight in a very slow manner as opposed to everything that had been done in the tutorial.
They don't explain anything clearly. They rely on text tips to teach the player. Horrible idea. Those tutorials are just story flavors which I only like the Dwarf noble version. They really don't teach the game well.
Reviews do.Dance In My Blood said:Games don't exist in a vacuum though.
Mar_ said:This was an excellent issue. So many things to read.
The Dragon Age score I can agree on. I love the game and can't put it down, but it has so many problems and things that annoy the hell out of me.
What I didn't quite understand is the text in the review of Dragon Age. They went out of their way to talk about the horrible dialogue, graphics, motion capture, speech and facial expressions. But, I didn't find any of those things to be bad. Indeed, I have enjoyed all of it. Morrigan in particular is great. The facial expressions are expressive and interesting, and the graphics of the characters themselves are so much better than any other RPG I've played in the last few years. They even went so far as complaining about the weapon models being slightly away from the characters bodies and floating... Well, duh. Look at any other game today? You either get horrible clipping, floaty weapons, or no individual weapon models at all.
I really think they were way too harsh on those aspects.
So, score was fine, text I found odd.
The Bayonetta score intrigued me. The review actually convinced me to buy the game. Never been a fan of the genre myself but some of the things they explain in that review just sold me on it.