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Post by sjsharp2010 on Sept 4, 2024 16:10:17 GMT
While I'd prefer a simpler UI/menus, I'm not too bothered about it. I'm definitely going to turn off the damage numbers on screen, they're too big and distracting. I liked the progression's presentation, but I'm finding it hilarious that they once more decided to hide Taash. Either they're trolling us, or there's some specific reason behind this. Presonally I love seeing the number's flash up in Inquisition so wil lprobabl ykee pit.
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Post by sjsharp2010 on Sept 4, 2024 16:14:49 GMT
Quizzy and her beige PJs will fit right in. Even Vivienne would be underdressed next to the Veilguard crew (They all look gorgeous though) Yea hI liked Rooks armour in this vid so can see myself using that one mayb enot on al lm yRooks bu tcretainl yone or 2 of them.
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azarhal
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Post by azarhal on Sept 4, 2024 16:19:37 GMT
While I'd prefer a simpler UI/menus, I'm not too bothered about it. I'm definitely going to turn off the damage numbers on screen, they're too big and distracting. I liked the progression's presentation, but I'm finding it hilarious that they once more decided to hide Taash. Either they're trolling us, or there's some specific reason behind this. Presonally I love seeing the number's flash up in Inquisition so wil lprobabl ykee pit. I always found floating numbers annoying, one of the first thing I turns off when I can in games. I find that it pollute the screen.
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sjsharp2010
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Post by sjsharp2010 on Sept 4, 2024 16:21:18 GMT
I really thought you were talking about me for a second, lol. I don't usually shorten their name, but got lazy this time Yeah I usuall ycall the Inquisitor Quizzy as well as a nickname when referring t othem. My curren tone is wearing a Viv inspired plaidweave outfi tatm. Trying t ofinish he rstory jus tcompleted Adamant.
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sjsharp2010
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Post by sjsharp2010 on Sept 4, 2024 16:22:42 GMT
Presonally I love seeing the number's flash up in Inquisition so wil lprobabl ykee pit. I always found floating numbers annoying, one of the first thing I turns off when I can in games. I find that it pollute the screen. Eac ht otheir own I guessbu tit never bothered me.
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Post by gervaise21 on Sept 4, 2024 17:24:41 GMT
Something I noticed on the latest progression demon, Rook was still called Thorne. Now the avatar was still the female elf that looked the same as the Warrior demo previously. So perhaps it is just the same character background with just a different class. I couldn't tell if she was meant to be from the Crows or not as she was a duelist, which is the specialism associated with that faction. Checked again and she still seems to be a Grey Warden, so presumably an elf Grey Warden is Thorne.
I now see another screen shot on the Bioware site with the name Ingellvar for a Crow Spellblade? So I'm not sure what to make of that. Is Ingellvar the name of a human Crow, an elven Crow or every Crow or is that a surname for a different faction for that race? I know that Crow is the faction for that specialism but they said you didn't have to belong to the faction to have that specialism so why are they a Crow spellblade if they come from a different faction? Why not call them a Spellblade who has been trained by the Crows? It is the same with duelist Thorne is seems as they are described as an Antivan Crow duelist even though their faction is Grey Warden.
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Post by jadedragon on Sept 4, 2024 17:36:21 GMT
Something I noticed on the latest progression demon, Rook was still called Thorne. Now the avatar was still the female elf that looked the same as the Warrior demo previously. So perhaps it is just the same character background with just a different class. I couldn't tell if she was meant to be from the Crows or not as she was a duelist, which is the specialism associated with that faction. EDIT: I now see another screen shot on the Bioware site with the name Invellvar for a Crow Spellblade? So I'm not sure what to make of that. Is Invellvar the name of a human Crow or every Crow. Also, if you want to be a Spellblade do you have to belong to the Crows? I know that is the faction for that specialism but why are they a Crow spellblade if they come from a different faction? Surnames are tied to Factions so all Crows will have the same last name regardless of race. Specialization association with factions seem to be more for flavor. So like that video showed the elf female warrior was probably still a grey warden but because factions and Specializations are not locked into each other they were able to be a Duelist that stylishly fights like a Crow.
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azarhal
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Post by azarhal on Sept 4, 2024 17:37:41 GMT
Something I noticed on the latest progression demon, Rook was still called Thorne. Now the avatar was still the female elf that looked the same as the Warrior demo previously. So perhaps it is just the same character background with just a different class. I couldn't tell if she was meant to be from the Crows or not as she was a duelist, which is the specialism associated with that faction. EDIT: I now see another screen shot on the Bioware site with the name Ingellvar for a Crow Spellblade? So I'm not sure what to make of that. Is Ingellvar the name of a human Crow or every Crow or is that a surname for a different faction? I know that Crow is the faction for that specialism but they said you didn't have to belong to the faction to have that specialism so why are they a Crow spellblade if they come from a different faction? Why is it so hard to understand? The specialization are inspired by factions, Rook can unlock any specialization regardless of their backround. Surname is based on background selection.
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Post by The Elder King on Sept 4, 2024 17:38:22 GMT
Something I noticed on the latest progression demon, Rook was still called Thorne. Now the avatar was still the female elf that looked the same as the Warrior demo previously. So perhaps it is just the same character background with just a different class. I couldn't tell if she was meant to be from the Crows or not as she was a duelist, which is the specialism associated with that faction. EDIT: I now see another screen shot on the Bioware site with the name Ingellvar for a Crow Spellblade? So I'm not sure what to make of that. Is Ingellvar the name of a human Crow or every Crow or is that a surname for a different faction? I know that Crow is the faction for that specialism but they said you didn't have to belong to the faction to have that specialism so why are they a Crow spellblade if they come from a different faction? She is most likely still a Warden, only a rogue instead of a warrior, and for this she had the same surname tied to the faction.
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Post by gervaise21 on Sept 4, 2024 17:42:34 GMT
I've edited my entry to reflect a bit more study but I'm still confused why they keep describing Rook as a Crow Spellblade or an Antivan Crow duelist even though they may be from a different faction. Do I become an honorary Crow just because I want to be a Spellblade?
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Post by cymercenary285 on Sept 4, 2024 17:48:54 GMT
I've edited my entry to reflect a bit more study but I'm still confused why they keep describing Rook as a Crow Spellblade or an Antivan Crow duelist even though they may be from a different faction. Do I become an honorary Crow just because I want to be a Spellblade? From what i understand though some specialisms are tied to a faction lore wise, you just chose the spec when you get level 20, you don't actually need to join them to become them.
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Post by cymercenary285 on Sept 4, 2024 17:50:38 GMT
Quizzy and her beige PJs will fit right in. I get the sense they should both be holding goblet of wine and i have intererupted them while they are having a chat. I feel guily about interupting them to taking them away from their wine for a mission....
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Post by gervaise21 on Sept 4, 2024 18:20:30 GMT
From what i understand though some specialisms are tied to a faction lore wise, you just chose the spec when you get level 20, you don't actually need to join them to become them. I get that. It's what it says in the general description about character progression on the site. I just find it puzzling that because the specialism is associated with a particular faction you are described as though you are from that faction. So, instead of being just a Spellblade you are a Crow Spellblade. Instead of being a Duelist, you are an Antivan Crow Duelist. Now it is possible this is just in the descriptor and no more meaningful than that but I hope it doesn't mean I now have a close association with the Crows just because I wanted to take that specialism. I thought it would just be a case of perhaps performing some sort of task for them to gain your specialism, in much the same way as in DAI. There I was trained as an assassin by the Dalish but that didn't mean my Inquisitor was a Dalish Assassin. If I was trained by a Mortalitasi as a Necromancer that didn't make me a Mortalitasi Necomancer. Do you see what I'm getting at? I know I seem to be nit picking but I thought it was odd enough that the mage specialism Spell Blade was associated with the Crows rather than one of the other factions, the most obvious one being the Veil Jumpers, so I hope it isn't more significant than just a bit of trivia associated with the specialism and not significant in any other way.
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Post by RelevantRevenant on Sept 4, 2024 18:53:15 GMT
Part of the game look MMO to me like Elder Scroll Online. Not into the merchant UI, it's efficient but no likey. A number of npcs looks unfortunate. The merchant UI reminds me of AC Odyssey/Valhalla. The Caretaker reminds me of Cole and his hat. Not quite sure what's going on with his face/head to me it just looks like he's wearing a bucket hat pulled low over his face and with eye holes cut into it.
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Post by azarhal on Sept 4, 2024 19:04:15 GMT
The merchant UI reminds me of AC Odyssey/Valhalla. The Caretaker reminds me of Cole and his hat. Not quite sure what's going on with his face/head to me it just looks like he's wearing a bucket hat pulled low over his face and with eye holes cut into it. It's a partially formed spirit (looks similar to the shades in the prologue irc) with a kettle helmet (14th-15th century, but with occulars all around) and a scarf.
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Post by Hrungr on Sept 4, 2024 19:12:41 GMT
Dragon Age @dragonageIn tomorrow's episode of #DragonAge: Vows & Vengeance, Nadia befriends a certain Inquisition scout while hunting the Dread Wolf... Subscribe and listen wherever you get your podcasts: link.chtbl.com/vandv?sid=ep-2
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Post by captnjoe on Sept 4, 2024 19:25:38 GMT
The Caretaker. I will visit the Caretaker often just to hear their voice! 57 Days and counting!
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Ice-Quinn
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Post by Ice-Quinn on Sept 4, 2024 19:39:23 GMT
I've edited my entry to reflect a bit more study but I'm still confused why they keep describing Rook as a Crow Spellblade or an Antivan Crow duelist even though they may be from a different faction. Do I become an honorary Crow just because I want to be a Spellblade? Surnames are determined by Factions. “Thorne” is the Grey Warden one, apparently, and the elf lady is likely the very same from the Warrior video. As per the Devs, Specializations being associated with Factions, it only means that at a certain point you’ve been around that Faction and seen how they fight, so that’s what you rely upon when choosing your Spec. But it could be any combination: a Grey Warden Death Caller, a Veil Jumper Spellblade… they’re not locked to your Faction of choice nor is there any other correlation.
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Post by biggydx on Sept 4, 2024 23:22:38 GMT
So, we're roughly two months away so far before this game releases. With the recent content, blogs, and breakdowns we've seen thus far, how is everyone feeling about the game?
From my perspective, I think I'm still entrenched in the skeptical camp. I would have been leaned somewhat towards cautiously optimistic... but then that IGN 22 minute demo happened. Let me try to present the positives I've seen first.
- I'm not as turned off by the visual design choice as others here might be. I think the environmental designs look pretty good, and the characters (when lighting permits) look fairly good overall (though with a caveat).
- The progression systems look to provide enough depth that its possible to have deeper engagement with how your characters play out, but also how you build their various buffs, actives, passives, etc. I'm also a fan of the shop upgrade system ensuring loot you find is never underleveled.
- I like that Transmog is established on the onset, and - if early previews are to be believed - I'll probably end up liking the character creator (hopefully).
- Most of the companions sound like they're voiced well enough (I'm still not sold on Neve yet), and I think the Lighthouse looks to be a good central hub area.
- Generally, the atmosphere of the environments look to be more foreboding. I can't say that this will translate over to the general narrative, but we'll see.
- I'm not opposed to ARPG combat, and at least when it comes to the Rogue and Warrior, they look like they'll play fine enough. The flair and what not was to be expected given the trajectory BioWare was on, so I'm not surprised or disheartened tbh.
- The music seems good overall so far, but I need to hear more as time goes on.
Now here comes what makes me still plant my feet in the "Skeptical" camp.
- I think that IGN video really didn't do any favors in convincing me that BioWare addressed some of the long-standing issues people saw in Inquisition and Andromeda (not even going to think about Anthem). The faces looked stiff at times. Their mouths during dialogue were lacking a degree of fluidity in how they parted their lips, and there was little to no movement in the eyebrows in many of the NPC faces during dialogue. What makes this issue more problematic is that the art style they went with does a lot in smoothing facial features off of the characters we see, which makes things like wrinkles, folds, and ridges less pronounced. These things further hinder the characters capacity to express themselves, because its these tiny movements that help sell the idea this is an actual person. Some might not care about this, disagree, or are used to it, but considering that BioWare will continually have a eye on their animation quality (especially after the "My face is tired," Andromeda debacle) this is something they can't afford to mess up again.
- Supplementing this was the fact that the dialogue - at times - didn't seem to sync up well with the character mouth movements. I don't know if there's just some type of timing issue going on, but the more bespoke cinematic moments didn't have any of these problems when they first showcased the prologue gameplay. Then again, it might have been polished up well because its the earlier parts of the game.
- Animation systems aside, I also see that they stuck with the same 3rd Person camera angle that was derided from the previous game. Even if the conversation is short, it still felt better and more cinematic when you could have a dynamic camera that puts your character face-to-face with who you're speaking to. They also, once again, won't allow us to see what our character will ACTUALLY speak. Instead, we're only given a paraphrased version of it. While I'm not oblivious to the idea that they may do this for the sake of fitting all the dialogue on the screen (accounting for all languages), if the dialogue wheel itself is to blame for this... well... You don't NEED to keep it.
- I also wasn't that compelled by that mage gameplay. I could be convinced otherwise if I saw a better produced video for them, such as what we've seen with the recent Progression systems vid or Warrior vid. However, I'm not too keen on what I saw as of now. I also feel for my fellow players who are still only stuck with 3 active skills. Yes, I know. Some abilities are baked into the attack strings, and there's also the Lyrium Dagger runes. But even I still wish I could fling more than 3 active spells at a time.
- Something else that I don't like is the aesthetics of the Darkspawn. They (for me personally) just look weird (practically goofy), especially the Ogre. I know BioWare has stated there's a reason for the redesign, but that reason doesn't necessitate they had to look like... whatever the hell that Ogre is. There have to be ways to incorporate red lyrium into their designs without them looking like what we currently have.
- Speaking of enemies more broadly, I am somewhat worried about enemy variety. We've only seen Hurlocks, Ghouls, and Ogre's showcased in recent gameplay. From the way it sounds, the Darkspawn, Venatori, and Antaam, will be our primary enemy factions in the game. I'm assuming there will also be some wildlife, Demons, and undead thrown in the mix as well.
As far as question marks go, there's still some things I need clarified, or need to see gameplay for. I'm sure a majority will be answered, but still:
- What does the Character Creator look like?
- Are we going to see a side quest where we get to see if our decisions have any bearing on the outcome (we still haven't seen any choice related decisions outside of the prologue trailer)
- What does open world exploration look like?
- Why haven't we had a chance to see Taash in-game yet?
- Why does that Qunari player character look so goddamn fugly?
- How much narrative depth is there to the dialogue wheel options we have available?
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Ice-Quinn
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Post by Ice-Quinn on Sept 4, 2024 23:40:15 GMT
I’m so glad for the CC Import feature - with DAI it was so hard to replicate/share sliders, we had to literally eyeball everything, and then start all over again. 🙏 #Grateful #HashtagBlessed
But do you think this time around we’ll have numerical values and color codes/hex in the CC? It makes it sooo much easier to recreate sliders, share our creations with the community and all of that - possibly better than Import’s appearance data, since it’s stored locally. In Inquisition, Anthem and Andromeda we didn’t have any of that, just eyeballing. The more complex the CC, the more useful something like this becomes. It’d be a godsend!
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Post by dragontartare on Sept 5, 2024 0:40:44 GMT
So, we're roughly two months away so far before this game releases. With the recent content, blogs, and breakdowns we've seen thus far, how is everyone feeling about the game? Overall I'm still excited, but the IGN video definitely dampened that a bit. Negatives: - Facial expressions and animations were off in the IGN video, definitely for NPCs, but also for Rook and Davrin. As you mentioned, could there have been a timing issue? Or is the beginning of the game just more polished? The original gameplay reveal looked so much better. (I do think it's an improvement over MEA, however.)
- The side quest that Corinne described as being meaningful and connected to the plot just seemed like a fetch quest. Obviously, we have no idea where it's going to go, and it may end up being very interesting and relevant. Or maybe it just wasn't a great example of a meaningful side quest. But it did leave a negative impression nonetheless.
- I still can't romance Varric
- I'm also disappointed that the NPC conversations still have that over-the-shoulder camera. Hopefully those are gone for all companion conversations.
Neutrals: - I'm not sure how I feel about having to upgrade shops. It seems like an artificial way to throw obstacles in the way of your level progression. But I could just be misunderstanding how it works.
- That mage gameplay was kind of baffling. I hope we'll get to see another mage showcase with a tank in the party so we can see what ranged combat is like. The way Corinne played, mage feels the same as rogue or warrior, just with different weapons. It may well end up being more fun than a DAI mage just because it's more than...use ability - hold down mouse button while until cooldowns expire - use ability - repeat until enemies dead.
- They've mentioned areas that can be explored outside of quests, but they have said nothing about Minrathous or any other city. Obviously, they may just be keeping that under wraps, but I'll be pretty disappointed if we don't get to roam around Minrathous especially, or at least a city zone rivalling Kirkwall. (Val Royeaux's deserted market doesn't count.)
- The UI feels busy, but I'm sure some of that could be turned off.
- The running animation in the IGN video looks...weirdly heavy and vertical? Like he was taking huge steps but going nowhere. I imagine there will be a mod for that eventually, though.
Positives: - Power combos! ME3's combat became my favorite after I learned to use power combos properly (thanks to many here, especially Eezo), so I'm excited to get something similar in DA.
- Interrupting sounded like interrupting!! Rook interrupted Davrin, and it sounded like he was interrupting Davrin! Not like in DAI where the person being interrupted would just stop in the middle of their sentence, and there would be this awkward pause before the interrupter started speaking. (My god, that wicked grace game was painful. Sorry. I said it. I know everyone else likes it. )
- Items you find out in the world will at least match your item level, and duplicate items will upgrade yours. Seems like inventory management will be so much less tedious thanks to this.
- A glimpse of
Varric's portrait in the IGN video brings me great joy. - The lighthouse looks sick. I love the idea of companions having their lanterns on when they have something to say, so I don't have to run around all over the place just to check for dialog.
- The companions seem interesting so far, and I can't wait to hear some voice acting from the rest of them. It remains to be seen whether they will beat DA2's crew for me, but they have my interest, at least.
- The mission-based structure with hub areas to explore. DAI got exhausting with its open world (and MEA even moreso).
- I actually like the art style. It's stylized, sure, but I think it looks good. I don't understand the Fortnight and Disney comparisons.
- The hints and teases we've gotten for the story have me interested to find out more (which is the primary reason I'm here, really: story and characters).
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illuminated11
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Post by illuminated11 on Sept 5, 2024 1:11:17 GMT
- Animation systems aside, I also see that they stuck with the same 3rd Person camera angle that was derided from the previous game. Even if the conversation is short, it still felt better and more cinematic when you could have a dynamic camera that puts your character face-to-face with who you're speaking to. They also, once again, won't allow us to see what our character will ACTUALLY speak. Instead, we're only given a paraphrased version of it. While I'm not oblivious to the idea that they may do this for the sake of fitting all the dialogue on the screen (accounting for all languages), if the dialogue wheel itself is to blame for this... well... You don't NEED to keep it. I always thought the issue wasn't the third person camera so much as how zoomed out it was. I didn't even think about the angle until I saw people complaining about it on Reddit. I personally like it more than BG3, with its constant shot-reverse shot, where your Tav/Origin character sit there recycling the same three facial animations, even if they're not congruent with their personality. Granted that might be more an issue of not having a voiced protagonist to accompany the more cinematic camera angles.
My overall opinion remains cautiously optimistic, although the mage gameplay was a bit of a damper on my enthusiasm. But that's the only legitimate stumbling block I've felt they had since the original teaser trailer (which I wouldn't have even minded that much if it hadn't been the first thing we saw after waiting for ten years), so I'm willing to give them a mulligan on it. I don't like the darkspawn re-designs, they feel like re-skinned red templar enemies, but the spirit and demon re-designs have actually grown on me, and overall I don't mind the art style shift. The combat looks pretty fun, but ultimately I won't know for sure until I get to play it and see how it feels.
Edit: I am a little more concerned about auto-dialogue than I was when it happened in the prologue. But they said Rook alone has like 90k lines or something, so I'm mostly in wait-and-see mode. So much of the dialogue and narrative beats have been edited out and pared down that I just don't have enough information to say anything definitive.
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sjsharp2010
N7
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Post by sjsharp2010 on Sept 5, 2024 1:16:34 GMT
- Animation systems aside, I also see that they stuck with the same 3rd Person camera angle that was derided from the previous game. Even if the conversation is short, it still felt better and more cinematic when you could have a dynamic camera that puts your character face-to-face with who you're speaking to. They also, once again, won't allow us to see what our character will ACTUALLY speak. Instead, we're only given a paraphrased version of it. While I'm not oblivious to the idea that they may do this for the sake of fitting all the dialogue on the screen (accounting for all languages), if the dialogue wheel itself is to blame for this... well... You don't NEED to keep it. I always thought the issue wasn't the third person camera so much as how zoomed out it was. I didn't even think about the angle until I saw people complaining about it on Reddit. I personally like it more than BG3, with its constant shot-reverse shot, where your Tav/Origin character sit there recycling the same three facial animations, even if they're not congruent with their personality. Granted that might be more an issue of not having a voiced protagonist to accompany the more cinematic camera angles.
My overall opinion remains cautiously optimistic, although the mage gameplay was a bit of a damper on my enthusiasm. But that's the only legitimate stumbling block I've felt they had since the original teaser trailer (which I wouldn't have even minded that much if it hadn't been the first thing we saw after waiting for ten years), so I'm willing to give them a mulligan on it. I don't like the darkspawn re-designs, but the spirit and demon re-designs have actually grown on me, and overall I don't mind the art style shift. The darkspawn also feel very similar to red templar enemies, which I'm not a fan of. The combat looks pretty fun, but ultimately I won't know for sure until I get to play it and see how it feels. Yeah i twasn' t the bes tbut I thin kit' smoer they ewn twith an unoptimised tea mrath e rthan a mag etha tcan' tfight.
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Post by colfoley on Sept 5, 2024 1:17:29 GMT
So, we're roughly two months away so far before this game releases. With the recent content, blogs, and breakdowns we've seen thus far, how is everyone feeling about the game? From my perspective, I think I'm still entrenched in the skeptical camp. I would have been leaned somewhat towards cautiously optimistic... but then that IGN 22 minute demo happened. Let me try to present the positives I've seen first. - I'm not as turned off by the visual design choice as others here might be. I think the environmental designs look pretty good, and the characters (when lighting permits) look fairly good overall (though with a caveat). - The progression systems look to provide enough depth that its possible to have deeper engagement with how your characters play out, but also how you build their various buffs, actives, passives, etc. I'm also a fan of the shop upgrade system ensuring loot you find is never underleveled. - I like that Transmog is established on the onset, and - if early previews are to be believed - I'll probably end up liking the character creator (hopefully). - Most of the companions sound like they're voiced well enough (I'm still not sold on Neve yet), and I think the Lighthouse looks to be a good central hub area. - Generally, the atmosphere of the environments look to be more foreboding. I can't say that this will translate over to the general narrative, but we'll see. - I'm not opposed to ARPG combat, and at least when it comes to the Rogue and Warrior, they look like they'll play fine enough. The flair and what not was to be expected given the trajectory BioWare was on, so I'm not surprised or disheartened tbh. - The music seems good overall so far, but I need to hear more as time goes on. Now here comes what makes me still plant my feet in the "Skeptical" camp. - I think that IGN video really didn't do any favors in convincing me that BioWare addressed some of the long-standing issues people saw in Inquisition and Andromeda (not even going to think about Anthem). The faces looked stiff at times. Their mouths during dialogue were lacking a degree of fluidity in how they parted their lips, and there was little to no movement in the eyebrows in many of the NPC faces during dialogue. What makes this issue more problematic is that the art style they went with does a lot in smoothing facial features off of the characters we see, which makes things like wrinkles, folds, and ridges less pronounced. These things further hinder the characters capacity to express themselves, because its these tiny movements that help sell the idea this is an actual person. Some might not care about this, disagree, or are used to it, but considering that BioWare will continually have a eye on their animation quality (especially after the "My face is tired," Andromeda debacle) this is something they can't afford to mess up again. - Supplementing this was the fact that the dialogue - at times - didn't seem to sync up well with the character mouth movements. I don't know if there's just some type of timing issue going on, but the more bespoke cinematic moments didn't have any of these problems when they first showcased the prologue gameplay. Then again, it might have been polished up well because its the earlier parts of the game. - Animation systems aside, I also see that they stuck with the same 3rd Person camera angle that was derided from the previous game. Even if the conversation is short, it still felt better and more cinematic when you could have a dynamic camera that puts your character face-to-face with who you're speaking to. They also, once again, won't allow us to see what our character will ACTUALLY speak. Instead, we're only given a paraphrased version of it. While I'm not oblivious to the idea that they may do this for the sake of fitting all the dialogue on the screen (accounting for all languages), if the dialogue wheel itself is to blame for this... well... You don't NEED to keep it. - I also wasn't that compelled by that mage gameplay. I could be convinced otherwise if I saw a better produced video for them, such as what we've seen with the recent Progression systems vid or Warrior vid. However, I'm not too keen on what I saw as of now. I also feel for my fellow players who are still only stuck with 3 active skills. Yes, I know. Some abilities are baked into the attack strings, and there's also the Lyrium Dagger runes. But even I still wish I could fling more than 3 active spells at a time. - Something else that I don't like is the aesthetics of the Darkspawn. They (for me personally) just look weird (practically goofy), especially the Ogre. I know BioWare has stated there's a reason for the redesign, but that reason doesn't necessitate they had to look like... whatever the hell that Ogre is. There have to be ways to incorporate red lyrium into their designs without them looking like what we currently have. - Speaking of enemies more broadly, I am somewhat worried about enemy variety. We've only seen Hurlocks, Ghouls, and Ogre's showcased in recent gameplay. From the way it sounds, the Darkspawn, Venatori, and Antaam, will be our primary enemy factions in the game. I'm assuming there will also be some wildlife, Demons, and undead thrown in the mix as well. As far as question marks go, there's still some things I need clarified, or need to see gameplay for. I'm sure a majority will be answered, but still: - What does the Character Creator look like? - Are we going to see a side quest where we get to see if our decisions have any bearing on the outcome (we still haven't seen any choice related decisions outside of the prologue trailer) - What does open world exploration look like? - Why haven't we had a chance to see Taash in-game yet? - Why does that Qunari player character look so goddamn fugly? - How much narrative depth is there to the dialogue wheel options we have available? Yeah going to echo what I said in the hype thread- This game is looking more and more like the Dragon Age game I have been expecting after ten years of waiting. It seems like a natural evolution/ improvement over Inquisition, seems like they are sticking to their guns from previous games and even bringing back old gameplay tropes from previous BioWare games, and they have learned from ten years of industry growth within the RPG space. The IGN video and today's video pretty much obliterated the last remaining concerns. Only thing that is left is a lingering worry about the music but really going to have to wait for the game for that...everything else from a theoretical structural standpoint looks really solid. How this all comes together and is executed is something only actually playing the game will answer.
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sjsharp2010
N7
Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Posts: 12,242 Likes: 20,217
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Sept 20, 2024 12:06:01 GMT
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Post by sjsharp2010 on Sept 5, 2024 1:35:04 GMT
So, we're roughly two months away so far before this game releases. With the recent content, blogs, and breakdowns we've seen thus far, how is everyone feeling about the game? From my perspective, I think I'm still entrenched in the skeptical camp. I would have been leaned somewhat towards cautiously optimistic... but then that IGN 22 minute demo happened. Let me try to present the positives I've seen first. - I'm not as turned off by the visual design choice as others here might be. I think the environmental designs look pretty good, and the characters (when lighting permits) look fairly good overall (though with a caveat). - The progression systems look to provide enough depth that its possible to have deeper engagement with how your characters play out, but also how you build their various buffs, actives, passives, etc. I'm also a fan of the shop upgrade system ensuring loot you find is never underleveled. - I like that Transmog is established on the onset, and - if early previews are to be believed - I'll probably end up liking the character creator (hopefully). - Most of the companions sound like they're voiced well enough (I'm still not sold on Neve yet), and I think the Lighthouse looks to be a good central hub area. - Generally, the atmosphere of the environments look to be more foreboding. I can't say that this will translate over to the general narrative, but we'll see. - I'm not opposed to ARPG combat, and at least when it comes to the Rogue and Warrior, they look like they'll play fine enough. The flair and what not was to be expected given the trajectory BioWare was on, so I'm not surprised or disheartened tbh. - The music seems good overall so far, but I need to hear more as time goes on. Now here comes what makes me still plant my feet in the "Skeptical" camp. - I think that IGN video really didn't do any favors in convincing me that BioWare addressed some of the long-standing issues people saw in Inquisition and Andromeda (not even going to think about Anthem). The faces looked stiff at times. Their mouths during dialogue were lacking a degree of fluidity in how they parted their lips, and there was little to no movement in the eyebrows in many of the NPC faces during dialogue. What makes this issue more problematic is that the art style they went with does a lot in smoothing facial features off of the characters we see, which makes things like wrinkles, folds, and ridges less pronounced. These things further hinder the characters capacity to express themselves, because its these tiny movements that help sell the idea this is an actual person. Some might not care about this, disagree, or are used to it, but considering that BioWare will continually have a eye on their animation quality (especially after the "My face is tired," Andromeda debacle) this is something they can't afford to mess up again. - Supplementing this was the fact that the dialogue - at times - didn't seem to sync up well with the character mouth movements. I don't know if there's just some type of timing issue going on, but the more bespoke cinematic moments didn't have any of these problems when they first showcased the prologue gameplay. Then again, it might have been polished up well because its the earlier parts of the game. - Animation systems aside, I also see that they stuck with the same 3rd Person camera angle that was derided from the previous game. Even if the conversation is short, it still felt better and more cinematic when you could have a dynamic camera that puts your character face-to-face with who you're speaking to. They also, once again, won't allow us to see what our character will ACTUALLY speak. Instead, we're only given a paraphrased version of it. While I'm not oblivious to the idea that they may do this for the sake of fitting all the dialogue on the screen (accounting for all languages), if the dialogue wheel itself is to blame for this... well... You don't NEED to keep it. - I also wasn't that compelled by that mage gameplay. I could be convinced otherwise if I saw a better produced video for them, such as what we've seen with the recent Progression systems vid or Warrior vid. However, I'm not too keen on what I saw as of now. I also feel for my fellow players who are still only stuck with 3 active skills. Yes, I know. Some abilities are baked into the attack strings, and there's also the Lyrium Dagger runes. But even I still wish I could fling more than 3 active spells at a time. - Something else that I don't like is the aesthetics of the Darkspawn. They (for me personally) just look weird (practically goofy), especially the Ogre. I know BioWare has stated there's a reason for the redesign, but that reason doesn't necessitate they had to look like... whatever the hell that Ogre is. There have to be ways to incorporate red lyrium into their designs without them looking like what we currently have. - Speaking of enemies more broadly, I am somewhat worried about enemy variety. We've only seen Hurlocks, Ghouls, and Ogre's showcased in recent gameplay. From the way it sounds, the Darkspawn, Venatori, and Antaam, will be our primary enemy factions in the game. I'm assuming there will also be some wildlife, Demons, and undead thrown in the mix as well. As far as question marks go, there's still some things I need clarified, or need to see gameplay for. I'm sure a majority will be answered, but still: - What does the Character Creator look like? - Are we going to see a side quest where we get to see if our decisions have any bearing on the outcome (we still haven't seen any choice related decisions outside of the prologue trailer) - What does open world exploration look like? - Why haven't we had a chance to see Taash in-game yet? - Why does that Qunari player character look so goddamn fugly? - How much narrative depth is there to the dialogue wheel options we have available? Yeah going to echo what I said in the hype thread- This game is looking more and more like the Dragon Age game I have been expecting after ten years of waiting. It seems like a natural evolution/ improvement over Inquisition, seems like they are sticking to their guns from previous games and even bringing back old gameplay tropes from previous BioWare games, and they have learned from ten years of industry growth within the RPG space. The IGN video and today's video pretty much obliterated the last remaining concerns. Only thing that is left is a lingering worry about the music but really going to have to wait for the game for that...everything else from a theoretical structural standpoint looks really solid. How this all comes together and is executed is something only actually playing the game will answer. Yeah I agree colfoley. M yonl yconcern lef tis the CC an dwhy the y haven' tshow ni tye tespeciall ygiven how muc hthey'v ebeen boasting abou thow good it is. Suer the charactres aer looking good with the strand hair and al bu ti twoul db enic et ohav ea look a tthe CC even if we can' tpla ywi thi tuntil the game's launch. Othe rtha ntha tI'm pretty much happ yt owai tfor release day now t othe poin twhere I'm tempted t ojus tgo dark. I don' tknow if I will yet as I still wan tt ogiv eBiowae ra chanc et oshow me the CC bu teither way I'm pretty happy
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