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Post by Gwydden on Feb 29, 2020 1:51:17 GMT
On another subject, having replayed the start of DOS2 earlier today (first with the Definitive Edition), I'm not finding it to be that similar to what they showed in the BG3 presentation outside reused art/animations/UI. The camera works differently, combat ruleset is quite different and the dialogue zoom change the entire feel of conversation. The BG3 presentation feels a lot more like turn-based Dragon Age Origins game (which I also started playing) with more world interactions. Somewhat amusing because DAO was called BG2 spiritual sequel when it released. Incidentally, ACG's preview video claims he was told origins would be playable a la DA:O. If that is correct, I imagine we'll get somewhat different versions of the tutorial.
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Post by azarhal on Feb 29, 2020 3:26:52 GMT
On another subject, having replayed the start of DOS2 earlier today (first with the Definitive Edition), I'm not finding it to be that similar to what they showed in the BG3 presentation outside reused art/animations/UI. The camera works differently, combat ruleset is quite different and the dialogue zoom change the entire feel of conversation. The BG3 presentation feels a lot more like turn-based Dragon Age Origins game (which I also started playing) with more world interactions. Somewhat amusing because DAO was called BG2 spiritual sequel when it released. Incidentally, ACG's preview video claims he was told origins would be playable a la DA:O. If that is correct, I imagine we'll get somewhat different versions of the tutorial. Larian called those characters origins for DOS2 too and they didn't have a different tutorial outside interaction matching the origin you picked (they have their own game spawning storyline though).
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Post by Gwydden on Feb 29, 2020 3:54:52 GMT
Larian called those characters origins for DOS2 too and they didn't have a different tutorial outside interaction matching the origin you picked (they have their own game spawning storyline though). I was going by this quote at the 1:59 mark: "What the origin stories are is just like out of Dragon Age: Origins. You will be able to actually play a bit of their origin story and then it will play out and sort of make more sense to those very specific characters in the main game." That said, I suspected ACG may have misunderstood what he was told and now feel inclined to agree with you. I was under the impression that he had reviewed D:OS2 and would be aware of how Larian's using the term 'origins' here, but turns out I was remembering his D:OS1 review. It does not matter much. While I enjoyed DA:O's playable intro and would like to see more RPGs do something like it, I think D:OS2 made up for it by spreading the origins' content across the entire playthrough rather than focusing it at the beginning. BG3 looks to be taking that to the next level, if our vampire buddy is anything to go by. Now, what I really want is for Larian to implement as many classes as feasible (I can't imagine them dropping Sorcerer, Paladin, or Bard; alas, I don't think the Monk will make it, and the Barbarian is on shaky ground) and fix the jumping animation, which I'm guessing is part of the placeholder assets anyway.
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Post by azarhal on Feb 29, 2020 13:18:32 GMT
Now, what I really want is for Larian to implement as many classes as feasible (I can't imagine them dropping Sorcerer, Paladin, or Bard; alas, I don't think the Monk will make it, and the Barbarian is on shaky ground) and fix the jumping animation, which I'm guessing is part of the placeholder assets anyway. The jump looks like Phoenix Dive from DOS2 with less particle effects. I expect it to change, he used it at certain places where the existing climb up/down on things should be usable. Seems more like a workaround to some engine limitation right now. I expected them to implement all the core classes. They just aren't going to be ready for early access (only 6 are anyhow). They took the time to revamp the Ranger and I don't see why they would have focused on that instead of implementing the classes that didn't need rework (just because of a bunch of people have to cosplay as Drizzt...). Monk and Barbarian are easier to do than Paladin, Bard, Druid and Sorcerer mechanically. The Paladin can only be finalized once all the content is in-game considering the validations required to see if you break the various Oaths. Sorcerer requires a lots of unique gameplay features that affect their spells to work so I wouldn't be surprise if that's late too. Bardic inspiration is problematic too.
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Post by azarhal on Feb 29, 2020 15:24:36 GMT
I was kinda annoyed that most of the journalists spoke over the gameplay clip we didn't got to see live that they put in their previews. But I found someone who put together all of the Lae'zel interactions together with the game VO...and I'm not surprised who is her voice actress (she was in both DOS games). I also find this edit: BG3 has something DOS2 didn't have: the companions interact with each others...Shadowheart and Lae'zel are off to a good start
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Post by mugwump v1 on Feb 29, 2020 16:35:05 GMT
Super encouraged by this latest reveal.
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Post by biggydx on Feb 29, 2020 17:08:08 GMT
Seems like a natural evolution of what Larian likely wanted to do with the Divinity series. I'll check it out if it ever comes to console. I've already played D:OS2, so I wouldn't expect too great a difference.
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Post by Deleted on Feb 29, 2020 20:46:47 GMT
I can't wait to get my hands on this game. That cute little halfling in the demo that was available as the PC has my name written all over it, and the story looks super intriguing so far. Very excited!
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Post by azarhal on Mar 1, 2020 0:38:02 GMT
Some info about the early access content. Playable/recruitable:Wyll - Human Warlock(fiend) Shadowheart - Half-elf Cleric(trickery) Lae'zel - Githyanki Fighter Gale - Human Wizard Astarion - Elven vampire spawn, Rogue Available for custom characters:Fighter - Battle Master, Eldritch Knight Wizard - Evocation, Abjuration Rogue - Arcane Trickster, Thief Ranger - Hunter, Beast Master Cleric - Life, Light, Trickery Warlock - Fiend, Great One It also appear that vampire spawn is a race available for custom characters (except that it's not a race...probably like the Undead in DOS2, you have to pick a race after you pick it). I'm surprised to see Battle Master for Fighters, that's the most complex of the core fighter archetypes with all the combat maneuvers. Champion would have been easier to do. Thief instead of Assassin for the Rogue...that's interesting. Thief doesn't focus on combat, but on stealth and stealing stuff. Life, Light and Trickery for Clerics is also interesting, I suspect many will go Light (focus on burning things mostly), as Life is 100% healer and Trickery is mostly illusion/charms. Warlock with a Great One pact would fit well with a Gith.
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Post by Andraste_Reborn on Mar 1, 2020 3:20:18 GMT
Warlock with a Great One pact would fit well with a Gith. Yeah, I am definitely planning to try that out in early access. Use the power of tentacle monster to fight different tentacle monsters! Sure, you could serve a Great Old One that's not Cthulu, but why would you?
I'm still planning on dwarf cleric for the full release, but Life Domain is the only currently available cleric that has heavy armour proficiency, and I'd rather have War. (Or Tempest or Forge, but I'm assuming War is more likely to be added than those two.)
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Post by Gwydden on Mar 1, 2020 4:03:00 GMT
The jump looks like Phoenix Dive from DOS2 with less particle effects. I expect it to change, he used it at certain places where the existing climb up/down on things should be usable. Seems more like a workaround to some engine limitation right now. I expected them to implement all the core classes. They just aren't going to be ready for early access (only 6 are anyhow). They took the time to revamp the Ranger and I don't see why they would have focused on that instead of implementing the classes that didn't need rework (just because of a bunch of people have to cosplay as Drizzt...). Monk and Barbarian are easier to do than Paladin, Bard, Druid and Sorcerer mechanically. The Paladin can only be finalized once all the content is in-game considering the validations required to see if you break the various Oaths. Sorcerer requires a lots of unique gameplay features that affect their spells to work so I wouldn't be surprise if that's late too. Bardic inspiration is problematic too. I thought I recognized the jump effect from D:OS2, but guessed it might be from Flight. I even thought I heard a similar 'woosh' sound effect. As for the Ranger, my guess is they implemented it early because Drizzt and Minsc, plus they likely want to test it in early access precisely because of the revamp. The logic for my guesses was, more or less: Paladins seem too iconic to drop, plus Iakus is right that there's no obvious "goody two shoes" origin for players who'd want that. Paladin is the obvious choice there, even if they're more flexible in 5E. Then I think they'll want a dedicated caster who uses known instead of prepared spells, so either the Sorcerer or the Druid. I lean Sorcerer because I get the impression they're more popular, and I don't see Larian passing on implementing the Wild Mage subclass. Larian's swiss army knife approach to skills make Druids potentially cool but difficult to implement. I believe Bards have grown fairly popular as well, if only because of Critical Role, and no other class fills quite the same niche. You're right that Monk and Barbarian are simpler, in a sense, but that's part of why I could see them on the (hopefully nonexistent) chopping block. I can see the argument that martial classes are harder to make fun in a video game. Larian's homebrewing of more unique abilities for different weapons strikes me as a tacit admission of that difficulty. I'm trying to not let my expectations get out of hand, but yes, I am hoping for all core classes and as many archetypes as they can manage.
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Post by Absafraginlootly on Mar 1, 2020 5:32:55 GMT
Well this is looking really great, I'd never heard of this company or their games before so i wasn't sure what to expect.
They seem to be doing their best to do a faithful interpretation of d&d 5e rules and lore.
And they're doing the kind of multiplayer i like - the kind where you and a few friends can play/enjoy the story together and interact with it together. Bioware really disappointed me when they revealed that anthem was seggregated into solo story sections and multiplayer combat instead of further developing the group story interaction they had in swtor.
The dialogue system is different than anything I've seen before. ( *I denied hearing anything*) Though i suppose it allows you the freedom to imagine/ roleplay what your character would actually say.
Can all players choose between a custom character and a preset/companion character when doing multi player I wonder or only player 1?
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Post by Babar Guy on Mar 1, 2020 7:32:45 GMT
I wonder if your player character has the same kind of voiced cutscenes if you choose to play as a custom character instead of one of the recruitable ones? And if you make a custom character, I assume all of the others are then recruitable as party members?
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Post by bladefist on Mar 1, 2020 13:12:23 GMT
I wonder if your player character has the same kind of voiced cutscenes if you choose to play as a custom character instead of one of the recruitable ones? And if you make a custom character, I assume all of the others are then recruitable as party members? Yup, if you want to play a blank-slate character, you'll choose custom. If you want a Geralt-type character you'll choose their "origin characters." The beauty is that you get unique dialogue choices for that character if you want to roleplay as them.
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Post by bladefist on Mar 1, 2020 13:36:20 GMT
I think this critique will be useful to those interested in BG3 who haven't played DOS 2
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Post by azarhal on Mar 1, 2020 13:40:47 GMT
The jump looks like Phoenix Dive from DOS2 with less particle effects. I expect it to change, he used it at certain places where the existing climb up/down on things should be usable. Seems more like a workaround to some engine limitation right now. I expected them to implement all the core classes. They just aren't going to be ready for early access (only 6 are anyhow). They took the time to revamp the Ranger and I don't see why they would have focused on that instead of implementing the classes that didn't need rework (just because of a bunch of people have to cosplay as Drizzt...). Monk and Barbarian are easier to do than Paladin, Bard, Druid and Sorcerer mechanically. The Paladin can only be finalized once all the content is in-game considering the validations required to see if you break the various Oaths. Sorcerer requires a lots of unique gameplay features that affect their spells to work so I wouldn't be surprise if that's late too. Bardic inspiration is problematic too. I thought I recognized the jump effect from D:OS2, but guessed it might be from Flight. I even thought I heard a similar 'woosh' sound effect. As for the Ranger, my guess is they implemented it early because Drizzt and Minsc, plus they likely want to test it in early access precisely because of the revamp. The logic for my guesses was, more or less: Paladins seem too iconic to drop, plus Iakus is right that there's no obvious "goody two shoes" origin for players who'd want that. Paladin is the obvious choice there, even if they're more flexible in 5E. Then I think they'll want a dedicated caster who uses known instead of prepared spells, so either the Sorcerer or the Druid. I lean Sorcerer because I get the impression they're more popular, and I don't see Larian passing on implementing the Wild Mage subclass. Larian's swiss army knife approach to skills make Druids potentially cool but difficult to implement. I believe Bards have grown fairly popular as well, if only because of Critical Role, and no other class fills quite the same niche. You're right that Monk and Barbarian are simpler, in a sense, but that's part of why I could see them on the (hopefully nonexistent) chopping block. I can see the argument that martial classes are harder to make fun in a video game. Larian's homebrewing of more unique abilities for different weapons strikes me as a tacit admission of that difficulty. I'm trying to not let my expectations get out of hand, but yes, I am hoping for all core classes and as many archetypes as they can manage. Monk aren't simpler in term of gameplay, they just reuse a lots of stuff that will be developed for other classes (example: Way of the 4 Elements KI abilities are mostly Wizard's spells) and DOS2 already have unarmed attacks animations including spinning kicks. A druid is mentioned in the preview gameplay the press saw (you can see it the mention in one of the video I linked). It would be surprising if it's not already in, just not ready for EA. And yes, Wild Mage Sorcerer is totally a Larian thing. If they add a Paladin origins, I expect it to be based on the Oathbreaker. Like I said previously, I expect all of core classes to be in the game at release, it's pre-alpha so some of them are probably still in the design stage and only 6 are ready for EA. They don't even have all of the combat rule system in place (example: reaction is limited to attack of opportunity right now, but Swen said they wanted to support more). In DOS2 early access, the first build was missing like half of the skill line and talents (the one there mostly came straight from DOS1 too) and not all the races and origins were available. They played around a lot with how the turn-based worked too. These things were added overtime until the game released and the DOS1 stuff was replaced. I see the same thing here, a lots of stuff shown was placeholders from DOS2 or using things developed for DOS2 (i.e the weapons special skills are lifted from DOS2 and most of the spell animation use DOS2 animations). The game will looks quite different a year from now and it might even have a longer EA than DOS2 (which was about a year). Can all players choose between a custom character and a preset/companion character when doing multi player I wonder or only player 1? You can have 4 players each playing a different preset character or custom ones. If you have less players, the remaining party slot can be occupied by one of the AI companions. I wonder if your player character has the same kind of voiced cutscenes if you choose to play as a custom character instead of one of the recruitable ones? And if you make a custom character, I assume all of the others are then recruitable as party members? Depends what the voiced cutscenes are about. If it's tied to the character predefined origins, custom ones probably won't have those, but if it's about main quest stuff you'll have them. If vampire spawn is something a custom character can be, the "blood sucking" related cutscene will be in for them too, not just Astarion. If you make a custom character you can recruits the preset ones as companion and help them do their personal quest, yes.
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Post by bladefist on Mar 1, 2020 15:54:41 GMT
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Post by azarhal on Mar 1, 2020 18:44:06 GMT
Astarion is chaotic evil according to MMORPG preview so his dialogue choices (labelled Astarion) all fall into that alignment.
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Post by bladefist on Mar 1, 2020 19:28:17 GMT
Astarion is chaotic evil according to MMORPG preview so his dialogue choices (labelled Astarion) all fall into that alignment. Definitely gotta play him at some point and hopefully change his hair.
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Post by cribbian on Mar 1, 2020 20:39:16 GMT
I'm hoping for a class/subclass that is good at buckling swashes.
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Post by Deleted on Mar 2, 2020 14:24:21 GMT
Turn based combat....
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Post by azarhal on Mar 2, 2020 14:44:31 GMT
Rock, Paper, Shotgun made a video that explain a few things about the game system. It shows someone I haven't seen anyone mention too: Astarion's master (he sound very old fashioned).
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Post by Kymira on Mar 2, 2020 18:45:01 GMT
This article seems to confirm druid and some other neat details dnd.dragonmag.com/2020/03/02/in-the-works-baldurs-gate-iii/content.html"We had to limit a few spells because some don’t work as written in a video game. For example, wish is a very powerful spell it was difficult to translate. Or as a related example, as a druid you could choose to wild shape into any animal you’ve ever encountered, but realistically for our game we had to choose which those would be.” “The more you use your tadpole by selecting it from the options within dialogue, the stronger the influence of your tadpole becomes. But the more you use it, the quicker you unlock your powers."
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September 2016
azarhal
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by azarhal on Mar 2, 2020 19:36:59 GMT
So you'll meet "tadpole" enemies with special powers too. I saw someone complains that BG3 wasn't following BG1/BG2 themes of hidden enemies and whatever you become evil or are born evil...but looks to me that it is, you're just not tempted with godly power with a chance of turning into the mindless Slayer ...your tempted with tadpole powers with a sure chance of turning into a Mind Flayer (or maybe not). Someone will try this and validate if the claim is true...or not.
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azarhal
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Posts: 9,738 Likes: 27,571
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Nov 23, 2024 19:16:03 GMT
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azarhal
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Sept 9, 2016 12:15:16 GMT
September 2016
azarhal
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by azarhal on Mar 3, 2020 13:30:10 GMT
The updated Steam description of the game is interesting. A tale of betrayal + select your companions carefully...I can already see a bunch of people complaining that companions aren't mindless drones that answer to all their commands and only exist to be lore info dump. Everyone knows that dysfunctional parties are the best ones. I also can't wait for Lae'zel trying to chop the head of everyone because they aren't working very hard to remove the tadpole. ---- On other subjects. While looking at some screenshots I realized that the ruins explored during the presentation was an abandoned(?) temple of Selûne. There is a huge none hostile bear later in what the press saw, he even let the party pass to what looks like a glade at some point. I think that might have been a werebear as good aligned were creatures, like werebears, are favored of Selûne. Also, Shadowheart is wearing Shar clergy appropriate clothing (purple and black colors + Shar's holy symbol on her tiara) which is a nice touch. I'm also deeply amused that a cleric of Shar was banging on the door of a Selûne's temple.
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