jennica
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Post by jennica on Aug 26, 2024 14:05:47 GMT
Maybe i misundertand what you mean but there were also stats like various elemental resistances, flanking damage, heal on kill etc. in Inquisition, no? I should've been clearer on what I meant. With stats, I was referring to attributes like Strength, Dexterity, which in Inquisition you can't control as you did in Origins and DA2. Ah, got it. Based on high level gameplay and everything else that was shown before, i'd say that DAVe will have damage and defense as main stats and the rest will be things like various elemental damage/resistance types, stagger damage etc.
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The Elder King
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Post by The Elder King on Aug 26, 2024 14:07:17 GMT
I should've been clearer on what I meant. With stats, I was referring to attributes like Strength, Dexterity, which in Inquisition you can't control as you did in Origins and DA2. Ah, got it. Based on high level gameplay and everything else that was shown before, i'd say that DAVe will have damage and defense as main stats and the rest will be things like various elemental damage/resistance types, stagger damage etc. Considering the action shift in the gameplay, and the likely possibility that if present they'd work as in Inquisition, I don't mind at all the lack of those attributes in Veilguard. It's just my personal opinion, but I see no point in having those in when you have no control over them.
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Post by Pounce de León on Aug 26, 2024 14:07:41 GMT
From what I've seen it looks like a consistent move to the action-oriented approach that has been Bioware's "thing" the last decade. Which isn't neccessarily bad - games like Warframe reliably prove that you don't need more than 3 or four combat abilities to make a compelling gameplay. Will Bioware reach that level of quality though? I doubt it. You wouldn't need 10 years to make a corridor action-rpg like this. They've botched Andromeda, they've botched the jetpack game noone wante and they've botched DA. Each of these games has seen several resets and restarts during development. There maybe just isn't the proper visionary game designer anymore at Bioware who can pull off something that was kinda natural to the team in the time before the last decade. I don't know if there even is decent writing left at Bioware anymore. Episodes maybe. They're good at episodes. Proper stuff for a neverending comic book series, but those tend to publish in much higher frequency. You can bet that the majority of player have already lost the plot - I know I have. I couldn't say what dragons have to do with Dragon Age. There are some dragons. I think darkspawn try digging for some. Then again what are darkspawn? What is their purpose and what do they even want? But there's gonna be a cliffhanger ending. Preorder the DLC to find out but then the teased DLC "was never planned" and cancelled because the mediocre game might just sell short of the sales targets.
I mean why plan any of this stuff - just put in teasers and a vague "roadmap", this is the age of Star Citisn't after all, where all you need is promises and the rabid fanbase will defend the shitty game with utmost toxicity.
But that's just what I think. What I've seen was the aforementioned corridor action rpg that pretends to have a heavy companion focus but then the companions neither deal damage nor take any. At least they don't seem to obstruct the player. What is their point? Make witty remarks? Tell sob stories after combat? Stat sticks?
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The Elder King
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Post by The Elder King on Aug 26, 2024 14:31:12 GMT
From what I've seen it looks like a consistent move to the action-oriented approach that has been Bioware's "thing" the last decade. Which isn't neccessarily bad - games like Warframe reliably prove that you don't need more than 3 or four combat abilities to make a compelling gameplay. Will Bioware reach that level of quality though? I doubt it. You wouldn't need 10 years to make a corridor action-rpg like this. They've botched Andromeda, they've botched the jetpack game noone wante and they've botched DA. Each of these games has seen several resets and restarts during development. There maybe just isn't the proper visionary game designer anymore at Bioware who can pull off something that was kinda natural to the team in the time before the last decade. I don't know if there even is decent writing left at Bioware anymore. Episodes maybe. They're good at episodes. Proper stuff for a neverending comic book series, but those tend to publish in much higher frequency. You can bet that the majority of player have already lost the plot - I know I have. I couldn't say what dragons have to do with Dragon Age. There are some dragons. I think darkspawn try digging for some. Then again what are darkspawn? What is their purpose and what do they even want? But there's gonna be a cliffhanger ending. Preorder the DLC to find out but then the teased DLC "was never planned" and cancelled because the mediocre game might just sell short of the sales targets. I mean why plan any of this stuff - just put in teasers and a vague "roadmap", this is the age of Star Citisn't after all, where all you need is promises and the rabid fanbase will defend the shitty game with utmost toxicity. But that's just what I think. What I've seen was the aforementioned corridor action rpg that pretends to have a heavy companion focus but then the companions neither deal damage nor take any. At least they don't seem to obstruct the player. What is their point? Make witty remarks? Tell sob stories after combat? Stat sticks? I honestly can't tell if Veilguard is a corridor-action RPG. The last gameplay video is heavily cut and edited, as the prologue was. I am concerned the shift back from the more open world vision of Inquisition (which had its problems) will be closer to ME2/ME3 then Origins, which I'd quite dislike, but it's not something we can assert at the moment. I do agree that, due to the timeline from the last game, it's going to be hard for a good number of players to keep track of certain plot elements, even more so new players...but the answers to your question are mostly answered in Origins, outside of how exactly the darkspawn came to be. There are enough indications that many plots and secrets will be revealed in this game, though, given the darkspawn seems to be connected with the gods you face in the game, as well as the connections with the 'dragons' you mentioned. I think that, regardless of how good or bad the game will turn out to be, the marketing campaign made a disservice to the game, because the release date trailer and the high-level gameplay video, with the fair concerns that could be drawn from them, are better indication of the game then the reveal trailer and first gameplay video. There mere fact that the reveal trailer seem to indicate Rook is recruited in the bar fight (they aren't), and that Varric and Harding are discussing who to recruit in the group to stop the gods (it's Neve that is going to give the protagonist the contact of the companions to recruit) is baffling, and that's without considering the rest of the issues of the trailer. I don't see a read problem with the 'roadmap', given that it's not really similar to Star Citizen's. They're simply telling people when expecting the news on the game, and I think the gameplay they shown is enough indication for many to decide to not buy the game, given the changes in the gameplay. The companions work basically like ME2/ME3, which I dislike. The action shift didn't necessitate them to make the companions a lesser version of the protagonist, combat-wise, but I loved (some) companions in ME2/ME3, so I hope the same could happen with this game. I think both sides have rabid people that are more similar to fanboys and haters, defending and criticizing the game in an extreme way, while there are many people on both sides that can discuss more rationally the things they like and dislike about it. It's no different from other fanbases.
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Post by Pounce de León on Aug 26, 2024 17:00:20 GMT
From what I've seen it looks like a consistent move to the action-oriented approach that has been Bioware's "thing" the last decade. Which isn't neccessarily bad - games like Warframe reliably prove that you don't need more than 3 or four combat abilities to make a compelling gameplay. Will Bioware reach that level of quality though? I doubt it. You wouldn't need 10 years to make a corridor action-rpg like this. They've botched Andromeda, they've botched the jetpack game noone wante and they've botched DA. Each of these games has seen several resets and restarts during development. There maybe just isn't the proper visionary game designer anymore at Bioware who can pull off something that was kinda natural to the team in the time before the last decade. I don't know if there even is decent writing left at Bioware anymore. Episodes maybe. They're good at episodes. Proper stuff for a neverending comic book series, but those tend to publish in much higher frequency. You can bet that the majority of player have already lost the plot - I know I have. I couldn't say what dragons have to do with Dragon Age. There are some dragons. I think darkspawn try digging for some. Then again what are darkspawn? What is their purpose and what do they even want? But there's gonna be a cliffhanger ending. Preorder the DLC to find out but then the teased DLC "was never planned" and cancelled because the mediocre game might just sell short of the sales targets. I mean why plan any of this stuff - just put in teasers and a vague "roadmap", this is the age of Star Citisn't after all, where all you need is promises and the rabid fanbase will defend the shitty game with utmost toxicity. But that's just what I think. What I've seen was the aforementioned corridor action rpg that pretends to have a heavy companion focus but then the companions neither deal damage nor take any. At least they don't seem to obstruct the player. What is their point? Make witty remarks? Tell sob stories after combat? Stat sticks? I honestly can't tell if Veilguard is a corridor-action RPG. The last gameplay video is heavily cut and edited, as the prologue was. I am concerned the shift back from the more open world vision of Inquisition (which had its problems) will be closer to ME2/ME3 then Origins, which I'd quite dislike, but it's not something we can assert at the moment. I do agree that, due to the timeline from the last game, it's going to be hard for a good number of players to keep track of certain plot elements, even more so new players...but the answers to your question are mostly answered in Origins, outside of how exactly the darkspawn came to be. There are enough indications that many plots and secrets will be revealed in this game, though, given the darkspawn seems to be connected with the gods you face in the game, as well as the connections with the 'dragons' you mentioned. I think that, regardless of how good or bad the game will turn out to be, the marketing campaign made a disservice to the game, because the release date trailer and the high-level gameplay video, with the fair concerns that could be drawn from them, are better indication of the game then the reveal trailer and first gameplay video. There mere fact that the reveal trailer seem to indicate Rook is recruited in the bar fight (they aren't), and that Varric and Harding are discussing who to recruit in the group to stop the gods (it's Neve that is going to give the protagonist the contact of the companions to recruit) is baffling, and that's without considering the rest of the issues of the trailer. I don't see a read problem with the 'roadmap', given that it's not really similar to Star Citizen's. They're simply telling people when expecting the news on the game, and I think the gameplay they shown is enough indication for many to decide to not buy the game, given the changes in the gameplay. The companions work basically like ME2/ME3, which I dislike. The action shift didn't necessitate them to make the companions a lesser version of the protagonist, combat-wise, but I loved (some) companions in ME2/ME3, so I hope the same could happen with this game. I think both sides have rabid people that are more similar to fanboys and haters, defending and criticizing the game in an extreme way, while there are many people on both sides that can discuss more rationally the things they like and dislike about it. It's no different from other fanbases. My take is that they likely have given up on the open world attempts. All they ever managed was making bigger levels without capturing the "world" part. I expect a better outcome with more focussed gameplay.
About the plot stuff I think they just space the releases out to far to make anything coherent for the average consumers. I'm sure fans can make sense of it - more casual people don't and this plot backup tends to pile up with each iteration. That's why a "standalone"game will probably work best for average players.
The part about the "roadmap" was a jab at industry practice of shoving all the good ideas into it and then never doing it because it's actually not meant to be a promise. Remember Anthem? Or these EA Star Wars games? People just gullibly take it for granted until they find out it wasn't. "Roadmap" is just another word for "early access" but this time corporate has decided not to honour the practice to finish it because what you get sold is a minimum product and all else is maybe considered when all the outlandish corpo sales targets have been met. if not, it's gonna get axed.
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jennica
N3
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Post by jennica on Aug 26, 2024 17:05:28 GMT
The part about the "roadmap" was a jab at industry practice of shoving all the good ideas into it and then never doing it because it's actually not meant to be a promise. Remember Anthem? Or these EA Star Wars games? People just gullibly take it for granted until they find out it wasn't. "Roadmap" is just another word for "early access" but this time corporate has decided not to honour the practice to finish it because what you get sold is a minimum product and all else is maybe considered when all the outlandish corpo sales targets have been met. if not, it's gonna get axed. In Veilguard's case roadmap is for the marketing campaign only. Bioware didn't release any roadmap for the game itself.
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The Elder King
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Post by The Elder King on Aug 26, 2024 17:12:02 GMT
I honestly can't tell if Veilguard is a corridor-action RPG. The last gameplay video is heavily cut and edited, as the prologue was. I am concerned the shift back from the more open world vision of Inquisition (which had its problems) will be closer to ME2/ME3 then Origins, which I'd quite dislike, but it's not something we can assert at the moment. I do agree that, due to the timeline from the last game, it's going to be hard for a good number of players to keep track of certain plot elements, even more so new players...but the answers to your question are mostly answered in Origins, outside of how exactly the darkspawn came to be. There are enough indications that many plots and secrets will be revealed in this game, though, given the darkspawn seems to be connected with the gods you face in the game, as well as the connections with the 'dragons' you mentioned. I think that, regardless of how good or bad the game will turn out to be, the marketing campaign made a disservice to the game, because the release date trailer and the high-level gameplay video, with the fair concerns that could be drawn from them, are better indication of the game then the reveal trailer and first gameplay video. There mere fact that the reveal trailer seem to indicate Rook is recruited in the bar fight (they aren't), and that Varric and Harding are discussing who to recruit in the group to stop the gods (it's Neve that is going to give the protagonist the contact of the companions to recruit) is baffling, and that's without considering the rest of the issues of the trailer. I don't see a read problem with the 'roadmap', given that it's not really similar to Star Citizen's. They're simply telling people when expecting the news on the game, and I think the gameplay they shown is enough indication for many to decide to not buy the game, given the changes in the gameplay. The companions work basically like ME2/ME3, which I dislike. The action shift didn't necessitate them to make the companions a lesser version of the protagonist, combat-wise, but I loved (some) companions in ME2/ME3, so I hope the same could happen with this game. I think both sides have rabid people that are more similar to fanboys and haters, defending and criticizing the game in an extreme way, while there are many people on both sides that can discuss more rationally the things they like and dislike about it. It's no different from other fanbases. My take is that they likely have given up on the open world attempts. All they ever managed was making bigger levels without capturing the "world" part. I expect a better outcome with more focussed gameplay.
About the plot stuff I think they just space the releases out to far to make anything coherent for the average consumers. I'm sure fans can make sense of it - more casual people don't and this plot backup tends to pile up with each iteration. That's why a "standalone"game will probably work best for average players.
The part about the "roadmap" was a jab at industry practice of shoving all the good ideas into it and then never doing it because it's actually not meant to be a promise. Remember Anthem? Or these EA Star Wars games? People just gullibly take it for granted until they find out it wasn't. "Roadmap" is just another word for "early access" but this time corporate has decided not to honour the practice to finish it because what you get sold is a minimum product and all else is maybe considered when all the outlandish corpo sales targets have been met. if not, it's gonna get axed.
I think there was also enough criticism and desire to return to a more similar structure of Origins. If Veilguard will mirror ME2/ME3 completely in that regard, I think it won't be received well, and it'd be too linear for my own preference. I get what you mean about the roadmap in general, but what Bioware is doing is just a marketing approach to make people know when news should, in theroy, drop about the game. It's nit really about the game being on early access and later being completed/finished.
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Post by Pounce de León on Aug 26, 2024 19:00:45 GMT
The part about the "roadmap" was a jab at industry practice of shoving all the good ideas into it and then never doing it because it's actually not meant to be a promise. Remember Anthem? Or these EA Star Wars games? People just gullibly take it for granted until they find out it wasn't. "Roadmap" is just another word for "early access" but this time corporate has decided not to honour the practice to finish it because what you get sold is a minimum product and all else is maybe considered when all the outlandish corpo sales targets have been met. if not, it's gonna get axed. In Veilguard's case roadmap is for the marketing campaign only. Bioware didn't release any roadmap for the game itself. I was talking in general about how consumers get treated with the latest bullshit. Roadmaps are just one of them, I'm not following Veilguard very close and didn't notice any such shenanigans yet. The roadmap and DLC teasing with no follow-up is just reminiscing of what they already pulled back in previous releases. All i saw was some gameplay, probably from the beginning of the game where the companions didn't really do anything in combat and it looked pretty linear.
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The Elder King
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Post by The Elder King on Aug 26, 2024 19:07:39 GMT
In Veilguard's case roadmap is for the marketing campaign only. Bioware didn't release any roadmap for the game itself. I was talking in general about how consumers get treated with the latest bullshit. Roadmaps are just one of them, I'm not following Veilguard very close and didn't notice any such shenanigans yet. The roadmap and DLC teasing with no follow-up is just reminiscing of what they already pulled back in previous releases. All i saw was some gameplay, probably from the beginning of the game where the companions didn't really do anything in combat and it looked pretty linear. Fair enough. I don't personally think the high-level gameplay they shown Saturday and that you can now find on the channel is going to change your mind on the gameplay, but it is a better representation of it, and was received overall more positively then the previous one, from what I could see.
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akots
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Post by akots on Aug 26, 2024 23:09:48 GMT
You can bet that the majority of player have already lost the plot - I know I have. I couldn't say what dragons have to do with Dragon Age. There are some dragons. I think darkspawn try digging for some. Then again what are darkspawn? What is their purpose and what do they even want? But there's gonna be a cliffhanger ending. I played all three DA games shortly after release and then again after all DLCs and final patches came out. I have not replayed anything since then or read anything apart from Gaider's books. When I look back now (after 14 years for DAO and 10 years for DAI), the only thing that sticks is more or less cohesive parts of the DAO plot, including dragons, darkspawn, veil, grey wardens, and the Logan/baby/Claudia Black part. Claudia never disappoints, so that is fair. I cannot say what was the plot of DA2 if any and have very fuzzy recollection of DAI plot except that we had to close the rifts all the time by holding E forever due to some mark that we got accidentally due to some messed up whatever in the beginning. Oh, and we had to crawl through some snow for some unknown reason to hear a nice theme song about dawn that comes. The song was good, and music was generally very decent for the most part. Solas being some ancient wolf also sticks but the memory fails to retrieve any interesting details. Overall, DAI plot was the most disjointed, and since I cannot remember the plot of DA2, it was probably OK, just nothing special or memorable. Memorable companions of all three games include Morrigan, Leliana, and Varric. I fail to recall the names of the rest of them or any intricacies/dramas or even basic plotlines. With regard to combat, nothing beats the first DAO ogre fight, which was simply brilliant, visually and technically. All the rest combat-wise was generally passable, if primitive and repetitive at times. Must admit that it is not that bad considering how much time has passed. I'm sure some 20-minute refresher video on tube would be helpful. For some reason I doubt it will come form Bioware, more like some lore fan will decide to help people like me out just out of the kindness of their heart.
p.s. I also wanted to add an honorable mention to DAI multiplayer, especially for the stagger part of it. This whole thing was about stagger and Bioware's idea of fun coming through the stagger, I don't recall anything else about it in particular.
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Post by themikefest on Aug 29, 2024 21:45:59 GMT
I don't know why. If anything, the game appears to be a copycat of MEA. MEA did remove options/choices from the game that was in the trilogy. Veil has removed the number of companions to two. Companions are not playable. Not sure if all companions are mandatory? I like to have the option not to recruit one or two of them. Hopefully there's an option to tell chuckles to **** off. I know Ryder in MEA didn't have an option to tell the voice in the head to shut up. It totally looks like Dragon Age: Andromeda. I think I'll stick with Wrath of the Righteous. None of the characters are required, allows good or evil options, You can control companions in combat, and there's more of them. Drameda You have said have the name Andromeda without Mass Effect. Will you say the same for this game? Just call it Veiguard without Dragon Age. As I've said. It appears the game is copying MEA. At least when it comes to removing features that were in previous games. For combat, it's the same as the ME trilogy because this game has an ability wheel whereas MEA removed the power wheel. I'm not a fan of removing the playable companion mechanic and lowering to two companions. One concern I have is the rook character. Will I be able to play as someone who has a pair who can get in your face, like telling chuckles to shutup, or will he/she be a lame duck? There is the companions damage output. In the recent gameplay, I noticed very little damage from the two companions for the most part. I was hoping the player would stop long enough to see what the companions would do on their own. It's something I like doing in Bioware games. I couldn't do that in MEA.
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sentinel87
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Post by sentinel87 on Sept 2, 2024 1:16:45 GMT
I watched some more of the marketing of DAV today and here is something that's been bothering me a bit. Not enough to skip the game, but still.
The talk of the companions and how Bioware is approaching them this game. Particularly in The Making of Dragon Age:The Veilguard Cover Story Feature. There has been a lot of talk this marketing cycle about how Bioware is focusing on the characters more than ever. This could be simple marketing, but I don't know.
They said that DAV felt like instead of the characters where going on adventure with the player it was the opposite. The player is going on an adventure with the characters. That's not really an RPG, that's an adventure game.
The fact that all characters are mandatory signals to me that the story is written in a way that will unfold how Bioware wants. This will inherently cut down on roleplay. My main playthroughs have all turned away several companions in each DA game.
I read this as Bioware wants to tell a story with the characters more in this game than allowing the player to tell a story on their own. It looks closer to ME, which I love, but DA always felt a little different. I liked how they felt different.
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coldsteelblue
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Post by coldsteelblue on Sept 2, 2024 9:38:02 GMT
Agree wit the above, I get more of a visual novel with light customisation vibe from this game, all companions are mandatory, all will be required for certain missions, they can't permanently leave the party, they'll romance each other...defo doesn't feel like an rpg to me, hell, I'm more hyped for BG3 patch 7 & the first expansion for Diablo 4 than I am this game, hopefully BW will have reaplyability & narrative customisation in a way, but I'm not holding my breath
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Post by Pounce de León on Sept 2, 2024 13:16:42 GMT
<abbr>...</abbr>When I look back now (after 14 years for DAO and 10 years for DAI), the only thing that sticks is more or less cohesive parts of the DAO plot, including dragons, darkspawn, veil, grey wardens, and the Logan/baby/Claudia Black part. Claudia never disappoints, so that is fair. I cannot say what was the plot of DA2 if any and have very fuzzy recollection of DAI plot except that we had to close the rifts all the time by holding E forever due to some mark that we got accidentally due to some messed up whatever in the beginning. Oh, and we had to crawl through some snow for some unknown reason to hear a nice theme song about dawn that comes. The song was good, and music was generally very decent for the most part. Solas being some ancient wolf also sticks but the memory fails to retrieve any interesting details. Overall, DAI plot was the most disjointed, and since I cannot remember the plot of DA2, it was probably OK, just nothing special or memorable. ... That's pretty much my experience. I'm old school rpg material so I never really liked the interim mechanics in these 3d realtime rpgs/adventures: enemies would always yolo through the front without penalty and gang on the mages. I played DAO once because I couldn't stand that. But I played each of the intros - it was a very compelling intro.
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The Elder King
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Post by The Elder King on Sept 2, 2024 13:27:57 GMT
Agree wit the above, I get more of a visual novel with light customisation vibe from this game, all companions are mandatory, all will be required for certain missions, they can't permanently leave the party, they'll romance each other...defo doesn't feel like an rpg to me, hell, I'm more hyped for BG3 patch 7 & the first expansion for Diablo 4 than I am this game, hopefully BW will have reaplyability & narrative customisation in a way, but I'm not holding my breath Aside of the romance part, what you described isn't *that* different from ME2/ME3 (the latter already had some semblance of that though), and while we could argue about the shift that franchise took from the second game, I'd still call it an RPG, and definitely not a visual novel. I honestly don't get the big issue about companions romancing each others. Bioware already experienced this previous games, like ME3 and Inquisition, and based on what they said, it's not like all companions will like each others. Rivalries and some big issues are still going to be present in the team, as they already made two examples of that kind, in regards of Bellara/Davrin and Emmrich/Taash. The shift in gameplay in Veilguard, especially in regards of companions, it's not something I like, personally. It also creates, to me a te last, some issues in regards of how important the companions will be in the narrative, compared to previous games, while also reducing their combat features from past games. But I'm quite interested in the idea of them giving more interactions and relationship growth between companions, whether it's friendship, rivarly or romance.
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Post by Grog Muffins on Sept 2, 2024 15:14:30 GMT
[snip] It looks closer to ME, which I love, but DA always felt a little different. I liked how they felt different.This is my personal biggest point of contention with DAV and I flip flop on it from time to time. Sometimes I'm ok with the new direction it's going in, sometimes I'm not. I preferred DA to ME in a lot of aspects and I don't like how DA's distinctiveness is being reduced and brought closer to ME in some design philosophies. Differences are good. DA and ME started out as separate things meant to stay separate in Bioware's new era of having their own IPs instead of licensing. DA was always treated like the red headed step child, despite selling better than ME, and yet it was supposed to be turned into a live service (and I still believe some of the more action oriented gameplay is in part due to that... there's test footage from the BTS video from before the singleplayer reboot that has a warrior moving around like what we saw in the leak and in the high-level warrior gameplay) and now there's a few more things confirmed closer in design to ME. Regarding the companion stuff, I'd say that's pure marketing fluff. Bioware has done this before, they did it with DAI, where they diminished DA2 and said some stuff about DAO, as well, to prop up DAI, they're doing it now with DAV, diminishing in particular the characters and combat of the previous DA games, they'll likely do it with the next ME game. It comes off kind of unprofessional or at least questionable but it's a combination of marketing and some unfortunate word choices. The whole "we're making great companions now on purpose, not by accident like before" from Game Informer seems to just be unfortunate phrasing on the part of the devs, where they actually may have wanted to say they focused on creating companions that are all integral to the plot instead of some cool companions that ultimately didn't impact the plot at all.
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The Elder King
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Post by The Elder King on Sept 2, 2024 15:43:30 GMT
[snip] It looks closer to ME, which I love, but DA always felt a little different. I liked how they felt different.This is my personal biggest point of contention with DAV and I flip flop on it from time to time. Sometimes I'm ok with the new direction it's going in, sometimes I'm not. I preferred DA to ME in a lot of aspects and I don't like how DA's distinctiveness is being reduced and brought closer to ME in some design philosophies. Differences are good. DA and ME started out as separate things meant to stay separate in Bioware's new era of having their own IPs instead of licensing. DA was always treated like the red headed step child, despite selling better than ME, and yet it was supposed to be turned into a live service (and I still believe some of the more action oriented gameplay is in part due to that... there's test footage from the BTS video from before the singleplayer reboot that has a warrior moving around like what we saw in the leak and in the high-level warrior gameplay) and now there's a few more things confirmed closer in design to ME. Regarding the companion stuff, I'd say that's pure marketing fluff. Bioware has done this before, they did it with DAI, where they diminished DA2 and said some stuff about DAO, as well, to prop up DAI, they're doing it now with DAV, diminishing in particular the characters and combat of the previous DA games, they'll likely do it with the next ME game. It comes off kind of unprofessional or at least questionable but it's a combination of marketing and some unfortunate word choices. The whole "we're making great companions now on purpose, not by accident like before" from Game Informer seems to just be unfortunate phrasing on the part of the devs, where they actually may have wanted to say they focused on creating companions that are all integral to the plot instead of some cool companions that ultimately didn't impact the plot at all. I don't recall exactly how the phrase was worded, but I thought at the time that people were interpreting what they said in a different way then what the devs intented/what I took from it. All they meant, I think, is that they didn't put the number of resources on companions that they did in Veilguard; not because they didnt' want to make great companions, but because they weren't meant to be important for the main plot (with some notable exceptions for DAO/Inquisition). In Origins in particular, I'd say that the overall content for companion quest was quite light, even though it did have some interesting consequences for a few companions. In Veilguard, they're more integral to the main quest. I also recall that in the video interview from Game Informer the topic and their intent was clearer, so it might've been an issue related to the GI article, which didn't have the full view of that part of the interview. I think the comment about the gameplay is more questionable, as it's a very subjective matter how 'fun' the gameplay can be. Putting aside how good or bad the gameplay will end up being at release, people have different preferences in terms of gameplay. If someone heavily prefers a gameplay that isn't action-based, with full control of the party, they're clearly not going to prefer Veilguard's regardless of how fun or good it is, because it's not what they're looking for. I'm keeping an open mind on the gameplay and I can see myself ending up liking it, but it's still not what I look for generally in RPGs in terms of gameplay. I loved TW3, but the gameplay is definitely not what I look for in RPGs (aside of the fact that it wasn't that good for an action RPG). The same could happen to Veilguard's.
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Post by The Pluto Lounge on Sept 3, 2024 7:09:19 GMT
Agree wit the above, I get more of a visual novel with light customisation vibe from this game, all companions are mandatory, all will be required for certain missions, they can't permanently leave the party, they'll romance each other...defo doesn't feel like an rpg to me, hell, I'm more hyped for BG3 patch 7 & the first expansion for Diablo 4 than I am this game, hopefully BW will have reaplyability & narrative customisation in a way, but I'm not holding my breath I think light novel is a little extreme, but it does make me wonder if Veilguard is an RPG or an adventure game. In modern games, the lines between adventure games and rpg's has gotten very blurry. I won't even get into western vs Japanese rpg's as that's a whole nother can of worms. However, has there ever been an RPG in which your companions are all uncontrollable? With western rpg's, typically you define your character, however Bioware is already defining our character by making them a hero. For example, one of the reasons Patrick Weeks gave regarding not allowing Rook to use Blood Magic. "Blood Magic is unlikely (editor's note: even in future games for player characters) because we've shifted it from a power boost to really being the key to a lot of nasty stuff we aren't interested in having the heroes do." And continues with' "...it's just not a road we want the hero to walk right now." This is a huge red flag to me. Specifically, lack of Blood Magic isn't my issue, the reasoning behind it is. Especially in this day and age, why is Bioware dictating our character for us? That breaks a core RPG element. It really makes me fear for a very generic and possibly preachy adventure awaits. Frankly, I've already had writing concerns from the story scenes in the Gameplay reveal.
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Post by The Elder King on Sept 3, 2024 7:23:46 GMT
I think concerns about the story and how much freedom we’ll have in portraying Rook as we wish are more the fine, although I don’t get the part about controllable companions.
As I said earlier, I’m not a big fan of the change, but the entire Mass Effect franchise is built on not directly controlling your companions. Bethesda RPGs don’t allow you to control companions either, and The Witcher franchise don’t really have those. All of those series are RPGs, and ME and TW also have a very defined protagonist (TW especially), so I don’t get why those things (which, again, I don’t like or am concerned about), makes Veilguard an adventure game and not a RPG.
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Post by Reznore on Sept 3, 2024 7:52:18 GMT
I'm sure Veilguard will be fine, not fantastic but fine. Thing is I'd have to buy a new gaming pc to play it, 1000 euro just for DATV. I know regret is the main theme of the game but I don't want it to be about my actual bank account.
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Post by Grog Muffins on Sept 3, 2024 9:05:26 GMT
I think concerns about the story and how much freedom we’ll have in portraying Rook as we wish are more the fine, although I don’t get the part about controllable companions. As I said earlier, I’m not a big fan of the change, but the entire Mass Effect franchise is built on not directly controlling your companions. Bethesda RPGs don’t allow you to control companions either, and The Witcher franchise don’t really have those. All of those series are RPGs, and ME and TW also have a very defined protagonist (TW especially), so I don’t get why those things (which, again, I don’t like or am concerned about), makes Veilguard an adventure game and not a RPG. This is interesting because I never looked at ME as an RPG first, I saw it as an action/shooter with RPG elements. You could define Shepard's background and career that gave you some different dialogue here and there and a special quest in the first ME (nothing in the following ones except for a phone call in the Citadel DLC from your mom if you were a spacer and talked to her in ME1) but there were no character stats that would help you define your character apart from what they brought in combat. Stats were reserved for armor, weapons, and combat abilities. Everything was resolved 90% of the time through combat that had instant gratification of set up + detonation, with only the remainder 10% being Paragon/Renegade options in dialogue. You didn't have different routes of getting into an area based on your personal stats or background or based on the squad you had with you, the missions were short and resolved in around 30 minutes, the only longer ones being the final missions of each game, the flow of the story itself felt very fast paced. Contrasting, DA to me was a classic RPG that had some action elements that become more prominent as time went on. It was slower paced, combat gave you the ability to see the entire playing field and have a godlike view and control that wasn't restricted by what your character or companions could see, you explored more, you spoke with your companions more, they spoke to each other more while you were out and about, you had character stats and non-combat abilities that allowed you a lot more control over your character than you had over Shepard, the main missions felt like they naturally progressed into the next based on what you learned each time, companions piped in at different points and could actually help you in progression beyond combat (Sten and his cookies getting into the Circle Tower, Varric bullshitting our way out of combat when saving Feynriel, Solas convincing the elven healer in Redcliffe to help the refugees), your own background influenced how you were seen by others (the Dalish in the Brecillian Forest weren't instantly hostile if you were an elf, the mage lady that was with the Hinterlands refugees in DAI joining the Inquisition if you were a human mage).
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Post by The Elder King on Sept 3, 2024 9:25:51 GMT
I think concerns about the story and how much freedom we’ll have in portraying Rook as we wish are more the fine, although I don’t get the part about controllable companions. As I said earlier, I’m not a big fan of the change, but the entire Mass Effect franchise is built on not directly controlling your companions. Bethesda RPGs don’t allow you to control companions either, and The Witcher franchise don’t really have those. All of those series are RPGs, and ME and TW also have a very defined protagonist (TW especially), so I don’t get why those things (which, again, I don’t like or am concerned about), makes Veilguard an adventure game and not a RPG. This is interesting because I never looked at ME as an RPG first, I saw it as an action/shooter with RPG elements. You could define Shepard's background and career that gave you some different dialogue here and there and a special quest in the first ME (nothing in the following ones except for a phone call in the Citadel DLC from your mom if you were a spacer and talked to her in ME1) but there were no character stats that would help you define your character apart from what they brought in combat. Stats were reserved for armor, weapons, and combat abilities. Everything was resolved 90% of the time through combat that had instant gratification of set up + detonation, with only the remainder 10% being Paragon/Renegade options in dialogue. You didn't have different routes of getting into an area based on your personal stats or background or based on the squad you had with you, the missions were short and resolved in around 30 minutes, the only longer ones being the final missions of each game, the flow of the story itself felt very fast paced. Contrasting, DA to me was a classic RPG that had some action elements that become more prominent as time went on. It was slower paced, combat gave you the ability to see the entire playing field and have a godlike view and control that wasn't restricted by what your character or companions could see, you explored more, you spoke with your companions more, they spoke to each other more while you were out and about, you had character stats and non-combat abilities that allowed you a lot more control over your character than you had over Shepard, the main missions felt like they naturally progressed into the next based on what you learned each time, companions piped in at different points and could actually help you in progression beyond combat (Sten and his cookies getting into the Circle Tower, Varric bullshitting our way out of combat when saving Feynriel, Solas convincing the elven healer in Redcliffe to help the refugees), your own background influenced how you were seen by others (the Dalish in the Brecillian Forest weren't instantly hostile if you were an elf, the mage lady that was with the Hinterlands refugees in DAI joining the Inquisition if you were a human mage). The definition of an RPG is indeed a subjective matter, but Mass Effect is overall considered an RPG, even if of the action RPG variety, by the community. I can see if you wouldn't consider Veilguard an RPG if you don't consider Mass Effect one, although TW and Bethesda games are also considerd RPGs and have some of the issues you elencated. I'd also say that some of the things you mention about DA were gone of diluted in DA2/Inquisition as well, especially in regards of the character's stats and non-combat abilities. And it's also fair to point out that DAO was also criticized by some RPG fans because it was a diluted version of the classical RPGs...and if one compared DAO to their previous RPGs it's not a stretch to say that DA from the start diluted or streamlined certain RPG elements of the past. Some of the things that you mention about DA might still be in Veilguard. I don't think the conversations with companions will be less then past games (indications are that there might be more interactions), they clearly stated that there'll still be some big explorable areas, and I think the faction/background will influence how you're see by others.
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Post by The Pluto Lounge on Sept 3, 2024 10:17:50 GMT
I'm in the same boat as I never looked at Mass Effect as an RPG either. It's always has been more of a shooter adventure game to me, a damn good one though and one of my all time favorites.
Regarding Bethesda and Witcher, please correct me if I'm wrong, but those don't have traditional companions right? In my statement, I was only considering RPGs that have companions, but don't let you control them. To your point (The Elder King), yes, I would still consider Witcher (I've never played a Bethesda RPG) an RPG, but that is where the lines start to get blurry.
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Post by witchcocktor on Sept 3, 2024 18:47:43 GMT
oof, i hope all the helmets are dope and kissing animations out of this world that they needed to make qunari just humans with horns instead of modeling unique heads
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The Elder King
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Post by The Elder King on Sept 3, 2024 19:09:31 GMT
oof, i hope all the helmets are dope and kissing animations out of this world that they needed to make qunari just humans with horns instead of modeling unique heads They already confirmed qunari don't wear helmets. I don't think the kissing animations is the reason behind this, but I'd have given them one distinctive facial feature. Even if the CC might help in making a more distinctive qunari from humans, I do fear about the ones we'll encounter in the game.
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