pixiqui
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights
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Post by pixiqui on Dec 10, 2016 18:08:51 GMT
I think i remember reading shinobi062 saying somewhere that the dai like camera will be in andromeda but less than it was in inquistion. I personally hated the camera in Inquisition, one of my biggest problems with the game actually, it just felt so impersonal and unimmersive and worst of all was that your companions and npcs would constantly bump into you and each other or kept walking back and forth in the background. Somethmes they would make my inquistior glitch out by bumping into them and they would stand on top of chairs and other stuff in the area it was a mess and really got irritating after a while and again runied the immersion for me. I dont mind if they do an improved version of the dai camera for shops and merchants or repeatable quests because i dont feel like cutscenes are necessary for those at least not after the first time we talk to them or unless there is a side quest involving them. Otherwise, it can get annoying hearing the same dialouge and cutscenes over and over again like in fallout. But for overall missions and side quests i definitely want the cinematic camera to return.
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Shaftell
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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Post by Shaftell on Dec 10, 2016 21:00:25 GMT
I hated the noncinematic scenes in ME3 and hated them even more in DAI. I can see their necessity due to budget or for dialogue during a fight or some form of action, but overall I loathed them. I did, however, like the banter between companions and the Inquisitor when s/he got to respond. Oh it was really bad in ME3. Just walking through the hospital ward, hearing banter, then having the quest updated prompt pop up on your screen.
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Blueblood
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by Blueblood on Dec 11, 2016 21:16:59 GMT
I can be quite fidgety during conversations in games. In fallout 4 I'd exit cinematic mode and run circles around the people talking or finish looting the room I was in, forgetting that I was in the middle of a heart to heart with my companion until they asked me if I was high or something, then quickly run over and say "yes yes blah blah I'm a great friend now shut up there's some tin cans over there with my name on them" that was a great system in fallout 4 btw, it was wonderful. First person helps in conversations if the conversations aren't cinematic. In da:I obviously it's third person and mainly non cinematic and so I found myself constantly fidgeting with the camera, making it zoom around the characters, there wasn't much outlet for me. And of course there was no close up to sedate me?
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Post by garrusfan1 on Dec 11, 2016 21:24:52 GMT
It doesn't have to be state of the art graphics for everyone of them but a cut scene would be better
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linkenski
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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Post by Link"Guess"ski on Dec 11, 2016 21:53:23 GMT
I hated the noncinematic scenes in ME3 and hated them even more in DAI. I can see their necessity due to budget or for dialogue during a fight or some form of action, but overall I loathed them. I did, however, like the banter between companions and the Inquisitor when s/he got to respond. Oh it was really bad in ME3. Just walking through the hospital ward, hearing banter, then having the quest updated prompt pop up on your screen. BioWare's games have been full of this type of badness lately. I think there are so many instances where I'm playing a BioWare game and something happens, which the characters either comment on or triggers some kind of GUI-element and you're like "Wait, what? What just happened?" I hated the Gears of War-esque "Press button to look at important stuff" thingy in ME3 but in hindsight that's actually a good design to circumvent most of these issues. Off the top of my hat there's: Some time-warping rift in DA:I that makes Cassandra go "That rift appeared to change the flow of time!" and aside from a few details you really don't notice anything special about it. I felt this was the perfect place to have a cutscene to get the point across, but no. "Emergent narrative, such good". When you enter a certain room in the Mages questline a dialogue prompt suddenly pops up giving you the option to grieve over Connor, and there's literally nothing happening in the room you're in. Same thing, if there's important stuff going on we have to see to get the drama, show it to us and take our freedom away for 1-2 seconds. It shouldn't be that hard. When you talk to Cullen a text-prompt suddenly opens describing something completely irrelevant between two dialogue options. In ME3 there's the fetch-missions and then there is a lot of banter to create atmosphere which overlaps the subtitles so you can't follow any of them. Just little things like that... so annoying.
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NO ONE lies to The Meat Man!
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jobacnoor
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire
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Post by Babar Guy on Dec 12, 2016 10:11:31 GMT
I sure hope that dialogue will mostly be done more like the traditional close ups of Ryder and whoever we're talking to. It doesn't need to be some super complicated cutscene, but the DAI camera just made most of the side content feel disconnected and I have a hard time caring about the more minor quests and NPC's because of it. Or even remembering anything about minor NPC's and quests. Doubly so for the quests where you find some item on the ground, get a pop-up of text and that launches the quest.
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Post by Deleted on Dec 12, 2016 14:06:33 GMT
I am okay with scenery dialogues being low key, no cutscenes, while the big important conversations getting the huge and cool cinematics. Without having to load everything as a cutscene, imo the scenery banter can be livelier, and with more dialogue and options, and that would be cool. I like the pass-by chatter, and I like it how you can stick your nose into a scenery conversation and resolve the matter in favor of one participant or another in ME3. ALl and all, I love scenery stuff a lot, and would sort of want it to remain 'scenery'...
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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Post by Link"Guess"ski on Dec 12, 2016 15:51:23 GMT
Nah, the problem I have with that split between cinematics and non-cinematics is that I sometimes felt DA:I was a 2-in-1 kind of game. You had your Bethesda wannabe open-world exploration game with bad quests and static environments and static conversations and then you had the BioWare game with a very short and too linear main plot and cinematics and I guess the companion content is an even split between those two. It felt like two games in one to me and the game lacked focus because of it.
I guess, to be fair, I'm still happy that the main critical path felt more important than the other content (despite spending only a third of the time on it) as opposed to the main quest just feeling like another side-quest in Skyrim. I'd rather just have a really good main path with smaller open-area enviornments within and branching paths like ME1/DA:O/Witcher3 style where each main story area is semi-open and allows for various story-outcomes. Basically that's what bothered me about DA:I and what they're saying about ME:A. The open-world areas could've each been main mission areas you had to beat the main questlines within to beat the game, and doing so would contribute to the development of the main story, but instead it's just all optional and unimportant. It can expand and deepen your understanding of the main narrative by learning about the Venatori, Red Templars and stuff, but it never develops the main arc, neither the antagonist nor protagonist. It's all segregated between "optional (50~ hours)/Companions (10~hours)/Critical path (10 hours~)", which makes it lame.
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