Adhin
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Post by Adhin on Dec 2, 2016 6:55:11 GMT
I wonder which of the four dialogue types are which. I'm guessing the selected one with a head symbol is Head. 'Get over yourself' is probably Casual.Not sure about Heart and Professional. Heart could be 'None of your business' if the following line is angry/emotional, but it could also be 'I'll be honest with you' if that line is meant to be kind/heartfelt/honest. Similarly which of those lines is professional depends very much on what follows. Darn paraphrases. Edit: Big fan of the new Narrative Actions. So much better to know what the action is before taking it. I think it's "head - Heart' for the bottom, not casual. I think the more measured is the left side (Professional/Head) and the less... ehh, controlled? I figure is right side (Casual/Heart). 'Get over yourself' sounds more heart spoken then casual. Heart I figure is more hot tempered, more direct, either angrily or lovingly it's just talking with your emotions instead of your thinking box.
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AGECCR
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Post by AGECCR on Dec 2, 2016 7:00:30 GMT
Anyone else think Sara Ryder looks a little like Sarah Conner (Linda Hamilton) from Terminator?
Anyway, I love how the game looks and the dialogue system intrigues me. I'm glad it's not Para/Renegade anymore.
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Post by Fredward on Dec 2, 2016 7:04:33 GMT
Let's cut to the chase - skip option None of your business - aggressive I'll be honest - diplomatic Get over yourself - snarky
So more DA than ME. I'm not gonna complain.
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Post by Absafraginlootly on Dec 2, 2016 7:19:12 GMT
Let's cut to the chase - skip option None of your business - aggressive I'll be honest - diplomatic Get over yourself - snarky So more DA than ME. I'm not gonna complain. I don't think there's a skip option. They've told us that there are four main dialogue types: Head, Heart, Professional, and Casual.
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Post by Fredward on Dec 2, 2016 7:25:15 GMT
Let's cut to the chase - skip option None of your business - aggressive I'll be honest - diplomatic Get over yourself - snarky So more DA than ME. I'm not gonna complain. I don't think there's a skip option. They've told us that there are four main dialogue types: Head, Heart, Professional, and Casual. They don't have to be mutually exclusive, professional could double as a 'skip' option in this instance by which I mean skipping the bulk of the dialogue to get to the important/inevitable bit faster.
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Post by Absafraginlootly on Dec 2, 2016 7:32:44 GMT
I don't think there's a skip option. They've told us that there are four main dialogue types: Head, Heart, Professional, and Casual. They don't have to be mutually exclusive, professional could double as a 'skip' option in this instance by which I mean skipping the bulk of the dialogue to get to the important/inevitable bit faster. Hmm, true enough, though it wouldn't be my preference as it would mean professional got less dialogue then the other options. I'd rather a skip option appear in the middle opposite the investigate options as i really like the idea of having four main dialogues in conversations instead of three.
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Post by 10k on Dec 2, 2016 8:16:28 GMT
Haven't seen the trailer, but who is the chick in the first screen and is she a romance option? Love her hair cut.
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Post by Link"Guess"ski on Dec 2, 2016 10:44:44 GMT
Anyone else think Sara Ryder looks a little like Sarah Conner (Linda Hamilton) from Terminator? Anyway, I love how the game looks and the dialogue system intrigues me. I'm glad it's not Para/Renegade anymore. She certainly looks hispanic and she's not a girly girl or a space babe like Jane Shepard. 10k I think you're referring to a male child who's somehow become the ruler of his local joint (this is basically Eli from MGSV)
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Post by KaiserShep on Dec 2, 2016 10:49:43 GMT
Haven't seen the trailer, but who is the chick in the first screen and is she a romance option? Love her hair cut. Judging from the trailer, it's more likely we can kill her than romance her.
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Post by 10k on Dec 2, 2016 13:10:22 GMT
Haven't seen the trailer, but who is the chick in the first screen and is she a romance option? Love her hair cut. Judging from the trailer, it's more likely we can kill her than romance her. I don't know, I just watched the trailer and it seems to me that you can possibly work with her. Ryder was the one who escalated the situation. I really like the sound of Sloane Kelly's character. She was part of the alliance and served as security on the Nexus and she's a badass judging by her introduction. I think I found Jack #2. Fingers crossed she's a romance option.
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Bacus
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Post by Bacus on Dec 2, 2016 13:34:17 GMT
Same icons and dragon age inquisition, same feel as DA:I
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Arcian
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Post by Arcian on Dec 2, 2016 13:50:01 GMT
And when you select it, sis here does a nicely animated disarming Nicely animated is the last thing I would call it.
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Post by 10k on Dec 2, 2016 13:51:25 GMT
Same icons and dragon age inquisition, same feel as DA:I I'm not going to lie, when I watched the combat part it reminded me of Inquisition. The scenery is somewhat similar also.
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revanshep78
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Post by revanshep78 on Dec 2, 2016 14:24:46 GMT
I love the new dialogue mechanics. Look like you will actually mean what you say rather than being paraphrased. Hopefully Bioware has time to clean up the facial animations...
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kino
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The path up and down are one and the same.
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Post by kino on Dec 2, 2016 17:04:41 GMT
I like the dialog wheel they're implementing. The icons give you some idea of how you want your character to react to a situation.
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Post by Deleted on Dec 2, 2016 17:10:03 GMT
To be honest, I've always had difficulties to interpret what some of the dialogue icons mean, but maybe it's just me. Like this one, the spiral inside the head. I would interpret it to be "confused". But it's not, I guess?
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Post by jackievakarian on Dec 2, 2016 17:21:12 GMT
The dialogue mechanics look fucking cool.
I'm going to be a snarky and blunt bastard with a heart of gold. Like in real life.
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Post by saberchic on Dec 2, 2016 17:38:26 GMT
So far I like that there seem to be more options for dialogue. It appears like that conversation can go really different ways, but it was too edited to really tell for sure. I'm also holding my breath to see how much of it is that god awful auto-dialogue.
Also, I really really like the new narrative interrupt. The interrupts in the previous games were a nice addition, but I hated that I never knew what I was going to do. I just wish the interrupt stood out more.
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Post by Fluffy on Dec 2, 2016 17:40:00 GMT
To be honest, I've always had difficulties to interpret what some of the dialogue icons mean, but maybe it's just me. Like this one, the spiral inside the head. I would interpret it to be "confused". But it's not, I guess? I'm guessing since the conversation is parted into four options: head, heart, professional and casual, this icon would mean head. But even to me it looks more "confused".
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Post by Cyonan on Dec 2, 2016 17:51:22 GMT
I expected the dialogue wheel to make a return with the tone icons. Honestly I think under the system of having fully voiced protagonists as they have been doing for years now it's better just to include a tone indicator so you know what tone the character is going to deliver that line in.
It's nice that they include a bit of text to tell you what the interrupt is going to do, as well as opposed to you having to guess based on what the screen is showing you at the time like in previous games.
I for one also like the move away from Paragon/Renegade since black and white morality never felt realistic, and it caused a number of issues with feeling punished for not playing a character fully one or the other.
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fantasticfantasy
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Post by fantasticfantasy on Dec 2, 2016 18:05:23 GMT
Liking what I'm seeing, especially 'Narrative action'. Now I know what my interrupt is going to do! The amount of times I had to reload a level because my renegade interrupt did something I didn't like.
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Post by Link"Guess"ski on Dec 2, 2016 18:13:03 GMT
I expected the dialogue wheel to make a return with the tone icons. Honestly I think under the system of having fully voiced protagonists as they have been doing for years now it's better just to include a tone indicator so you know what tone the character is going to deliver that line in. It's nice that they include a bit of text to tell you what the interrupt is going to do, as well as opposed to you having to guess based on what the screen is showing you at the time like in previous games. I for one also like the move away from Paragon/Renegade since black and white morality never felt realistic, and it caused a number of issues with feeling punished for not playing a character fully one or the other. I'm still torn but ultimately okay with the omission of this feature. I liked the reward of getting the light blue or red dialogue options in ME1 for having developed myself as a good/bad guy. I just think they could've played more with it, but ultimately I guess it's better to remove it and let us decide whether we consider options good or bad morally than having the system define it for us. I just liked it as gamification I guess, especially in ME1 because you had to develop it in your talent tree after unlocking it by committing to good-guy points. It also makes sense to me, that the more you practice self-sacrifitial and responsible manner, the better you get at it and the more willpower you'll have to make the ultimate paragon decisions, but in the end that's a bunch of fluff. Any intelligent person should be able to vary how they react to surroundings on a whim like when we get all-unlocked tone--icons for all conversations. Just, please make the actual choices we get interesting then...
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Post by colfoley on Dec 2, 2016 18:44:01 GMT
I liked what was shown in this department, Expecially four options in a single dialogue. Hopefully most dialogues will have that many options (obviously not considering the investigate option). On the flipside, Ryder talked A LOT during gameplay in this footage, and I'm having the feeling that it's ME3-esque autodialogue but slightly less maybe and then whenever we get choices we at least get a good bunch to choose from to feel like part of the world. Patrick Weekes said the autodialogue in ME3 was a design choice due to bigger cinematic moments amongst other things. Mac pushed personally for Action Mode (he designed its principles) and well, he's creative director on this, so go figure. It's "our Ryder" but it's not ours in the sense you may think, just like Shepard in ME3. I honestly don't mind this if they're going for authored characters where the personalities are predefined but we shape their choices and actions from a set of rational decisions. I'll always miss making my own character personality whenever it's not there, but given that we have two characters to play as over two playtrhoughs I wouldn't mind a bigger differentiation between male and female and then making choices based on... well, choices, rather than character for this particular game. I'm sure the next Dragon Age will let us pick our own player-authored character again. EDIT: Sorry, I must stop double-posting myself so often. the thing of the matter is from an rpg perspective most of the auto dialogue in previous games, me 3 or dai was random bookkeeping stuff,or typical filler to get us to the next stuff. Not stuff That really shapes character. Granted there were a few exceptions.
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Post by Deleted on Dec 2, 2016 18:44:14 GMT
Some spitballing on the facial animations ...
Sara's expression in the disarm scene is kinda goofy. But PB's expression in the E3 clip was kinda goofy. Which elicited a lot of the "OMG" response to our illustrious Hamburgler's appearance. Later shots of PB don't look goofy.
Maybe the same with Sara, since in other screen shots (limited though they may be), Sara's face didn't have that goofy appearance. I'm guessing we'll see upgrades to the facial expressions, so that what we saw from the awards show clip won't end up being representative.
Reference to Linda Hamilton in Terminator ... yeah, I see that too ... which is a good thing, IMO.
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ssanyesz
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Post by ssanyesz on Dec 2, 2016 21:15:07 GMT
I liked the blue theme better, it was more Mass Effect-ish. What i don't like is that they took DAI's tone icon and copy-pasted here, they didn't even bother to change it to match Mass Effect's style/theme. I liked everything else so far, interrupts with timers are a nice addition. BTW Ryder somewhat reminded me of snarky-Hawk, and that is a good thing
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