Fun Stuff > CLIKC
Dragon Age 2: Fuckin' Bitches, Stabbin' Dragons
Johnny C:
"the perfect font for this image about how rpgs have been dumbed down is comic sans"
Alex C:
Yeah, shoulda used Helvetica for the first one so they could at least claim it was intentional.
Johnny C:
have i mentioned how pissed off i was when i found out i couldn't do the blood smear on my custom guy's nose. i was pretty pissed off
KvP:
I think the savegame editor hacker dude figured out a way to at least customize the default face to some extent. I can try and track it down if you like. If you feel like going through the game again.
KvP:
Meanwhile, the 360 version got bumped up to a 79 on Metacritic, one point above Shadows of Undrentide, which takes it out of the running for least well-received Bio product (though in SoU's defense, it was essentially an xpac that an outside company royally fucked up and Bioware admirably turned around in short order).
An interview with DA2's lead level designer gosts published. It apparently wasn't from a gaming site, so the questions were surprisingly hardball:
--- Quote from: Yaron Jacobs Interview ---Q: It seems DA2 abandons the free origin choice and its predecessor's variety of powers in favor of a defined and dubbed main character. What was the thought line behind this change?
A: In this game we wanted to tell a specific story, more personal. A talking hero is a very strong thing and so is a specific man with a history and family of his own. This is a different approach which meant we had to give up the freedom of the character designs. The team believes that overall this approach is better and developes the genre towards more interesting directions.
...
Q: Kirkwall is a very small area compared to vast Ferelden we could play during the first game. Have you prefferd giving the city more depth over creating more places where you can hang around? Can you give an example?
A: This time we tried a different approach - enable the players to investigate only one main area, which has more depth and responsiveness. You can compare it to GTA game, where you are always in the same city, or maybe even compare it to Assassin's Creed to a certain degree.
Q: Why are the city's streets not as crowded as one can expect from a city as congested as Kirkwall? Is it due to technical limitations?
A: Yes, this is completely due to technical limitation. We had more people crowding the streets in early stages of development but we had to cut the number to be able to cope with the limitations of game consoles and low-end computers.
Q: Could prolonging development time for the game result in a better variety within the city itself and avoiding reused areas, as seen in the game?
A: Obviously, more time would enable more areas and bigger variation. Honestly, we did not expect this to be such a big deal, but it seems the subject gave rise to a significant number of complaints by both critics and players alike. We listen to the reviews and we will try to address the issue in future games.
...
Q: Does every battle consist of enemy waves? What is your answer for all those people that claim the lack of ability to know the number of waves and where they will pop up causes a battle that consists of reactions instead of tactics and planning?
A: Part of the tactical game is adapting to changes. The waves might feel different, but this is not necessarily a bad thing. I do not agree with those that think the wave pattern is terrible as of itself, but I do agree that there are things it's possible to do in order to improve the use of the waves. We can use them less often and improve the breeding mechanic, for instance. All in all I think the waves are an excellent addition to the game.
...
Q: Why is the tactical game view unavailable in this game? Is the reason technical, aesthetic or a design problem?
A: Support for upper angle of view means creating the graphics in such a way that'll enable cutting the upper parts of the geometry, when you use that option. This causes a decline in quality because it's impossible, or at least very hard, to create the same environments in this way. In short - it was a difficult decision but we believe it was right.
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Q: Blood Magic is a forbidden art in the world of DA2, but the main character uses it freely during the game against civilians and Templars. How is that logical?
A: Well, sometimes you have to give up perfect inner logic to make the game more fun. This is one of these cases. Anyway, this can be explained by the fact that the champion is someone who can do whatever he wants. No one is bold enough to lecture him about that. This is kind of like when the authorities ignore certain crimes because the criminal's aid is of great importance.
...
Q: Why is it no longer possible to manage your party's gear? Why is it that an armor worn by Hawke cannot be given to other characters?
A: There are many benefits of keeping a unique appearance for the companions: it gives them presence during cutscenes and dialogues and it's even useful during combat - they're easier to tell apart that way. I know it limits the possible customization but there are still many other elements you can upgrade such as weapons, accessories and even upgrade the main armor's stats.
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