As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

Dragon Age 2 - [PLEASE POST IN NEW THREAD]

1474850525361

Posts

  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Except the problem was that the tactical camera in DAO was already too tight. And now it's even closer, and at an angle?

    Spoit on
    steam_sig.png
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited August 2010
    Spoit wrote: »
    I just hope that the unreliable narrator stuff doesn't just mean varying levels of over-the-top-ness.
    The more I think about it, the more I totally hope it does. If there was ever a place for Bioware to cut loose, it would be much less out of place here than in The Dark Second Act, as amusing as some of the tangents in ME2 may have been.

    Plus, when you have that kind of ludicrous fantasy fantasy, you have the ability to make fantasy reality that much heavier by comparison.

    Monger on
  • MaverikkMaverikk Registered User regular
    edited August 2010
    Spoit wrote: »
    Maverikk wrote: »
    Spoit wrote: »
    Still not convinced, need gameplay videos

    I don't want to see videos of that alpha-coded abomination. I think I would puke. Maybe later on, if it has more shine.

    If it's good enough to be put out for public demos...

    Maybe the new kinky thing to do is to watch the alpha build. Like it's the new scat, or something.

    Two Dragon Ages, One Cup.

    I am slightly optimistic, though. Starcraft looked horrendous before it came out, and hey, at least Bioware isn't going the low-brow route and doctoring screen-shots. Not yet, anyway.

    Maverikk on
  • FireflashFireflash Montreal, QCRegistered User regular
    edited August 2010
    Spoit wrote: »
    Maverikk wrote: »
    Spoit wrote: »
    Still not convinced, need gameplay videos

    I don't want to see videos of that alpha-coded abomination. I think I would puke. Maybe later on, if it has more shine.

    If it's good enough to be put out for public demos...

    Showing the game to journalists is hardly a public demo. A journalist will ignore the bugs and unpolished content when writing his review. Game devs usually don't show game content to the public unless it can look like it could be a finished product.

    Fireflash on
    PSN: PatParadize
    Battle.net: Fireflash#1425
    Steam Friend code: 45386507
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    No, it was on display at the EA thing during comic-con, at the hotel across the street. If it was like last year, you didn't even need a badge to get in to see it.

    A bit longer preview:
    http://www.gamesradar.com/pc/dragon-age-2/preview/dragon-age-ii-hands-on/a-20100817181710168083/g-2010070893233136058
    I'm still skeptical about the new camera. Top down was really the only way to accurately aim spells and backstabs. Especially cones. Angled is fine, if you're playing with no FF, but when you need to get an enemy that's in melee with your other guys?

    Spoit on
    steam_sig.png
  • finnithfinnith ... TorontoRegistered User regular
    edited August 2010
    Angled could mean anything. Do we have any screenshots showing the PC version's camera?

    finnith on
    Bnet: CavilatRest#1874
    Steam: CavilatRest
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Nope, we have next to no real gameplay shots or footage, much less PC shots. But all the previews that actually talk about the PC version keep saying that it's closer, and at a lower angle. Both of which were already a bit limiting in DAO

    Spoit on
    steam_sig.png
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited August 2010
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.

    Monger on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Monger wrote: »
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.
    You know, while I'm not really convinced with the art direction, the idea is fine. Especially with the cinematic direction in conversations, where they focused so tight on the sub-par texturing and modeling on NPCs, while the background was significantly more detailed. Admittedly, this was far less of a problem in DAO than ME, since they had PC level textures, but more importantly had the PC generated at the same LOD as the NPCs, so it was less noticable.

    Spoit on
    steam_sig.png
  • vsovevsove ....also yes. Registered User regular
    edited August 2010
    Monger wrote: »
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.

    I'd say that the idea of the quote is applicable more towards the kinds of games we're making - in a game like STALKER, the environment is just as much a character as anyone you meet - hell, it's probably more of one than most of the people. In a game where conversations and character development plays such an important part, you can relegate the environment to the background in a way that Half-Life, STALKER, or any of the Team Ico games wouldn't work well with.

    vsove on
    WATCH THIS SPACE.
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited August 2010
    Am I the only PC player of Dragon Age who never used the tactical camera?

    I want to see all the art and graphics and stuff for the environments that they worked so hard to make

    I don't want to stare at the floor like it's 1998 again

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • EgosEgos Registered User regular
    edited August 2010
    Olivaw wrote: »
    Am I the only PC player of Dragon Age who never used the tactical camera?

    I want to see all the art and graphics and stuff for the environments that they worked so hard to make

    I don't want to stare at the floor like it's 1998 again

    I used the tactical camera and then zoomed in and took screenshots of glorious CARNAGE!

    Egos on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    I actually played most of it in OTS, but it's freaking impossible to flank, much less aim an AOE effectively without it being all the way top-down

    Spoit on
    steam_sig.png
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited August 2010
    vsove wrote: »
    Monger wrote: »
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.

    I'd say that the idea of the quote is applicable more towards the kinds of games we're making - in a game like STALKER, the environment is just as much a character as anyone you meet - hell, it's probably more of one than most of the people. In a game where conversations and character development plays such an important part, you can relegate the environment to the background in a way that Half-Life, STALKER, or any of the Team Ico games wouldn't work well with.
    Still disagree, especially for a fantasy game. The environment lends tone and, more importantly, context. When you see the world the characters inhabit, you can instantly get a feel for how it influences those characters, even if not consciously. Architecture and such can say a lot about how a society functions, and without the need for a codex to try to stumble around explaining it. It's more directly engaging. There were a lot of places in Origins where there was heavy lore (and often interesting lore) that could've been integrated visually or interactively, but instead was relegated to a huge encyclopedia that 90% of the playerbase will never dig into, and without that context it can be more difficult to become immersed in and understanding of how characters present themselves. It's actually something that Mass Effect (the second more than the first) does pretty well on the whole, but Dragon Age didn't so much. Explanatory text boxes should be illegal, is what I'm saying.

    A lot of that may or may not be feasible for the type of game you're making here, but it's a matter of it not being feasible rather than it not being important.

    Monger on
  • Mild ConfusionMild Confusion Smash All Things Registered User regular
    edited August 2010
    Olivaw wrote: »
    Am I the only PC player of Dragon Age who never used the tactical camera?

    I want to see all the art and graphics and stuff for the environments that they worked so hard to make

    I don't want to stare at the floor like it's 1998 again

    No, you are not alone. I've beaten it on nightmare and rarely used the tactical view. I think I might have used it twice, but only to look around corners, never really in a fight.

    Mild Confusion on
    steam_sig.png

    Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Monger wrote: »
    vsove wrote: »
    Monger wrote: »
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.

    I'd say that the idea of the quote is applicable more towards the kinds of games we're making - in a game like STALKER, the environment is just as much a character as anyone you meet - hell, it's probably more of one than most of the people. In a game where conversations and character development plays such an important part, you can relegate the environment to the background in a way that Half-Life, STALKER, or any of the Team Ico games wouldn't work well with.
    Still disagree, especially for a fantasy game. The environment lends tone and, more importantly, context. When you see the world the characters inhabit, you can instantly get a feel for how it influences those characters, even if not consciously. Architecture and such can say a lot about how a society functions, and without the need for a codex to try to stumble around explaining it. It's more directly engaging. There were a lot of places in Origins where there was heavy lore (and often interesting lore) that could've been integrated visually or interactively, but instead was relegated to a huge encyclopedia that 90% of the playerbase will never dig into, and without that context it can be more difficult to become immersed in and understanding of how characters present themselves. It's actually something that Mass Effect (the second more than the first) does pretty well on the whole, but Dragon Age didn't so much. Explanatory text boxes should be illegal, is what I'm saying.

    A lot of that may or may not be feasible for the type of game you're making here, but it's a matter of it not being feasible rather than it not being important.
    Yeah, I really wish everyone wasn't so afraid of textboxes. A paragraph of descriptive text is worth manweeks of art design.

    Spoit on
    steam_sig.png
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited August 2010
    Spoit wrote: »
    Monger wrote: »
    vsove wrote: »
    Monger wrote: »
    They’re focusing their attention on really highly detailed environments. But at the end of the day, environments don’t tell story.
    You know, as a big fan of games from people like Valve, Irrational and Team Ico, this is a very disappointing sentiment. I think the environment is, if anything, the most important narrative element in the medium.

    I'd say that the idea of the quote is applicable more towards the kinds of games we're making - in a game like STALKER, the environment is just as much a character as anyone you meet - hell, it's probably more of one than most of the people. In a game where conversations and character development plays such an important part, you can relegate the environment to the background in a way that Half-Life, STALKER, or any of the Team Ico games wouldn't work well with.
    Still disagree, especially for a fantasy game. The environment lends tone and, more importantly, context. When you see the world the characters inhabit, you can instantly get a feel for how it influences those characters, even if not consciously. Architecture and such can say a lot about how a society functions, and without the need for a codex to try to stumble around explaining it. It's more directly engaging. There were a lot of places in Origins where there was heavy lore (and often interesting lore) that could've been integrated visually or interactively, but instead was relegated to a huge encyclopedia that 90% of the playerbase will never dig into, and without that context it can be more difficult to become immersed in and understanding of how characters present themselves. It's actually something that Mass Effect (the second more than the first) does pretty well on the whole, but Dragon Age didn't so much. Explanatory text boxes should be illegal, is what I'm saying.

    A lot of that may or may not be feasible for the type of game you're making here, but it's a matter of it not being feasible rather than it not being important.
    Yeah, I really wish everyone wasn't so afraid of textboxes. A paragraph of descriptive text is worth manweeks of art design.

    That's... actually not true at all

    Not in any way

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    OK, maybe not weeks, but days certainly.

    Spoit on
    steam_sig.png
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited August 2010
    Spoit wrote: »
    OK, maybe not weeks, but days certainly.
    In the form of a band-aid, sure.

    In the form of skin that was not cut in the first place? Not really.

    Monger on
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited August 2010
    If you are not doing everything possible to convey as much information as possible visually, in a visual medium like comics, film, or video games, you are not doing it right

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Side question: what's your opinion on the death gibs in FO3 compared to text deaths in the first 2?

    Spoit on
    steam_sig.png
  • vsovevsove ....also yes. Registered User regular
    edited August 2010
    Olivaw wrote: »
    If you are not doing everything possible to convey as much information as possible visually, in a visual medium like comics, film, or video games, you are not doing it right

    This is true to a degree - in a visual medium, showing is always better than telling (hell, this is true of books too, though in a different way). But there comes a point where you have to decide what you can feasibly show in a game while still operating within certain budgetary and time restrictions. Would we love to show you everything in the codex visually so you can get the information as you run around the world? Certainly! Is that feasible for a game the length of the ones we make? Not unless you're looking to double the art team and spend another year and a half in production.

    It's really hard to understand how much work goes into the environmental art of a game until you've worked on one. And I'm not saying this to be condescending - I mean I literally had no idea until I started as a Cinematic Designer, and I'd been working in the industry for two and a half years prior to that. It is a lot of work, and eventually you have to decide what's a high priority and what isn't.

    vsove on
    WATCH THIS SPACE.
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited August 2010
    Almost as funny

    If I could just target people in their junk it would be perfect

    As it is, I've had eyeballs fly out of people's skulls and right by the camera in slow motion

    I'd say that's about equal

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    vsove wrote: »
    Olivaw wrote: »
    If you are not doing everything possible to convey as much information as possible visually, in a visual medium like comics, film, or video games, you are not doing it right

    This is true to a degree - in a visual medium, showing is always better than telling (hell, this is true of books too, though in a different way). But there comes a point where you have to decide what you can feasibly show in a game while still operating within certain budgetary and time restrictions. Would we love to show you everything in the codex visually so you can get the information as you run around the world? Certainly! Is that feasible for a game the length of the ones we make? Not unless you're looking to double the art team and spend another year and a half in production.

    It's really hard to understand how much work goes into the environmental art of a game until you've worked on one. And I'm not saying this to be condescending - I mean I literally had no idea until I started as a Cinematic Designer, and I'd been working in the industry for two and a half years prior to that. It is a lot of work, and eventually you have to decide what's a high priority and what isn't.

    And bringing it back full circle, if you're going to be making a cinematic game, it's a better use of resources to spend it on characters than the environment. Especially if you're going to be zooming really close on them in conversations

    Spoit on
    steam_sig.png
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited August 2010
    vsove wrote: »
    Olivaw wrote: »
    If you are not doing everything possible to convey as much information as possible visually, in a visual medium like comics, film, or video games, you are not doing it right

    This is true to a degree - in a visual medium, showing is always better than telling (hell, this is true of books too, though in a different way). But there comes a point where you have to decide what you can feasibly show in a game while still operating within certain budgetary and time restrictions. Would we love to show you everything in the codex visually so you can get the information as you run around the world? Certainly! Is that feasible for a game the length of the ones we make? Not unless you're looking to double the art team and spend another year and a half in production.

    It's really hard to understand how much work goes into the environmental art of a game until you've worked on one. And I'm not saying this to be condescending - I mean I literally had no idea until I started as a Cinematic Designer, and I'd been working in the industry for two and a half years prior to that. It is a lot of work, and eventually you have to decide what's a high priority and what isn't.

    Oh yeah, I totally understand that

    But that's the dark side of the Codex, as an idea

    It allows you to convey information in a detailed, informative way without having to have the game straight up stop and explain shit to you that really you should already know as a resident of this world

    But on the other hand, it allows you to convey a shitload of information in text without having to go through the time and effort to texture and model and animate and do a whole bunch of shit to convey that through the game world

    So far you guys have done a good job of not making the Codex required reading and conveying all the important bits through the world and the narrative naturally, but it's a very delicate balance

    A lesser developer might give in to temptation after a while

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • EgosEgos Registered User regular
    edited August 2010
    You know what people are really going to hate, don't read unless you've beaten the game,
    is when Hawke awakens the nameless Undead Hero! Will Leliana ever be able to reawaken the spark within the bones of our beloved Grey Warden?

    Egos on
  • JavenJaven Registered User regular
    edited August 2010
    Honestly I'd prefer an enourmous in-game codex to comics and novels and shit that you have to buy separate :(

    Javen on
  • KrathoonKrathoon Registered User regular
    edited August 2010
    I wonder how they would bring Flemeth back. Will she coalesce or snag another body?

    Krathoon on
  • EgosEgos Registered User regular
    edited August 2010
    Krathoon wrote: »
    I wonder how they would bring Flemeth back. Will she coalesce or snag another body?

    She wasn't quite dead.

    Egos on
  • CherrnCherrn Registered User regular
    edited August 2010
    Knowing (modern) Bioware, she'll probably be a sexy new love interest.

    Cherrn on
    All creature will die and all the things will be broken. That's the law of samurai.
  • JavenJaven Registered User regular
    edited August 2010
    If they decide to go with a new protagonist, I'd really rather they stick with that and decide to focus more on introducing new characters instead of bringing back old ones.

    Javen on
  • EgosEgos Registered User regular
    edited August 2010
    Cherrn wrote: »
    Knowing (modern) Bioware, she'll probably be a sexy new love interest.

    You have seen the new pictures , haven't you? :winky:

    Egos on
  • JavenJaven Registered User regular
    edited August 2010
    Though, do we have any word on how much the decisions we made in Origins will influence the other games? A lot? Not at all?

    Javen on
  • DodgeBlanDodgeBlan PSN: dodgeblanRegistered User regular
    edited August 2010
    I really don't like the codex. It is an incredibly bad way to create depth. Compare it to Starcraft 2- which has a lot of fluff text too. Not as much as DA:O obviously, but every bit of fluff text has some cool graphic or animation attached to it. I'm much more inclined to read some background text if there is a model of a giant mech with whirring gattling guns in the background.

    If you can't afford to animate a model just to stand in the background, then an awesome picture would suffice.

    DodgeBlan on
    Read my blog about AMERICA and THE BAY AREA

    https://medium.com/@alascii
  • EgosEgos Registered User regular
    edited August 2010
    DodgeBlan wrote: »
    I really don't like the codex. It is an incredibly bad way to create depth. Compare it to Starcraft 2- which has a lot of fluff text too. Not as much as DA:O obviously, but every bit of fluff text has some cool graphic or animation attached to it. I'm much more inclined to read some background text if there is a model of a giant mech with whirring gattling guns in the background.

    If you can't afford to animate a model just to stand in the background, then an awesome picture would suffice.

    Narrations can help quite a bit for those of us who are illiterate lazy bastards :)

    Especially if they are read by someone with a sexy Vincent Price-ian voice.

    Egos on
  • Bacon-BuTTyBacon-BuTTy Registered User regular
    edited August 2010
    DodgeBlan wrote: »
    I really don't like the codex. It is an incredibly bad way to create depth. Compare it to Starcraft 2- which has a lot of fluff text too. Not as much as DA:O obviously, but every bit of fluff text has some cool graphic or animation attached to it. I'm much more inclined to read some background text if there is a model of a giant mech with whirring gattling guns in the background.

    If you can't afford to animate a model just to stand in the background, then an awesome picture would suffice.

    See, I wasn't a big fan of the codex either, but I was glad it was there, because if I wanted to know something about something, I could look it up in the codex. And shit - a lot of god-damn work went into that codex, even if it doesn't have 'awesome pictures' or mechs whirring gattling guns.

    But the best feature about the codex is that you can totally choose to just not look at it.

    Bacon-BuTTy on
    Automasig.jpg
  • EgosEgos Registered User regular
    edited August 2010
    I remember the main codex entry I was interested in was the Brood Mother, because that was some disturbing.....yeah

    Egos on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited August 2010
    Javen wrote: »
    If they decide to go with a new protagonist, I'd really rather they stick with that and decide to focus more on introducing new characters instead of bringing back old ones.

    I'd take it a step further and wish that they'd just make a clean break with each game, and simplify the C&C to be self contained, rather than accumulating a bunch of baggage with each new game

    Spoit on
    steam_sig.png
  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited August 2010
    Spoit wrote: »
    Javen wrote: »
    If they decide to go with a new protagonist, I'd really rather they stick with that and decide to focus more on introducing new characters instead of bringing back old ones.

    I'd take it a step further and wish that they'd just make a clean break with each game, and simplify the C&C to be self contained, rather than accumulating a bunch of baggage with each new game

    Yes. Yes.

    I want to focus as little as possible on Origins and the occurences therein in Dragon Age 2, personally.

    Fiaryn on
    Soul Silver FC: 1935 3141 6240
    White FC: 0819 3350 1787
  • -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited August 2010
    Egos wrote: »
    I remember the main codex entry I was interested in was the Brood Mother, because that was some disturbing.....yeah

    Man, when I was slowly finding out about the Brood mothers, it was like

    :?::xo_OD:

    -Loki- on
Sign In or Register to comment.