Dragon Age 2

Nos hemos mudado a http://www.mediavida.com/foro/7/dragon-age-2-tema-lanzamiento-410353

EJ_Bullseye

#240 En Awakening teníamos las misiones de coña de los güerfanos de la ruina, que la verdad es que yo me eché mis risas.

A

#241 Pero si esas misiones eran lo mismo que todas las demás, busca vino deja unas rosas en tal sitio. Etc.

B

Copio y pego dos tochos de NeoGAF que, entre otras cosas, fixean algunas de las metidas de pata de IGN. Recomendada lectura para los que estén cabreado con el juego.

http://www.neogaf.com/forum/showpost.php?p=22528135&postcount=202


Dialog System:

-IGN got a whole lot of things wrong about this. While the dialog system is now in a wheel, the intention of the wheel is to retain Dragon Age's dialog system while adding voice acting. Firstly, there are up to five response slots and five investigate slots on each wheel, and none of the response types in this wheel are static. There are a lot more response types than the three IGN listed, and the idea behind the symbols is to show the intent, not the result of your actions. Since there are only five response slots and more than five symbols, the types of responses you can make in each situation change as well. To give an example of how this works, you might be talking to a bandit who stopped you on the road and have the response types of friendly, aggressive, sarcastic, and flirty. Instead of defusing the situation, choosing the friendly option might result in you getting robbed since the bandit isn't scared of you, while choosing the aggressive option might scare them away. Since there is no morality meter, there is no arbitrary penalty for choosing one option over the other. However, if you're say, talking to a ten year old boy, some of the options like flirty might disappear while others are added in.

-The other thing they wanted to do was make your personality very mutable despite having voice acting. BioWare views Shepard as having a very pre-defined personality, where he is a stoic marine no matter what type of dialog you choose. With Hawke, they implemented the intent icons so you know what your character will do when choosing a dialog option. One of the issues with Mass Effect is that choosing the paragon option might result in you punching someone in the face, which could be the exact opposite of what you intended to happen, even though it would ultimately be the paragon choice. With Dragon Age 2, only the aggressive option would result in you punching someone in the face, but the morality of that decision won't be indicated. However, since you always Hawke's intent, you can choose to make your character have the same generally friendly demeanor to both the kid picking flowers and the serial murderer if you really want to.

Combat System:

-I'm not entirely clear on what they changed for the console version of the game, so I can't really shed any light there.

-For the PC game, it largely plays the same, but so far they have announced three notable changes.

  • The first change is that they wanted to remove what they viewed as the "Dragon Age Shuffle". When playing the game near release, they started to notice several issues with their combat system, and they gave three examples of the types of issues they wanted to solve. The first is that, after shield bashing someone, it would take so long for your character to get into place to attack again that the person you shield based would already be getting up, causing you to only get one hit in before they got back up. The second is that you could get into situations where your warrior would try to attack an enemy, but that enemy would be going for you mage, and your warrior was so slow at attacking that the enemy would be able to just run on past them. Once your mage started fleeing the oncoming attacker, you would end up with a situation where the mage, the enemy, and the warrior would run around in a train chasing each other, with none of them being able to attack or use abilities fast enough to change the situation. The third they listed was that after telling your rogue to shoot someone with a critical strike arrow, your rogue with start to pull an arrow out of the quiver, but in that time, the enemy may have moved out of range, causing your rogue to move back into range and then start pulling an arrow out of the quiver again. By the time your rogue was finally ready to fire an arrow, the target might already be dead. Their solution to this was to make all the abilities much more immediate and rework the engagement system so that you don't walk around until you're facing one of the exact angles the game expects you to be in to actually attack. If you want to fire a critical arrow, your arrow will actually fire instead of having a 1+ second warm up time, and instead of spending shuffling into position, your warriors will just leap into battle and start attacking.

  • Another thing they changed was that they felt that almost all the interest of the battle system revolved around controlling your mage, so in order to try and make the other classes more interesting to use, they added combination attacks to the other classes as well. For example, sundering armor now increases the damage of backstab. Combined with the previously mentioned change, they feel that the other classes will be more interesting to play now.

  • The final change they listed was that they felt there were a lot of mage spells that were either clones of other spells, pretty much useless, or so situationally useful that they were pretty much irrelevant. So for Dragon Age 2, they lowered the total number of spells with the goal of making a larger number of useful spells, and they also added a customization system to each of the spells allowing you to make fairly large changes to the way they work over the course of the game.

Companions:

-BioWare felt that in Dragon Age 1, when talking with your companions, the game penalized you for choosing any dialog options except the one that would make their reputation go up, causing players to always choose the dialog option their companions preferred, even if it disagreed with how their character acted during the rest of the game. In order to address this, BioWare changed the dialog system so that you could have an antagonistic relationship with your companions while still unlocking bonuses and not having them abandon you solely based on their reputation. However, having an antagonistic relationship with a companion character will change their combat behavior in ways they haven't revealed yet.

-However, companion characters can still abandon you based on the actions you take.

Story Format:

-The game's lead writer has promised that there are no secret/exclusive organizations (like the Wardens, Spectres, Jedi, etc), there is no ancient evil, and that at no point do you save the world.

-The game takes place over a 10 year span of time, and it's not just a situation where "you see something happen ten years ago and then you're in the present", but rather you will continually shift in time, and they've implied that sometimes those shifts won't happen chronologically. The thing they really liked about this was that they felt it let them put the consequences of your actions directly into the game instead of just showing you a slideshow of what happened after the game had ended. So instead of hearing "and so and so has become a drunk while city x took over city y because of the things you did," after a time shift the results of your actions will actually be reflected in the game world and change the game.

-The story is actually told from the perspective of narrators in the present recalling events from Hawke's life. One of the interesting consequences of this is that the person's perception of you can effect how events unfold. For example, one of the first scenes in the game is told by someone who really thought highly of you, so when you're playing through that section, you're chopping darkspawn in half in one hit and doing all sorts of crazy things you could never actually do in reality because the person is greatly exagerating your story. Of course, this opens the possibility that if some really hated you, you might suddenly find things quite grim.

-They did remove the origin stories and the ability to change your race.

Now, I can see why some people would be upset about some of these changes. I can easily see people liking to see the exact dialog lines they're saying, being partial to origin stories and race changes, or wanting the largest number of spells possible regardless of any shortcomings to them. However, I just thought people might want to know that this isn't Mass Effect Fantasy Edition or an extremely dumbed down version of Dragon Age.[/i]


http://comic-con.gamespot.com/story/6270917/dragon-age-ii-hands-on/?tag=previews%3Btitle%3B2

BioWare has taken the ninja approach to unveiling Dragon Age II while here at Comic-Con 2010. After confirming the game's existence earlier in the month, the EA-owned developer has bypassed any elaborate press conferences or exclusive appointments in order to give anyone here at the show a chance to see--and play--a brief demo of this highly anticipated role-playing game. Having previously seen nothing more than some concept art, we jumped at the chance to wait in line and see what BioWare's been up to since the first game arrived last November.

After letting in a group of fans, lead designer Mike Laidlaw took a few minutes to let everyone know what sort of changes to expect in the world of Ferelden. One of the biggies is the method of storytelling. Dragon Age II will take on the style of a "framed narrative", or a story within a story. Laidlaw cited The Princess Pride and The Usual Suspects as examples, but the basic idea is this: You play as Hawke, a warrior whose feats have made him or her a legend of his or her time. The vast majority of the game focuses on you, but every so often you'll see scenes in which a seeker of knowledge listens to a story from a teller of tales, who, like most folks fixated on heroic legends, has a tendency to exaggerate your exploits a bit.

That theme of mild exaggeration ties in with Dragon Age II's visual style, which is a bit more stylized than its predecessor. It's a subtle change on the surface: character models are a tad more angular, some slightly caricaturized, and the landscape--or at least the single one we saw--wore the effects of the blight in a more grim, pronounced way. In combat, it's not uncommon to see a Darkspawn explode with blood and stray body parts when you finish him off. But most remarkable of all, the Xbox 360 version that we saw running actually looked quite good. If you played Origins on console, you'll know what a feat that was.

So, about that demo. Its five-or-so minutes were altogether too little to get a well-developed picture of what's bound to be a massive, sprawling role-playing game. But it did flash a few hints of what to expect out of the combat. To set the scene: a human male warrior version of Hawke (you can create any type of character you want, but the name is always Hawke) and a female mage named Bethany stand on a plateau amidst a rolling, barren wasteland capped by a ominous red sky. They're besieged by several waves of Darkspawn Hurlocks, and eventually, as things tend to go in the Dragon Age world, a giant Ogre.

Playing as the male warrior, we were able to slice through these Darkspawn with style and flair, dashing from one cluster to the next while leaving little more than blood and gibs in our wake. Console controls work the same as Origins: you pull one trigger to open a radial wheel of talents, spells, items, and whatnot. This screen freezes time and lets you fine tune your aim on a particular enemy. But playing as the warrior, we favored running around, using the talents mapped to the face buttons instead. Overall, the sense of movement is less clunky, the animation more fluid, and the blood more plentiful.

Switching over to the mage resulted in a more tactical style of combat along the lines of the first game. With the mage, we preferred pulling up that radial menu and finding the best spell to cast in a given situation. Our favorite quickly became inferno, which lets you rain fire on a radius of enemies as though you'd just called a mortar strike from the heavens. According the Laidlaw, they've worked to make sure the mage has more "wow" moments in combat like the weapon-based classes. To demonstrate, he showed a mage finishing off an Ogre by lifting him up into the air, surrounding him with a dark energy, and then exploding him into nothingness.

Overall, the combat didn't feel remarkably different from the first Dragon Age. It flowed a little more smoothly and moved at a quicker pace, but that was mostly because our talents and spells recharged quickly after using them. That could very easily have just been something BioWare tuned for this public demo--likely a lowered difficulty to help ease players back into the experience. After this admittedly brief demo, we're confident that BioWare knows what they're doing. This isn't going to be a hack-and-slash game.

While the demo was mostly combat, we did get to run through a few dialogue options. The most immediate change you'll notice is that your character now speaks those words you choose for him or her. As a reason for making this change, Laidlaw cited the first game's hero as being caught in an epic battle for the survival of mankind and being able to show no more emotion than raising an eyebrow. You're still given the same diverse list of dialogue options, ranging from perfect gentleman to salty jerk, with a smattering of options in between. It feels a little more like Mass Effect in this way, but we weren't given any options to poke and prod someone's innermost psyche like Commander Shepard. Our conversational options were a little more action-oriented than that, like choosing whether to take on a small group of Darkspawn ourselves or letting our mage friend handle it for us.

All told, this small glimpse at Dragon Age II revealed a game that looks a little bit more stylized, moves a bit more quickly, and showed flashed of a more unique identity than its predecessor. But, again, it was a small glimpse, and it would be a fool's errand to deduce too much from this tiny sliver of gameplay. Either way, we liked what we saw and we're looking forward to seeing more.

Ebel

En gameinformer hicieron una visita a bioware para ver DA2. No se ve demasiado del juego en si, pero mola ver como trabajan.

http://gameinformer.com/games/news/m/mediagallery/430825.aspx

mTh

A ver como son capaces de llevar esto:

-The story is actually told from the perspective of narrators in the present recalling events from Hawke's life. One of the interesting consequences of this is that the person's perception of you can effect how events unfold. For example, one of the first scenes in the game is told by someone who really thought highly of you, so when you're playing through that section, you're chopping darkspawn in half in one hit and doing all sorts of crazy things you could never actually do in reality because the person is greatly exagerating your story. Of course, this opens the possibility that if some really hated you, you might suddenly find things quite grim.

y esto:

-The game's lead writer has promised that there are no secret/exclusive organizations (like the Wardens, Spectres, Jedi, etc), there is no ancient evil, and that at no point do you save the world.

... porque tiene muy buena pinta...

Y lo de que puedas avanzar con tus compañeros sin lamerles el trasero también me ha gustado mucho, supongo que también tranquilizará a las hordas rpg'ras enfervorecidas las aclaraciones sobre la rueda de decisiones, y que esten intentando que Hawke no tenga una personalidad tan marcada como la de Shepard.

Netzach

A lo primero Conan (el bárbaro) y la parte esa de Hawke nerfeado porque el que cuenta la historia es un bastardo será solo una misión xD

A lo segundo, BioWare haciendo experimentos...

B

#244 En ese video sale el prota en vaqueros, con el torso desnudo y con una espada más grande que él, podrían haberme avisado de que Dragon Age 2 iba a ser un jrpg para mostrar algo de interés por él xD

Vegon

#247 Lo dije yo en #81

PD: Espada más grande que su cuerpo y sin camiseta:

Seguramente tengan de artista invitado a Nomura.

Netzach

Tarde o temprano tenía que pasar.

D4rKNiGhT

uyuy, no se pq pero tengo una mala espina.

p4l3rm0

Coño, no sabía yo que el imperio bárbaro germánico, con sus espadas zweihänder de a dos manos y mas de 1.30m de hoja y demás armas largas, hubiesen entrado en contacto con los japos. Lo mismo Conan nació en Saitama xDD

Soz, no cremalleras y no lacitos, no jrpg shit. Thank God.

Ebel


Según han comentado a Game Informer están buscando dar mas personalidad a las distintas razas y han rediseñado a los Qunari poniéndoles cuernos. También explican porque los Qunari de origins no los tenían, no todos nacen con ellos, pero los que sí los tienen se les considera especiales.

si queréis leer mas...
Fuente: http://gameinformer.com/b/news/archive/2010/07/28/a-look-at-the-qunari-evolved.aspx

ekeix

la 1º imagen se parece a la cara de Sten XD

B

Me recuerda a cuando bioware de repente se inventó que las armas de ME2 iban con munición y tuvieron que hacer malabares para encajarlo en el lore.

9 días después
B

http://social.bioware.com/forum/1/topic/141/index/4376174/1

[Joystick] Why did you leave/forsake the "a la Baldur's gate" view on PC of the first Dragon Age?

[Mike Laidlaw]For budgetary reasons, we focused our work on a 3rd person view, that asks for very detailed and nice textures so that the player can admire the game with a close-up view. With an aerial view [isometric] we should cover much more ground and so create other textures. Now, the game mainly sold on console, so we're going the way of the audience"
He does not say though if it is because the game engine could not handle all the zoom out with highly detailed textures. Isometric view means more informations on screen after all.


[Joystick] Will you release a toolset for DAO 2?

[Mike Laidlaw] To be short, DAO 2 will not have a toolset. I think that DAO I toolset is very powerful but very complicated" [Then they speak of the fan made campaigns possibility for DAO 1 (too little time since last November to create full campaigns, it usually takes years (so only "simple" mods have been produced so far, but this is about DAO I and not DAO II). Once again, Mike Laidlaw does not give any detail on the reasons of this decision.]

Gracias por elegir el camino correcto Bioware

Vegon

Así que ni vista isométrica, ni mods...

Jildeghar

Vamos, ME2 with swords

1
fuNN

noooo por favor!! quiero otro buen dragon age :(

EJ_Bullseye

demigrante

Ebel

Que quiten el editor yo creo que se debe al pastizal que están sacando con los dlc.

gloin666

Pero que puta mierda esta haciendo bioware? Me estan obligando a piratear su producto.

B

Ya ha habido damage control en los foros de Bioware

Attention:

This was just posted by Mike Laidlaw on the DA forums:

Hey folks,

Victor managed to hunt me down, and I wanted to clear up a few things with regards to what I'm seeing as the two major concerns on this thread.

First off, let's talk about the toolset issue. Obviously in this community there's going to be some concern that we wouldn't release a toolset, so let me clear the air a little: The tools we're using to make Dragon Age 2 are very, very close to the tools you guys have used to make your mods for DA: O. They're not identical, as we've made a few in-house improvements, but they're almost identical. As such, there isn't a new toolset to release, per se.

While we won't be releasing a toolset update in tandem with Dragon Age 2, we ARE investigating what it would take to update the community toolset to match ours, along with providing DA2 content in the future.

As to the subject of tactical view, I can confirm that we will not be doing a tactical view on consoles, though we are looking into some expanded party control that I think will make console players quite happy.

On the PC, however, we are still working with the camera to keep the key elements of the tactical experience there. I was actually playtesting some new camera code when Victor found me, in fact, so I can give you the latest news on that front.

While we likely won't pull as far up as we did in DA: O, I have always felt that the key to tactical play was actually freeing your camera from the character you're controlling to issue precise orders, which is what we're tuning now. So, this means you can still maneuver the camera around the battlefield and issue orders from a remote location, just as you could in Origins.

As you can probably tell from my phrasing, all of this is a bit in-flux right now, so things may change between now and ship, but I wanted to update you guys on the current direction of things.

Mike..

Sobre la vista (lo más grave en mi opinión) parece que no se la han cargado exactamente pero tampoco va a ser exactamente la misma que en DA1. Vaya que alguna fechoría han hecho o están pensando hacer pero no la quieren concretar.

p4l3rm0

No hay cosa que odie mas que el lenguaje ambiguo para confundir e intentar calmar. No tranquilos, no habrá vista cenital, pero la habrá solo que no será como antes para que sea todo mas guay, pero no la hay. Aunque a lo mejor si. O no. Y toolset es que a lo mejor os dejamos usar el del Baldurs Gate 1 que estaba muy bien. Pero sobre todo tranquilos y seguid hablando bien del juego.

Que se vayan a tomar por culo.

Netzach

Primer contacto 3djuegos: Dragon Age 2

Fortaleza, combate, decisiones y consecuencias. La poderosa y sanguinaria: Nueva Era del dragón.
La nueva joya de BioWare comienza a tomar forma y el popular estudio especializado en videojuegos de rol ha presentado recientemente la segunda parte de las series Dragon Age en sociedad. Con ella tratará de consolidar algo que sea "más que una secuela", y que marque la verdadera identidad de la franquicia tras un Origins excesivamente condicionado por ser el heredero espiritual de Baldur's Gate.

Fuente

gloin666

#264 Empieza a ser preocupante el olor a mierda que desprende.

God of War con dialogos blanco/negro incoming.

ekeix
Draviant

¿Pero que coño es esto?

Estoy empezando a hechar de menos el DAO, no sé por qué

1
B

Devil May Cry 4

1
Netzach

Si va a ser mejor el 2 que el Origins segurísimo. La cinemática es mejor aunque hawke me ha dejado :wtf:

EJ_Bullseye

No sé que tiene de malo el vídeo, veo las animaciones curradísimas, además para el lanzamiento de Origins sacaron un flipada similar:

Personalmente a mi me gustan mucho, pero espero que tenga poco que ver con el juego en sí.

Tema cerrado