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Dragon Age 2

Inventar i jos po nesto.

http://blog.bioware.com/2010/11/05/dragon-age-2-podcast-episode-5-ethan-levy-and-mike-laidlaw/

inv_hawke.jpg


abilities_isabella.jpg
 
Naleteo sam na ovaj preview: http://www.joystiq.com/2010/11/03/dragon-age-2-preview/

I neke stvari uopšte ne zvuče dobro.
Npr.
EA is going for "a frame narrative" this time around, where the multi-act game is actually "a story being told; a person recounting history." This change isn't just for the sake of the story, but also serves an organizational purpose. Darrah explained that "if you weren't careful in Origins, you could kind of end up in this branching situation where you have 1,000 quests open and it'd be very easy to lose your way." This new act system will give players the freedom to do things within each act, but when an act concludes, it could jump forward a year, sometimes more. This way, it's "easier for the game to stay cohesive," Darrah said.

What I took away from my time with the game is that it's possible to compare its improvement to some of those made between Mass Effect and Mass Effect 2. The game's campaign is being tightened, and BioWare is looking to make the console-side combat feel more responsive and the character classes feel more unique and useful in Dragon Age 2.

EA ubica RPG-a. Mrzim ih!

Ako i Witcher posustane onda čemu sve. Šta ćemo igrati?
 
with unique icons indicating the tone in which your choice will be delivered, eventually shaping your character's identity.

we want more dumb down!!!! consoles ftw!!!! немој случајно да се неки average joe kid зајебе и кликне погрешно, никако!
 
Hehe, jesam je ošacovao po objavljivanju prve vesti. Ali ništa se vi ne brinite, igraćete vi ovo i biti prezadovoljni kao uostalom i u slučaju ME2 :)
 

*** koliko samo ovaj character i inventory screen pateticno lose izgledaju, ostao sam bez teksta... :D

EA is going for "a frame narrative" this time around, where the multi-act game is actually "a story being told; a person recounting history." This change isn't just for the sake of the story, but also serves an organizational purpose. Darrah explained that "if you weren't careful in Origins, you could kind of end up in this branching situation where you have 1,000 quests open and it'd be very easy to lose your way." This new act system will give players the freedom to do things within each act, but when an act concludes, it could jump forward a year, sometimes more. This way, it's "easier for the game to stay cohesive," Darrah said.

What I took away from my time with the game is that it's possible to compare its improvement to some of those made between Mass Effect and Mass Effect 2. The game's campaign is being tightened, and BioWare is looking to make the console-side combat feel more responsive and the character classes feel more unique and useful in Dragon Age 2.

Nista sto se nije dalo ocekivati. Od prvih screenova i infoa, bilo je jasno na sta ce ovo liciti i da blage veze nece imati sa prvim delom, kao ni sa RPG zanrom uopste...

A Bioware, naravno, mora da prati moderne trendove i svoje novije naslove poredja po lestvici: easy - easier - easiest - "user friendly" :d
 
*** koliko samo ovaj character i inventory screen pateticno lose izgledaju, ostao sam bez teksta... :D



Nista sto se nije dalo ocekivati. Od prvih screenova i infoa, bilo je jasno na sta ce ovo liciti i da blage veze nece imati sa prvim delom, kao ni sa RPG zanrom uopste...

A Bioware, naravno, mora da prati moderne trendove i svoje novije naslove poredja po lestvici: easy - easier - easiest - "user friendly" :d

Ovo lici na neku Alpha verziju igre...
 
Slična je priča bila i za prvi deo.
 
A, evo ga i veciti optimista... :d Sta ovaj put imas da dodas u odbranu "napadnute" igre? :p
 
Poslednja izmena:
First, and most striking, is springboard. With this talent, you can set your sights on enemies and instantly warp behind them, immediately gaining that rear attack bonus so important to rogues. When you're going up against a small cluster or ranged attackers, you can use rush to quickly slide toward them and knock someone over in the process. And for when a scuffle gets too hot and you need to create some space, evade is a backflip maneuver that lets you quickly leap away from conflict to heal.

Star Trek meets Dragon Age :)

Anyone familiar with the classes in Dragon Age: Origins knows that the rogue was perhaps the biggest labor of love. While the mage could throw fireballs like hadoukens and the warrior could carve through enemies with swords the size of NBA players, the rogue had to constantly worry about positioning on the battlefield to get the most out of his or her skills.

Zaista, koliko je ljudi igralo sa Rogue klasom Dragon Age? Znam da ja nisam, čak nisam ni koristio Rogue igrače koje sam kupio usput, jer su mi (makar u tim trenucima) delovali bezveze, pa sam ih smatrao viškom u družini...A i generalno, za igre gde se stalno simultano boriš sa po 15 nakaza, Rogue mora da bude opako nabudžen da bi u takvom fajtu bio koristan, a sa druge strane, lako može da bude problematičan.
 
И ја сам покушавао да искористим Љиљану и Зеврана али безуспешно. Љиљана ми се боље показала само зато што сам јој дао лук и стрелу па није била у првим линијама, те је мање гинула, док је Зевран имао dual wield али практично је био бескористан. Потребно је посветити им доста пажње иако сам рецимо набавио врхунску опрему за обоје.
 
A, evo ga i veciti optimista... :d Sta ovaj put imas da dodas u odbranu "napadnute" igre? :p
Još nije izašla. Dovoljno :)

edit: Evo malo listam temu za prvi deo, pa da podelim neke citate :d
G!!! je napisao(la):
cisto da spomenem da je igra predvidjena i za konverziju na konzole nakon izlaska za pc... dakle ko zna sta ce na kraju bude :d

G!!! je napisao(la):
elem animacija po video snimcima je ocajna (borba u nwn1 deluje intezivnije)
kao i glasovi (masserect je bio kul)

znajuci bioware ne znam sta je drugo ostalo da moze ispasti dobro

Vuk_ je napisao(la):
Kad su u prvim najavama pomenuli "dark fantasy", izricito su naglasili da im je glavna inspiracija bio Martinov "Songs of Ice and Fire" serijal, a ovo gore podseca na moderni holivudski akcioni film. Ovaj trailer debelo NE-obecava...

BorisN123 je napisao(la):
Meni ovo lici na Need for Speed trailer samo sa zmajevima

Splatt je napisao(la):
Ovaj zadnji trejler izgleda kao da ga je neki klinac od 10 godina sklepao u Windows Movie Maker-u za 5 minuta tj. ne dopada mi se i polako spustam ocekivanja za ovu igru.

Haha, tek sam sad pogledao ovaj trejler :D. Pre deluje kao trejler igre radjene po filmu Underworld: Rise of the Lycans nego shto ima ikakave veze sa Baldurom :d.

Ne znam da li si ovim postom hteo da ismejesh igru ili si samo hteo da ispadnesh pametan.
Tacan odgovor je pod A.
Ovo sto sam napisao ti je realnost. Vecina koja tako razmislja su musterije za koje se rade i prave sve danasnje igre - za male *****chice!

Ne radi se ovde o elitizmu. Kako stvari izgledaju u trejleru ovo ce biti josh jedan naslov ala LotR H&S igre. Nije mi jasno zashto nisu vishe paznje posvetili sistemu razvoja lika (shto su najavljivali ranije kao jedan od main featuresa) nego izdaju ovako *****an trejler. Zashto angazuju Bioware da napravi igru koju moze svaki developer studio da odradi. Nadam se da greshim i da ce igra biti onakva kako su najavljivali. U suprotnom sve one price od nalsedniku Baldura su tu da zamazu oci ljubitelja RPG igara i navuku ih da kupe igru.

Tuga šta EA učini od čoveka. DA je najavljivan kao konačno igra koja će biti sledbenik Baldurs Gatea, i tako godinama , i onda ih kupio EA i...
"This is the new shit!". Akcioni RGP koji mora da bude više next gen i više extremniji od Mass Effecta i Alpha Protocola.

Odavde su krenuli uglavnom pozitivni postovi o igri :) Manje-više ista priča kao sad.
 
Poslednja izmena:
Zaista, koliko je ljudi igralo sa Rogue klasom Dragon Age? Znam da ja nisam, čak nisam ni koristio Rogue igrače koje sam kupio usput, jer su mi (makar u tim trenucima) delovali bezveze, pa sam ih smatrao viškom u družini...A i generalno, za igre gde se stalno simultano boriš sa po 15 nakaza, Rogue mora da bude opako nabudžen da bi u takvom fajtu bio koristan, a sa druge strane, lako može da bude problematičan.

Uuuu, ne znas sta si propustio :) Ali ozbiljno. DA je druga igra (pored NWN2+MoB) koju sam igrao sa Rogue klasom i mogu ti reci (pomalo) tesko je u pocetku, ali kasnije moze da razvije mnogo dobre osobine... Mozes sa njim sam da bijes klasicne tenkove i magove bez problema. A taktike su mnogo vece nego sa klasicnim warior klasama...
 
Poslednja izmena:
Gameplay
[YOUTUBE]tAT1OmZnVH4[/YOUTUBE]
 
Poslednja izmena:
Još nije izašla. Dovoljno :)

edit: Evo malo listam temu za prvi deo, pa da podelim neke citate :d

Odavde su krenuli uglavnom pozitivni postovi o igri :) Manje-više ista priča kao sad.

Ja sam zaključke vadio na osnovu cinematik trejlera što više ne radim jer ti trejleri nemaju nikakve veze sa samom igrom. Btw. Dragon Age je jako dobra igra ali nije Baldurs Gate.

Pogledaj gejplej klip post ispod tvog. Da bi se gejmplej opisao dovoljno je reći akciona igra. Smem da se kladim da neće biti pauze u PC verziji :)

Izgleda kao WoW a taktika je udri i beži :D
 
Na 3:20 i 4:20 jos imaju i slicice uz tekst da se slucajno ne bi odabrala pogresna linija.

Ali nemoj tako o pauzi, kada prigusti koristi je dva puta pri kraju. :D
 
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Stvarno nisam primetio da ima pauze. Moje Dragon Age iskustvo je bilo totalno drugačije tj. 90% vremena u borbi sam proveo u pauzi. Ovo mi je baš baš akciono.
 
Na 2:40 i 2:47 pauzira igru. A ovo za dijaloge je verovatno zbog decurlije da se ne bi zamarala citanjem, pa onako na brzinu da isklikcu a da nesto ne zeznu u izboru.
 
Vidi stvarno ima pauze. Ali ne kapiram zašto se igra neprirodno ubrza posle pauze kao da preskače frejmove.
 
Verzija igre za konzole...ne vidim svrhu razglabanja o tome u ovoj temi (tj u ovom podforumu)?
 
Razlike izmedju PC i console verzije.

http://videogamesdaily.com/interviews/201011/dragon-age-ii-think-like-a-general-fight-like-a-spartan/

I just ask because BioWare seems to be heading in a very Lionhead-ish direction with its RPGs – the key features haven’t so much been changed as “digested”, arranged in a more intuitive way. How far do you think you can follow that approach before the underlying complexity of your game suffers?

We’ve kept a lot of those core values, especially on PC. On consoles, we’ve definitely moved into more of an action-based RPG just so, you know, we’re going to quarry that line, between the core group and the [casual] people. We want to sell videogames. We want to appeal to as many people as possible. And that was one thing with our feedback – we have forums, we have a ton of great fans and we definitely listen to them, and respond to their desires and what they’d like to see, what direction they’d like to go in. And that’s where a lot of the key changes that we’ve made to Dragon Age 2 have come from.

How severe are the differences between console and PC versions?

You still have the full tactical menu on the console and the ability to switch between party members – put them on the enemy over here, and then you’re going to attack this person. They’ll follow all your commands – you can think like a general but you can fight like a SPARTAN now too on the console.

I think there’s just more variation now between PC and console on Dragon Age 2. I didn’t work on Origins so I can’t speak to their decision-making on that. But on Dragon Age 2 they just wanted to appeal to more people, add more combat in for those who wanted it, keep the tactics for people who loved the game and loved that about our games, but take it to another level as well.

U ovoj temi imaju sve sakupljene informacije o DA2, izvukao sam par zanimljivijih (novije su oznacene crvenom bojom pa cete ih lako naci).

http://social.bioware.com/forum/1/topic/141/index/3064634

Hawke meets Flemeth after the Warden met her in DAO, but before the Warden had a chance to get and perform Morrigan's task to kill her.

Combat/Gameplay:
Inventory is shared, as it was in Origins.
Hawke's inventory is just like Origins. Same slots and functionality.
Followers still have ring, amulet, belt, and weapon slots, but they have a single slot for outfits.
Follower outfits are still upgradeable...just not with the same gear you can use for Hawke.
Follower gear will upgrade automatically over the course of time jumps.

UI:
The inventory features stars next to items that represent their value relative to your current level. Items that start out with 5 stars will eventually have none as you level up. You can still inspect items to see their full stats.
PCs will still have a customizable quickbar.
PC players can still press number keys to choose dialogue choices.

Sto se tice izgleda likova iz DA:O

Fortunately we have our methods of approximating one to the other and getting it close, should we need to. That's what i was referring to, in part, about not being 100% identical but still sharing the structural and cosmetic similarities and being recognizable. However, putting all the points about why they might look different aside, when dealing with two models of varying poly counts and vertex numbers its a little more challenging to make one look like the other at a microscopic level. The topology and flow of the DA:O mesh is not as optimized for animation as the DA2 ones and therefore may not accurately wrap cleanly along the same lines, curves and shapes of eachother, particularly when speaking. There will always be subtle differences.

As far as Alistair and Nathaniel Howe or Morrigan and other key npcs are concerned, should they ever re-appear in Dragon Age with the new head system, you might double-take, but my hope is you'll be pleasantly relieved (maybe even a little excited!).

Any character from DAO is going to look different, yes. We can't simply import their face and appearance, or they would look very much out of place next to the new models and art style. So if and when we do them, they're face needs to be re-made using the new face morphing system and they need to use existing body/armor models (unless they're getting a unique one, like Flemeth has).

As to how much they change, that really depends. If they were a major character in DAO, I don't think we'd want to change them significantly-- not unless their role in DA2 were likewise significant. Otherwise it'd make the point of a cameo a bit moot, wouldn't it? But if, say, Sten were going to reappear he'd need to conform to the new qunari appearance (although he still wouldn't have horns, since not all qunari do).

I'm sure that inevitably even minor differences will result in some people going "OMG THAT DOESN'T LOOK LIKE X AT ALL!" and "YOU KILLED KENNY!" and so forth, but there you go.

I tockic:

screenshot_da204_35862.jpg
 
Verzija igre za konzole...ne vidim svrhu razglabanja o tome u ovoj temi (tj u ovom podforumu)?

Slazem se... Da sacekamo neki PC Gameplay pa onda mozemo da komentaisemo.
Sto se tice ovih razlika izmedju PC verzije i konzolnih nadam se da ce se odvijati u ovom pravcu i da ce BioWare obratiti paznju na nas PC Gamere. Mene pre svega interesuje izometrijska kamera posto me ova iz treceg lica prosto tera da ne igram igru...
 
Pise u onoj temi.

Combat on the consoles is being streamlined to better utilize the controller interface. Combat on the PC should be largely the same.
There is a tactical camera in the PC version, which is similar to the one in Origins.
 
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