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October 20th, 2009 22:45 |
Some more info from people who played DA already over at QT3
From Woolen Horde
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Originally Posted by Origin stories are great
The Origin stories are great. You don't put them in and just have a single Origin story and this is still BioWare's biggest and best RPG. The Origin stories and the flexibility they provide is just a metric ton of crazy awesome goodness on top of the incredible moist and tasty cake.
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Originally Posted by Brilliant quests and levels, Failing the side quests can be GOOD!
there are some brilliant quests and level design. I especially loved the mage tower. You'll find out why. And a lot of the side quests you can fail, and that's all right. In fact, getting the quests complete will often seriously piss off a party NPC because they view it as a totally unnecessary detour…. and they're right! You can feel like a dick either way by letting some plot character down or hacking off half of your team. That's something I've never seen before.
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Originally Posted by Tons of party banter
The characters and the interplay between them is unparalleled. We all know how much the elevators sucked in Mass Effect, but the great thing about them was the hilarious banter as the NPCs poked and prodded each other. Well, this entire game is essentially an elevator (bad analogy), because the banter is everywhere. And as you uncover more and more about an NPC, the other NPCs almost can't wait to verbally pounce on them about the latest revelation. Then consider how many NPCs there are, and how many different party configurations you can bring along, and my mind is officially blown. Even the mutant war dog (who is also totally awesome) is a hoot, and he can't speak any words! You'll just want to replay the game over and over again with different party combination to hear what they'll say. And because the conversations progress as you go over the course of the 50+ hour game, there's not a lot of repeating going on. I mean, seriously, mind blown.
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From Desslock:
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Originally Posted by "game" the Influnce System with the Gifts
It also gives you a way to "game" the influence system -- since characters like particular gifts a lot more than others -- you can find out generally through getting to know them if you've advanced their dialogues sufficiently. But you can also learn by trial/error - save the game first, then give every gift in your inventory to a character to see if there are any hidden "gems" for that character - reload/do the same thing for the other characters. I hate lame "gaming" the system like that, but on the other hand, I hated not getting access to all the dialogue options more. I'm not really a fan of the influence system in KOTOR/NWN2 and DA, although it's definitely better implemented here than in any previous game.
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For me, I don't mind this at all. It is kinda like the buddy system in Persona 4, which I have very fond memory of.
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Originally Posted by Sidequests, War dogs, and how going off the track too much can have negative impact on followers
Heh, the war dog will also start whining almost immediately if stop to have an extended conversation with an NPC. It's a dog of action.
There actually aren't that many ancillary quests, and to be honest the ones that exist actually seem somewhat distasteful, because the threat posed by the main plot has been made so clear. It seems weird to detour to stop some pickpockets or make some potions for someone when a horde is bearing down on you.
That's obviously an issue all RPGs face, but you're so integrated with the main plot in DA that it really seems like you're shirking your responsibilities, unlike for example in Oblivion -- although there's far more latitude in Oblivion to "wander the Earth" and do whatever you want, ignoring the main threat, in that game it also seems like you're just "joe schmoe", and that there's governments, soldiers, etc. who may be more suitable to address that threat. It's not necessarily your business. That's not the case in Dragon Age, since your role is fundamental and all would be lost without you, making little ancillary chores seem like far less realistic options.
But that's really a strength of the game, because its plot also really draws you in, and as Woolen indicated, you're also suitably scolded for detouring, which may be an RPG first.
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Originally Posted by A lot of side quests are related to the main plot
Yes, many sidequests arise through the main plot - you have a specific objective in that area, and in the course of exploring, you pick up a few ancillary goals -- i.e., you go to visit the Mages to enlist some help, and realize that you need to help them with a few problems of their own first.
But there are also "job board" quests, which are essentially completely ancillary, although they reflect the developing state of the world (i.e. go and see what happened to this merchant caravan, and you see evidence of an enemy army on the march). In the main city (and the few towns) you'll also get some purely ancillary stuff -- i.e. rob this warehouse, help this boy - that's the stuff that often seems misplaced - if you're strictly roleplaying a character I'm not sure you could rationally justify those diversions.
The companions also have their own quests, and they are generally cool, or at least open up some interesting character insights.
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Originally Posted by Dungeons seem to be more fun to "crawl" in
Almost all the battles in the dungeons feel like action set-pieces and pose unique tactical challenges, instead of being generic battles with substantially similar foes. Aside from the writing, it's Dragon Age's best strength.
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