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Harrold Andraste

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Everything posted by Harrold Andraste

  1. Thanks for clarifying. Come closer, I have good news. Mobile KotOR is $10 and has well over a 100,000 sales! I'll let you do the math on that. It also has really high reviews. And mobile KotOR 2 is on the way. Don't lose hope. Meanwhile... back to writing my fanfiction.
  2. The hell are you on about now? I was responding to 213374U's point about Kreia, which was related to the main topic. The more I read from you, the more you weird me out. I'm done responding to you after this.
  3. I didn't feel they ignored the possibility of the light side ending any more than they ignored the possibility of the dark side ending — all your choices in K1 are equally irrelevant in K2 outside of a few conversations and a cameo, which I'm thankful for. Obs took the KotOR franchise and ran with it. You say that the state of affairs in K2 is hard to explain with a LS ending in the first game. It's actually harder to explain if Revan went DS: Malak had already brought the Republic to its knees, and by the end Revan has regained command of the Star Forge and handed the Republic a crushing defeat. Why didn't he finish the job? Dark Side Revan, according to Bastila, never intended to keep the Star Forge. He recovered some of his memories and departed for the Unknown Regions with his own motives, leaving everything else behind, apparently including the threat of the Triumvirate. No. It's just ass-backwards. So Avellone wanted us to agree with the main antagonist... even though the player is taking the role of the main protagonist, who is fighting against those beliefs. And it was pointless in the end. Kreia never had the means to destroy the Force anyway. Let's say that's right. Let's say the Force obstructing free will is a bad thing. OK. What's the solution? There isn't one. Nothing was learned and future Jedi or Sith have nothing to take from these events.
  4. What exact events led to the dark side being so prominent as to render a light side Revan's choices meaningless? The writers took Revan's victory over Malak and the Star Forge, took the Republic and Jedi's victory over the Sith... and made it all irrelevant. The writers created three new Sith, retroactively, to cancel out any sense of accomplishment from having played a LS Revan in the previous game. I could almost understand if KotOR II took place many decades after the first. But no. It happened five years later. What's the point of KotOR I if that was going to be the case? BTW... what's with all this "we" and "us" from you? Are you a geth?
  5. I understand the premise and themes. You explained them well enough. It's how the story grew from the light side ending of the first game that I have a problem with. That is, the writers more or less ignored the possibility of the light side ending as Metopholus posted about.
  6. Would you have been more comfortable had I said "predominately light side Revan"? I assumed that went without saying. (b/c it does) And I don't even know what you mean by the next sentence.
  7. You know of what I speak, Gandalf. I'm just curious. If I post this in the KotOR2 section, it can be relatively ignored due to being an over-decade old game. I expect this to be placed in its proper category by a mod. Meanwhile, to all members: Why?
  8. I don't post much at BSN, so I can't comment on the moderators there, but I wanted to say... Dragon Age: Origins was basically a spiritual successor to Baldur's Gate as far as gameplay mechanics and a few other elements. After that, BioWare wasn't really obligated to keep rehashing that formula. I think they wanted to try their own style. They failed at establishing their own style with Inquisition, but I think that was their thought process. As a few have pointed out, they drew inspiration from too many sources that ended up clashing. The DA:O-type games aren't seen much these days. I wouldn't mind if that combat system returned, but I doubt it will. i was active on BSN and their new site "The Bioware Forum" until i got banned after being harrassed by forumites and the mods. My last argument there was about what i have written here, so by the way thanks Obsidian for practicing free speech The problem is, they want to implement new system into already established games the fans loved, "fans" here means the one who love everything in the original game because that game is the fans recognized being "Dragon Age". When it changed into Mass Effect in DA2 then it is no longer Dragon Age, and now it chaged into another and it's unrecognized It is like fans love Master of Puppet because that's the identity of Metallica song, fans know the arrangements, the composition, the guitar strumming and drum beatings, it is all Metallica style. But suddenly Metalica made their next song in the new album "Master of Puppet 2" they add hip hop, jazz, and funky element. Maybe some people will like it but core Metallica fans will pissed off because it is not metal anymore It is ok if they want to make new things but do not make it into the already established genre, make it in new genre, new label. Metallica could make funky songs but make it in new album that is not related at all with their previous products, in new label, "This is funky songs by Metallica for the ones who love funky music", they can continue with their original metal songs in another album "Master of Puppet 2" the same time, the fans will not get angry. Same with Bioware, they made Dragon Age:Origin like it were, they only need to upgrade, not change the whole thing into someting new. If they want to change their way of things, make it into new games under new label, not on Dragon Age. The analogy is extreme, but your point is taken. The writers had so little concern for basic lore that it's almost like they wanted to be working on a different fantasy IP. "Hey, let's have the characters prance around giant columns of red lyrium and be unaffected... it's not even a big deal until 'In Hushed Whispers' anyway!" Or.. "The player felt victorious when killing Corypheus in DA II: Legacy? That was sure a major, hard-earned accomplishment! Let's bring him back as the villain for no effing reason besides that we're lazy as crap."
  9. Nice quote That was pretty much my experience also. I finished the game two days ago with around 112h playtime. I had to give it a shot when i got it cheap. The game looks ok, nothing that impressed me very much but they did a good job with world building, for the most part. Overall though, i would say it´s forgettable. The main plot is weakly written, full of holes and logic flaws and the ending is one of the biggest cliffhangers ever. It answers no questions whatsoever and instead opens a whole novel of "why, what, how" etc. I really liked some of the side quests, who sadly got overshadowed by a lot of filler content. I often got the feeling of playing an mmo with the sheer amount of pointless fetch quests. As a whole i had the same experience as i had with DA:2, where the mainplot became dull to me and i only kept playing because of the better side content. Some characters were nicely written, but as far as romances went, i couldn´t be bothered. (as last as a female mainchar, i did end up with Sera and hated it...) I will say this though, it was better than i expected, but i guess thats because i went into it with zero expectations My highlights were returning characters and hearing about my hero of Ferelden and exploring the world in search of more lore. It´s kinda sad that talking with Morrigan for a few minutes is more interesting than anything else. And yes the combat sucks, it´s flashy and nice looking but dull and extremly repetitive. I spend the most part of 100+ hours hitting the same buttons, and i hated the fact that you are restricted to 8 active skills because of stupid console controls. In the end...i would say it´s just forgetable, but worth the time if you can get it on a sale and want to hang out a bit with some old beloved faces from DA:O. (thats a stretch though..) It was a spiritual successor, that was the whole point and idea from the get got of DA:O. They said that several times. They also wanted to improve on DA:O to make things better in DA2. Just like they did in Baldurs Gate 1 to 2. That was what David Gaider clearly said on the forums back then and i even defended his view because some people were crying that a new game with a new IP is not as good as BG2 was. I don´t know what happened after this, but they obviously changed their plans (see DA2). Which, in my experience with EA games means, it was likely EA´s call. I don´t see Bioware as it´s own studio anymore, they are just another branch of EA now and EA is the boss. It´s that simple. Also deep, tactical games with a lot of on-use skills don´t work well with console controls, we all know that. They tried it with the wheel in DA:O but that was kinda a hit/miss with the players, some liked it, others hated it. I´m not sure what Biowares style is, they made a lot of games and not always classic RPG´s. But this action gameplay, is in my opinion, a direct result of being developed for consoles. Also, i have to disagree with the last part. More complex, tactical combat systems (with and without pause) are having their renaissance thanks to crowed funding. Divinity OS, Wasteland 2, Pillars, Shadowrun etc. Or thru more clever publishers like XCOM, BG and Icewind Dale revamps. And more coming. These games all did well, they just don´t sell as much as mindless action games. (what does that say about players?^^) This is a typical problem with big publishers. They think the more money they (mindlessly) throw at something, the more it will make and of course console pandering. But in terms of investment - return ratio, "smaller games" do better. Just look how well games like Child of Light, Rayman Legends or Valiant Hearts did for Ubisoft. I don´t even want to know how much DA:I cost EA, but i bet there is a "small" difference compared to something like Pillars of Eternity or Divinity OS. Which are games that i will play through several times and i can´t say the same about DA:I. The combat in DA:I was crowded and seizure-inducingly flashy, while the party commands (as you said similarly for DA:O), only seemed to work some of the time. The game is a real piece of work for consoles, but I personally believe that is a shortcoming of the devs, not consoles as a platform. Would we be complaining so much had healing potions and spells been as abundant as in the first two games? As much flack as DA II took, its combat was well-designed for the most part. The RTwP tactics were more polished than they would be for DA:I. DA II looks like some fast-produced McDonald's schlock at first glance... and it is in some ways... but there were quality mechanics there. It's an example of a tactical RPG that plays well on either PC or console.
  10. Let's talk about TOR real quick, shall we? Revan and the Exile make appearances in TOR, and their storylines continue and end there (albeit badly). TOR isn't "Legends" status, meaning it's canon, but KotOR is "Legends", meaning non-canon. Mmkay. Except the events of TOR seem to legitimize the events of KotOR. Funny, isn't it. Anyhooow... I don't know what any of this has to do with whether or not there will be a KotOR 3. As was already pointed out, Battlefront rolled along. Hard to say what the future will hold with Disney at the helm.
  11. I don't post much at BSN, so I can't comment on the moderators there, but I wanted to say... Dragon Age: Origins was basically a spiritual successor to Baldur's Gate as far as gameplay mechanics and a few other elements. After that, BioWare wasn't really obligated to keep rehashing that formula. I think they wanted to try their own style. They failed at establishing their own style with Inquisition, but I think that was their thought process. As a few have pointed out, they drew inspiration from too many sources that ended up clashing. The DA:O-type games aren't seen much these days. I wouldn't mind if that combat system returned, but I doubt it will.
  12. I often forgot the main plot when I was out there doing those fetch quests or harvesting copious amounts of Elfroot, Drakestone, and non-descript metal I don't care about. That's to say... the main plot is thin and stretched, like butter over too much bread.
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