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Posts posted by Amberion

  1. Also worth mentioning that you are not really supposed to be able to disable those traps (well, most of them anyway).


    The traps present a obstacle that you can solve in one of three ways:

    - Find a different path around it

    - Use someone with at least lvl1 mechanic to disable a narrow path of traps that makes it barely possible to squeeze through (some of the traps are easy to disable - making it possible to Indiana-Jones your way across)

    - Disable the traps via lighting the pillars in the adjacent room


    Of course if you want to do extreme optimization - you can leave the traps and then disable them all later when you can come back with more mechanics skill, as all traps do give some xp reward...



    My rogue with max mechanics had no problem disarming all the traps as soon as she saw them...

  2. NWN's single player was built in a hurry to support what they spent the majority of their time on, the module creation engine. All the artwork had to be constructed to support the idea that it would be used in the module editor dynamically, so you could lay down walls, and doodads, and it would just work. I would say it worked well enough. I can't comment on the art design but I can only imagine how difficult it was to make compelling art that could be slotted in dynamically in the editor.


    I'm actually getting curious about DA2. Never played it, as I didn't particularly care for DA:O and heard it was even worse...

    You might like DA2 if you didn't like DA:O.  They created DA2 by turning DA:O's world from a tactical team based CRPG into a third person Action RPG.  General consensus is if you like DA:O, you probably hated DA2 and vice versa.


    I liked them both, for different reasons. True, I don't play either of them much anymore, but for what they were, they weren't bad.


    DA2 had numerous issues, such as reused areas, every fight involving multiple waves of opponents appearing all over the place, a sometimes nonsensical plot development(why did we fight the grand enchanter again? he was on our side!), and a rather disappointing lack of big epic fights that required strategy and planning(and unfortunately a lack of a tactical view to manage the fight from a bird's eye), but it did somethings right. Sarcastic Hawke is comedic gold, and the companions' personalities are well-developed and interesting(even Merrill!)


    The story really fell apart in the end as things came to a head in the final leg of the game, but I think Varric had it right; 'wierd **** happened'. There never really was a good explanation as to why there was so much blood magic going on in Kirkwall, only some vague lore book nonsense about how the streets were laid out like runes and that the old Tevinters may have made the city into a magic spell.


    I often felt like I was systematically depopulating Kirkwall every time I went through the game. I killed hundreds of mooks. Thousands, even. At least there will be job openings after this!


    In the end, DA2 probably doesn't have much replay value. Simply because it doesn't have much beyond combat and dialog. The crafting system is bare-bones, the quests are 'go here, pick this up, go there, talk to that guy', no hunting for secrets like in DA:O, no tough decisions(oh sure they tried with the whole blood magic thing, but it didn't have the same impact as, say, killing Connor or defiling the ashes of andraste.

  4. ...I guess there are people who care enough about these kinds of characters to go to extreme lengths to save them. I'm sure someone made a mod to save Corporal Jenkins in Mass Effect, Wilson in Mass Effect 2, The Other Sibling in Dragon Age 2, or the numerous NPCs that die in the various origin stories of Dragon Age Origins. It takes all kinds, I guess.

    • Like 1

    They don't need to cut content. The game is fully funded.

    Every game has cut content. That's only natural, and in most cases, a good thing.


    Well, okay, yes, but the kind of cut content that gets added into an expansion is usually stuff that they didn't have the time, or the money, to put into the base game, usually because a publisher needs to push a game out by a certain date. While they likely have a budgeted timeframe for how long the game is expected to take to make, and can't realistically exceed that, there's no reason to think they will do so, and thus they can include all the content that they originally plan to.

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