Dragon Age 2 Preview
Dark respawn.
We strongly advise against reading the things people write about you on the internet. It is, as Peter Mannion once said on The Thick of It, "like opening the door to a room where everybody tells you how s*** you are." Nevertheless, emboldened by the hugely positive response to Dragon Age: Origins, BioWare has been on forums seeking inspiration for the sequel.
Apparently this has resulted in a single, core principle that sits at the heart of Dragon Age 2. The idea is to improve the things that worked, fix the things that were broken, and use your comments on the game over the past year as a starting point. In other words, if you don't like the results, you've only got yourself to blame.
Dragon Age 2 is much more than a patch for the first game. It's a whole new story, following the ascent of protagonist Hawke from the days of his escape from Lothering right up to his victory at Kirkwall in the Free Marshes - actions that make him the most important individual in the Dragon Age universe, according to the developers.
In a way it's two whole new stories, because the game uses a framed narrative. "It's this notion of a story that's being told by another story," says the producer. "For example, Assassin's Creed is not about Altair in the Middle Ages - it's about this guy Desmond in the future trying to find out more about his past."
In Dragon Age 2, the tales of Hawke's exploits are really being told by a hairy man sitting in a throne taunting a woman called Cassandra. She's a chantry seeker on Hawke's trail for reasons we'll find out later. "What you're playing is an exaggeration of the real story," we're told. "It's your myth. You're quintessential in Dragon Age lore and Hawke's rise to power changes the whole Dragon Age history."
Scale of greatness.
Unlike Assassin's Creed though, the game sometimes revisits things it's already done to clarify details. In our demo, for example, the narrator exaggerates tales of Hawke and his sister Bethany's flight from Lothering to make it sound like they single-handedly defeated a horde of Hurlocks - only for Cassandra to literally call "bulls***" on it and demand the real version, which we then see as well.
BioWare says another advantage of the framed narrative is that the game can span more time - 10 years in this case compared to Origins' one. "You're not going to play all the boring bits in the middle of the fun things," apparently. The condensed timeline will also mean that decisions you make early in the game appear to bear fruit sooner, so you're less likely to do something meaningful then forget about it by the time it pays off.
The visuals and interface are a terrific improvement over the slightly lacklustre ports of Origins. We didn't even realise we were watching the Xbox 360 version for a few minutes until we were told. Upon switching to PC it's another boost. Both versions also benefit from BioWare's decision to change the art direction.
"Origins had an issue where you'd see a screenshot and weren't sure where it was from," says the game's producer. "We made it a point from the beginning of Dragon Age 2 to give it its own style."
Combat has also been refined. Many of us loved the ability to pause the first game and plot your next move using the tactics menus, but this resulted in some players queuing up actions then wandering off and not really connecting with the battles themselves. "With Dragon Age 2 we're keeping the ability to think like a General, but we're adding the ability to fight like a Spartan," says the producer.
On-screen, Hawke - a male warrior for this demo - and Bethany, a mage - are taking on a stream of Hurlocks. Hawke's brutal attacks carve off legs and split enemies in half. It's almost hilariously violent. "If I never want to go into think-like-a-General mode, I don't have to," says the producer. "You don't have to use the pause-and-play mechanic. But they are there if you love that kind of thing."
We see examples of this too. On the Xbox 360 you can bring up the command wheel, switch characters, select Bethany's spells and sweep a circular cursor around the battlefield to work out where to target a spell - in this case a mighty fireball. There's more good news for mages, too, because now you have scripted death animations similar to the ones you get with other character classes. "Now you can literally rip an ogre in half." What's not to like?
On the PC, there's Tactical Camera 2.0, which allows you to roam your viewpoint freely around the battlefield issuing orders without the game's camera being tied to your characters or a confined space. Other PC interface improvements include stamina and mana potions on the far right of the quickbar so they don't use up number-key slots.
In one case we select Aveline, one of Hawke's companions, and put her in a defensive posture where she uses her shield more and attacks less. "We do it to show that not only can you customise how your main character behaves," says the producer, "but you can also do it with your followers as well."
Then we level up. Points still go into attributes like strength and dexterity as you cross thresholds, but Dragon Age 2 introduces ability trees, where you unlock a main ability - for example Stun - but then get to upgrade it specifically once you reach higher levels.
How you interact with your comrades and the world around you has also changed, and one of the biggest additions is a voice for the protagonist, which feels so much more natural than the silence of Origins.
Exchanges that regulate the involvement of your other party members immediately feel more natural. "We can't keep this up forever," Bethany says during a break in the action. Your options - "I'm right beside you", "Neither can they" and "Then we fight" - really pump you up when they're spoken out loud.
Dialogue options now have little icons too - an olive branch indicates diplomacy, a drama mask means sarcasm, a fist means aggression and there are others - so it should be easier to make sure your character is treating people as you intend. Interestingly, your behaviour also starts to stick.
"If I always chose the sarcastic options, my Hawke would be changed and start doing sarcastic battle cries, or sarcastic lines when you first meet people, even before you get to choose anything," says the producer.
More on Dragon Age II
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Face-off: Face-Off: Dragon Age II
A sense of scale.
Interview: BioWare's Mike Laidlaw: A defence of Dragon Age II
"I'm a little surprised by the 6/10s."
Review: Dragon Age II
The second cut is the deepest.
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Screenshots: Dragon Age II
Of course, Dragon Age 2 is about more than just killing and kidding around, and we see an example of this at the climax of our demo. With your brother Carver already dead - his head smashed repeatedly and crushingly into the ground by an ogre, splattering blood everywhere - we have to marshal grief among the group, which also includes Hawke's sister and his mother.
"One of the key themes is family, which is really important to Hawke," says the producer. "This isn't a game about a main character who wakes up on a beach with amnesia and finds out he's destined for greatness. We really wanted it to feel like a real story where you're fleeing your homeland with your family. Sometimes you have loss."
Sometimes you have insult on top of injury too. After a familiar face pitches up to help the survivors of the Hurlock attack, Hawke is put in a position where he has to decide the fate of Aveline's husband, Wesley, who has become corrupted. When Aveline seeks Hawke's help, he can respond three ways: "It's up to you." "I'll do it." "Put him out of his misery."
"This is one of those choices that you'll definitely see come back to haunt you one way or the other," says the producer, as Aveline follows Hawke's lead, and with Wesley's help positions a knife above his own chest plate. She pauses, and then jerks it down violently, killing him. It's unsettling to watch. At first glance, then, Dragon Age 2 hasn't lost any of the original game's intrigue, courage or ambition. Perhaps reading about yourself on the internet is a good thing after all.
Dragon Age 2 is due out for PC, PS3 and Xbox 360 on 11th March 2011 in Europe.
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Comments (59) Latest comment 2 years ago
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Because deveoper implementation of player requested features is ALWAYS 100%
I don't see how your description of the combat (especially the great lengths you go to to describe placing a fireball on the ground) are any different from the first game? Maybe I'm not understanding something but you didn't have to use the radial in the original either and could 'think like a general' (which is absolute tosh considering trying to actually place your companions anywhere delibrately on the 360 version was an excercise in futility) if you wanted too.
What I really care about is the godawful AI tactics. have they been improved? What's the interface for scripting your companions actions?
Also, when the story broke that these little icons were there, didn't they refute it saying it was for testing purposes only or something?
A tenner on the old man being Hawke.
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I see you're already making use of the sarcastic dialogue choice.
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If that was your previous character from Origins , or whoever is left alive, by accessing the model off your DA
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I didn't really understand this paragraph - the camera wasn't locked to your character in the original was it? And stamina (presumably you meant health here) and mana potions didn't take up a number slot, you could put them anywhere you wanted.
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Game fan != game designer
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Great, thanks for the spoiler alert. ^_^
Seriously though, he is so wrong about this. Assassin's Creed *IS* about Altair in the Middle Ages. The other narrative frame is just a gimmick.
Looking forward to Dragon Age 2!
Edit: PS: Can we have more Claudia Black? Please?
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Also what the hell does fight like a Spartan mean? Anyone who references the 300 in a positive light should be strung up or at least given free entrance to a gay gym. Sweatbox in Soho is a good one I hear.
While a framed narrative is interesting, is this going to restrict the ability to actually create your own character. story and style? Which ought to be the hallmark of these things.
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The camera was locked to the character you were currently controlling in DA
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One thing i'd like to point out about bioware and listening to its fans on the forums.
After ME1, people complained about the following:-
1) The lifts
2) Inventory
3) Powers
4) The ship and lack of life in it
5) Crew interaction
6)The RPG focus of the game (i.e. why does an N7 solider need to skill up his weapon skill?)
Bioware went and changed all of these things, and if you go back over the forums, you'll see the common compliants, and the suggestions they made. Bioware implemented those changes, and ME2 is one of the best selling and critically accliamed games of 2010. It also got slated on the forums by the same people who asked for the changes.
Go figure.
I can't wait for DA2, and i think it sounds amazing.
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It could be easy to fix that but it's a bit odd for the "default tactics" (I don't think I changed them).
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I do sympathise with the people who'd have rather had Baldur's Gate than something that seems to be following the lead of Mass Effect but I'm definitely not one of them.
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I was excited when I saw the concept art...
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You CAN. You just can't make him/her an Elf or a Dwarf.
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Actually, his firstname is stringfellow. In a daring move, DA2 will be about a man stealing a new type of attack dragon, hiding in the desert, and using it to help people in need, along with a dwarf called earnst
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The combat doesn't sound great though, Arcanum showed us why having a duel battle system just doesn't work. Also sounds like the game is turning into the marketing for the first one, a childish obsession with violence and boobies.
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£40 quid to download when it's available on other formats for half the price?! you can kiss my arse
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I call this racism! Elves , Dwarfs and Humans have equal rights!
(I'll still pick this up however
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"that's just the version that the previewer saw."
So it's possible that different people can die in the opening sequence.
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The lack of game play variety was one thing, no real exploration, just go here, then there, then over there. And when you got wherever you were going, places were unbelieveably two dimensional. The main twon - Derrinim, was it? - has a bar with the sound of people in it but no actual people. Always empty, bar for one "quest" when you get to throw a group out. The main bar. What a gyp. Everytime you enter the city there's the same woman standing on the same corner. And so on.
I find that kind of thing utterly out-dated, it's a pre-Oblivion way of building rpgs. The Witcher, built on older technology was a million times better, with a genuine sense of playing out a role in a world that was alive, not just stage managed. Bioware just throw endless Cut scenes at you to cover the emptiness of the gameworld. These then often interfere with the gameplay; e.g. you see a possible ambush, spread your players out,prepare, suddenly some trite cut scene and now all your characters are bunched in the middle, weapons sheathed, getting hammered. Next you have to deal with the stupidity of using "hold" commands just to get your characters into proper fighting positions.
Really sloppy, casual sort of game that has me now suspicious of the next effort. Biowares' "interactive movie" style of game making just leaves me totally non-plussed.
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I'm not really going to disagree with you on many points, i agree with some of what you say. However, i did love DA:0, especially on my second playthrough. You are right to say that the main city was a disappointment. The only part that really felt alive to me was the Alienage. However, in saying that, Lotherim, Recliff, the mages tower, i felt were very well handled, and felt, to me at least, very vibrant.
Regarding the witcher, to be fair, that was a game set in a single city. Had Dragon Age Origins been set only in Dennerim then it would have probably felt far more city like, but i would have disliked a game of DA:0's scope to have been confined to a single city.
Really, comparing the witcher to da:0 isnt fair. Yes, they're both sword and fantasy rpg's, but thats where the similarites. One is a tight, personal story, the other is a grand sweeping epic.
They're top, top games, but i replayed the Witcher a few months ago, and i had felt it had aged. It suffered from very poor translation, and some glaring story breaking moments. But don't get me wrong, that game is still top, TOP notch.
I look forward to the Witcher 2, as much as you, it will be one of the top games of 2011, but if i had to choose at this stage between DA:0 and the Witcher, DA has it.
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[link url=http://www.youtube.com/watch?v=l8Ra6TsdEts
]http://www.youtube.com/watch?v=l8Ra6TsdEts
[/link]
Hok teh slayuz!!!
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Why can't someone just damn well make a Baldur's Gate 3 (or something to that effect as I realise the plot is rather final. Also it would basically be 4 as Throne of Bhaal is longer than most games these days.
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This.
It always annoys me in RPGs that no matter how much of a dick you are, 90% of the way through you can suddenly just randomly become a martyr and noone comments on this sudden change of personality. I think most people will overlook this part of the preview, but personally I think it's a very important part of making your choices as a player meaningful. How many RPGs have you played that have said "your choices will affect the outcome!", so you play a dick for most of it to get the best rewards, then revert to playing a saint at the end to get the best ending?
Seems like a good way of removing inconsistent role playing.
Funnily enough I've been working on a similar mechanic in the design brief that I'm working on. No clues what it is.
Well ok, one small clue. Three letters that stand for a word each. X. M. H.
Work that out, and you might work out what I'm working on.
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That's a much greater betrayal than some character inconsistencies (which you could argue about anyway, considering that even a sarcastic prick might still make the decision to save the world).
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X-Men Heroes?
Xavier, Magneto and Homies?
Xtreme Mounted Horsemen?
Xhibits's Mansion and Hunnies?
Xylophones, Mouth-organs and Harpsichords?
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You're in the right genre (sci fi) but beyond that, you're nowhere near close :-D
@Shikasama
Some simple binary choices could solve that. Chose this option on that mission? Well, your character is a prick and therefore would not necessarily slay the dragon unless it was of personal benefit. You didn't save this party member? Well ok, but their response to you might change as a result, as might their personality (torture does terrible things to a persons soul). Choose to save - this person rejoins your crew and is grateful for your intervention. Choose not to save, they might rejoin at a later date (after a mission that reflects your earlier choice), but their view to you and abilities may alter as a result.
The witcher is a good example of this I think; the first RPG I played where there was no clear good or bad decision, and as the results were not made clear until hours later you could not simply revert to a quicksave.
Chose to save this city instead of that one? Well, this city might benefit and as a result you may end up with increased intelligence. However, as a result you may have condemned this other city to slow corruption. As a result of this corruption, your subsequent visits might be met with increased hostility, NPCs may not be available to you, your standing with the overall police force might be affected, and noone likes a dick, right? So perhaps your personal corruption rating increases. This might mean that you gain options to increase your personal power, but at the same time it could affect your access to intelligence (people dont readily help out nasty bastards).
Just some thoughts.
Still working out the math, ordered some books today which might help me with how certain things are calculated or at least give me an idea as to how to proceed.
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Fill in the blanks.
/second clue
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I'm gona say the X stands for Xenomorph.
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This isn't sounding too great, if they're taking fan feedback on board why are they scrapping the very popular choice of origin story? I'm also not looking forward to having to play the same section twice because the developer thinks the whole "storyteller exaggerating" thing is cute.
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Um no. It's not like there's anything like fan consensus about what did and didn't need changing in DAO. If I don't like the results, it's because I'm in the minority (assuming Bioware follows the fanbase slavishly, which I don't believe they will), not because I'm some kind of idiot who asks for stuff I won't like.
(or did you mean "yourselves"?...)
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You could still move the camera around quite a bit in the isometric perspective. Don't see a massive difference to what the article says.
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Close, but no cigar.
On topic, I have to say that I agree with the people who are annoyed at the removal of the origin stories. After all, Bioware spent so long showing them off and making them out to be an integral part of the first game (and, after all, they were even in the title of the game), so it seems a bit odd to suddenly have them removed.
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// Note to self //
... don't comment on ME2 ever lol
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I'm gonna guess the words are Xenos Malleus and Hereticus and therefore it relates to the three orders of the Inquisition in Warhammer 40K.
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This is unfortunate. Is it really necessary to have icons to explain to people what certain pieces of dialog indicate? After a point, you'll just be looking at the icon to choose what you want to say, rather than the actual text. "I want to be diplomatic to this guy - oh look there's the olive tree branch icon, let me pick that one."
A little bit of ambiguity goes a long way.
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The impression they give is that they are making sure this plays as well on the Consoles as it did on the PC last time, which of course could mean some compromises to the excellent Baldur's Gate style combat control offered in the latter. For me this was what made DA
So fingers crossed from a PC player's point of view.
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I'm gonna guess the words are Xenos Malleus and Hereticus and therefore it relates to the three orders of the Inquisition in Warhammer 40K.
Oooooh! I hope so!
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I'm actually reading the Jaq Draco novels atm and a load of Dark Heresy stuff should be landing on my doormat soon.
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Well, not quite. Or indeed at all.
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Speaking as a writer, one of the primary goals of good writing is to make the sentence do the work. We're taught, for example, to avoid adverbs and adjectives as they are lazy, cheats; the words used should convey the meaning directly. A good piece of writing would hence not get into the scenario you describe. "Nice one" may be ambiguous, therefore, write it better.
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Elmare Leonard's rules of writing
http://www.kabedford.com/archives/000013...
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But at the end of the day I just dont have much time to take in all the juicyness of an actual rpg anymore. I wish I did, but for now I guess it is more satisfying to hit one button and see your screen explode, regardless of how little you have to think about it.