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  1. #351
    Shogun Assoluto L'avatar di Malaky
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    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da Picard Visualizza Messaggio
    mostra già di essere migliore di quella del 2 e di TOR.
    E di Pong, non dimentichiamo Pong

  2. #352
    Il Fantasma L'avatar di Sonny Crocket
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    Predefinito Re: Dragon Age 3: Inquisition

    Il simbolo del tizio di spalle sembra quello di NWN, le armor dei prole oscura (saranno loro?) non mi piacciono granchè. Per carità anche nel primo capitolo non è che fossero chissà cosa eh d'altra parte erano pezzi d'armor presi a caso e messi alla rinfusa

  3. #353
    Menion Leah
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da Picard Visualizza Messaggio
    Brutta non direi.
    Di RPG con grafica fotorealistica c'è The Witcher 2. Ma per farlo girare al massimo serve un pc nuovo, e in questo momento storico pochi hanno voglia di cacciare cash per un pc nuovo.
    Già nel downscale per PS3 TW2 mostra più incertezze.

    Allora tanto vale fare un prodotto meno fotorealistico ma che permetta di girare su più piattaforme possibili. E la grafica dello screen (di un gioco che, ricordiamo, uscirà tra più di un anno, quindi eoni) mostra già di essere migliore di quella del 2 e di TOR.
    Come mossa di marketing non la vedo male.

    Dai, cerchiamo di fare discorsi un pochino più profondi di "Merda, merda, merda!" e "Figo! Figo! Figo!". Per favore.
    Sembra uno screen del mmorpg di neverwinter, il che è tutto un dire sulla qualità del design.
    Il resto s'è visto nel trailer: volti inguardabili proprio perchè han provato a prendere i vecchi modelli e farli fotorealistici con un risultato pessimo a dir poco. Morrigan in primo piano sembra una pornostar di serie B rifatta da un chirurgo plastico strabico.
    Ma poi alla fine texture a parte potevano anche tenere la grafica di DA2, il suo problema non era tanto tecnico quanto di pessimo design e stile, cosa che non s'è risolta da quel poco che s'è visto di DA3, e di mappe a dir poco spoglie con zero scripting degli npc. Finchè in bioware non si ficcano in testa quello possono usare il motore grafico più avanzato della galassia ma il risultato sarà sempre negativo.

  4. #354
    Suprema Borga Imperiale L'avatar di Marlborough's
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    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da anton47 Visualizza Messaggio
    arringa dei galletti amburghesi?
    Ma appunto, che mminchia sono 'ste teste di pollo???

    ()

  5. #355
    Azatoth
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    L'armatura ricorda gli abitatori del profondo di Lovecraft.

  6. #356
    Picard
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Il simbolo è quello dei Cercatori della Chiesa. Si è visto in DA2 e sì, è praticamente identico al simbolo di Neverwinter

  7. #357
    L'Onesto
    Data Registrazione
    18-09-12
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    1,280

    Predefinito Re: Dragon Age 3: Inquisition

    il simbolo di Neverwinter è bello, ma riproporlo in DA

  8. #358
    Daled
    ospite

  9. #359
    L'Onesto
    Data Registrazione
    26-02-12
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    1,433

    Predefinito Re: Dragon Age 3: Inquisition

    BioWare sta inoltre puntando a ridurre le differenze tra le scelte offerte ai giocatori e il testo che ne conseguirà in-game.

    E' una supercazzola oppure sono l'unico che non ha colto il senso della frase?

  10. #360
    Shogun Assoluto L'avatar di Malaky
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    Predefinito Re: Dragon Age 3: Inquisition

    Io credo di averlo colto, ma il significato mi sembra troppo brutto per credere d'aver capito bene.

  11. #361
    Daled
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Seppur espresso male credo intendano la differenza della "parola, frase, quelcheè" che premi con l'effettivo dialogo del personaggio. Una delle più grosse critiche al sistema alla mass effect era (è) che spesso si sceglie un'opzione pensando che il personaggio dica una cosa invece ne dice un'altra o usa un tono totalmente inaspettato da parte del giocatore.

  12. #362
    Menion Leah
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da Malaky Visualizza Messaggio
    Io credo di averlo colto, ma il significato mi sembra troppo brutto per credere d'aver capito bene.
    Si capisce meglio in un'altra intervista: in soldoni han cambiato il sistema di dialogo eliminando definitivamente l'aborto con i simbolini di DA2

  13. #363
    Azatoth
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Oddio non é che in Da 2 il dialogo fosse importante,cambiava davvero poco scegliendo le diverse risposte.

  14. #364
    Il Puppies
    Data Registrazione
    01-10-10
    Messaggi
    512

    Predefinito Re: Dragon Age 3: Inquisition

    Speriamo almeno che per non gestire una cosa troppo complessa non lasceranno solo le opzioni "SI" "NO" "Ora ti do una spadata / palla di fuoco"

  15. #365
    Menion Leah
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da Azatoth Visualizza Messaggio
    Oddio non é che in Da 2 il dialogo fosse importante,cambiava davvero poco scegliendo le diverse risposte.
    Fosse stata quella l'unica cosa che non andava in DA2...

  16. #366
    Azatoth
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Spero che rimettano le abilitá,ci sono persino in The sims 3.

  17. #367

    Predefinito Re: Dragon Age 3: Inquisition



    Bye
    Phant

  18. #368
    Bishop76
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    E' uscito un mega specialone su Game Informer e non postate niente? cattivi





    - BioWare listened to feedback on previous games
    - “A lot of the decisions we’re making are about Dragon Age and what this generation of RPGs will look like.”

    Story

    - Game begins as Thedas is in chaos
    - Chantry and the mages are at war
    - The Seekers of the Truth and Templars are no longer tied to Chantry rule
    - Ferelden continues to recover from the darkspwan Blight that ended 10 years ago
    - Orlais is involved with a civil war
    - Tear in the sky links the real world to the Fade
    - Magic and demons come from Fade
    - Rip allows demons to cross freely instead of using a mage host
    - Demons/abominations are running free all over
    - With everything going on, “there is a suspicious level of chaos in anticipation of this event”
    - Reinstitute the Inquisition
    - This is an organization that doesn’t answer to any outside power
    - Inquisition puts aside politics and extracts answers
    - “…about looking into what conspiracies happen, what kind of dastardly deeds could occur, when people are weak and naturally torn apart”

    Inquisitor

    - Your hero acts as the head of the Inquisition
    - Lead the organization rather than controlling a foot soldier
    - You’re left as the only survivor early on, which leads to this ascension
    - Create and guide the Inquisitor however you please
    - 3 classes: warrior, rogue, and mage
    - At least 3 races: human, elf, dwarf
    - No pre-set name
    - Fully voiced
    - Can be male/female
    - Events take place as you perform them, not being relayed by another character
    - Will need to overcome resistance, but this becomes easier as the Inquisition gains more power/respect
    - Inquisition’s reputation/strength go up as you finish objectives, gain items, help others

    World

    - Inquisition has a long reach
    - Visit multiple large locations
    - Several different regions
    - Structural style like Dragon Age: Origins
    - Access key story beats by reaching certain levels of power
    - Explore to achieve that power
    - Collect magical relics, solve mysteries, fight dragons, help others
    - Don’t need to do everything
    - Different resources to acquire better equipment and continue the story
    - Won’t always be able to move from one area to another seamlessly
    - “each of the areas we’re building is larger than anything we’ve built before”
    - No repetitive environments
    - Areas include a bog, desert, mountain range, can be explored freely in third-person
    - Can take on unique quests by coming across things like an arcane device that lets you pinpoint the location of magic items
    - Locations are like self-contained open worlds
    - Each has a bunch of items to find and content to experience during day and night
    - Game will have a mount system
    - This will be more involved than just riding a horse around
    - Very little is scaled to your level
    - Can encounter monsters that are much more powerful than you
    - Freedom is big, but BioWare as a story to tell

    Frostbite

    - Huge areas are made possible due to the move to Frostbite
    - “We’re very happy with what we can do with the technology.”
    - Will have some destructibility, game has a bigger focus on building
    - Having a mage allows you to reassemble a crumbled footbridge to reach a new area
    - Convert a ruined desert outpost into an Inquisition stronghold
    - “If you destroy something, you can construct something.”
    - Frostbite 3 allows the team to develop more easily on five platforms at once
    - Better visuals on PS4/Xbox One than PS3/360
    - Content being kept the same
    - “Frostbite 3 is intended to bridge the gap between current-gen and next-gen”

    PC

    - Will be optimized for the platform
    - “The PC actually is different, especially from a controls standpoint.”
    - Caters to mouse and keyboard, unlike its predecessor’s tradition

    Battles

    - Will encounter lots of resistance
    - Battle pace lies between Dragon Age 1/2
    - Not always a pause-and-play affair, but not always filled with tons of action
    - Directly control a character and you’ll notice control similarities to Dragon Age II
    - Switch between all characters in your party at will
    - Choose AI behaviors for allies if you’d like
    - Commands are performed right away with a button push
    - BioWare looking to make things less frantic and more deliberate
    - Slowing down the speed of attacks while also creating enemies that force players to examine the battlefield
    - “We’ve got that mesh of action and RPG.”
    - Enemies have specialized roles that work together
    - Better AI for enemies
    - Enemies seem to make planned attacks based on their strengths and work together logically
    - Players have a number of skill trees, specializations, abilities
    - Classes have their own powers with tactical significance
    - Party members can work together

    More world details

    - Areas will change based on what time it is
    - Weather impacts exploration
    - Rain can make a bog muddy, making travel slower
    - Still has classic enemies including ogres, elves, qunari

    Friends/foes


    - Dialogue/story sequences are the best way to learn about your allies and their abilities
    - This can also be done to a lesser extent in battle
    - Vivienne: Inquisitor mage who was in line to hold the position of first encharter in the Circle of Orlais
    - She wasn’t able to take the osition due to the Orlesian civil war
    - Writers analyze the story’s main themes and conflicts, then create certain characters around them
    - Not all characters are created so that you’ll like them
    - Other allies and their loyalties are currently unknown
    - Learn early on that there’s someone behind the demon breach and resulting chaos
    - Won’t learn who you’re dealing with early on
    - Cassandra and Varric from Dragon Age II are playable party members
    - Morrigan won’t be a party member
    - Morrigan’s role seems to be more than just a cameo

    Crafting system

    - Use materials from around the world and enemies you defeat to make customized armor
    - “Crafting in Inquisition is about customizing yourself, your character, your looks…”
    - You can, technically, eventually create any colored version of the armor your start out with on par with what you find late in the game
    - Characters will keep their look, but the armor will have huge influence on how they look

    Choices

    - Will need to make choices as problems develop
    - Not always about dark choices
    - BioWare is looking for players to think about potential consequences and deal with them if they happen
    - Dialogue wheel similar to that of Dragon age II lets you make choices
    - Some improvements
    - Optional addition being added to the wheel for more clarity
    - Choices have an impact throughout the world
    - “Loose ends are a constant problem… We have a responsibility to resolve at least some of them if we’re going to introduce new ones…”
    - Choices involve themes, mysteries from previous Dragon Age games
    - Game will offer clarity on things such as Red Lyrium, Grey Wardens’ activities, Flemeth, Morrigan’s fate
    - BioWare working on the issue of bringing over previous choices in Inquisition
    - “It’s very important to people, and it’s very important to us. We don’t want people to feel like they can’t buy a new console or change the platform they’re buying this game on simply because they want to make sure their saves are maintained.”

    Multiplayer

    - Not confirmed/denied
    - “it was surprising how well it was received in Mass Effect, and we were really happy with how that worked out…”

  19. #369
    Bishop76
    ospite

    Predefinito Re: Dragon Age 3: Inquisition




    Game Informer this month has extensive details about BioWare’s Dragon Age: Inquisition. Developed by BioWare Edmonton, the RPG will release next year on PlayStation 4, Xbox One, PC, PlayStation 3, and Xbox 360.

    The Story

    Dragon Age: Inquisition tells of the land of Thedas. It’s a mess. The Chandry are warring with the mages, and the the Seekers of Truth and the Templers have broken away from the former.

    “Every group with the power and authoritiy to confront evil is preoccupied – and then the sky opens up and demons start pouring out,” Game Informer writes.

    A tear in the sky links to the Fade, a place of magic and demons. This allows demons, who would otherwise need a host to enter the human realm, to cross freely.

    The World

    Described as “more open world,” players are able to access “significant areas” of the world map. “You’ll be going from eastern Ferelden to western Orlais,” says the executive producer of the Dragon Age franchise, Mark Darrah. “Obviously, we’re not going to build a million square miles of space, so that means we’re not a truly open world in the way some people think.”

    Each area is larger than anything they have built previously, he added. The repetitive level design is “no where to be found” in Inquisition. A bog, a desert, and a mountain range, all described as “enormous,” were of note in the demo, according to the magazine.

    Gameplay “threads” are littered throughout these areas. “You might find a mysterious pile of corpses as your reach the top of a sand dune,” they write. “Or an arcade device that lets you pinpoint the location of magic items.”

    Darrah explains that he’s been trying to drive exploration, an aspect he claims BioWare “hasn’t done in a while.” He compares the exploration of the upcoming Inquisition with that of the Baldur’s Gate series, which is also a BioWare creation.

    He also wants to ensure that the game taps into spontaneous exploration and discovery, and says that there is an “absolute, elemental, and primal joy” in discovering something unknown and unexpected, and discovering something others might not. Player initiative is where an more open design shines, he says.

    Locations in Inquisition are described as “contained open world,” with items and content to collect and engage with. Day and night are also mentioned. Mounts, which are said to be “more involved than simply riding a horse around,” will also be in the game. “Very little” of the content is scaled to the player’s level, meaning random encounters with enemies, such as dragons, can be far more powerful and incredibly dangerous.

    Whilst player freedom is important to BioWare, the team doesn’t want to sacrifice narrative as its expense. “We definitely need to make sure that we can still tell the kind of story that we want to tell,” Darrah tells Game Informer.

    Balancing player-driven exploration and “organic” environmental-narrative with a emotionally engaging, character-driven story has been one of their biggest challenges, according to the BioWare vet.

    Engine

    Dragon Age: Inquisition runs on the Frostbite 3 engine—technology now used for many of EA’s internal projects, such as Battlefield and the upcoming Mirror’s Edge 2, as opposed to BioWare’s Eclipse engine, which was used for Dragon Age II.

    “Frostbite is a real paradigm shift for BioWare, and even more so for Dragon Age,” says Darrah.

    He describes Eclipse as “a little long in the tooth,” and goes onto say that the transition to Frostbite allows them to investigate opportunities previously denied by their old technology. Namely, large areas with lots of interactivity. The large, open areas in Inquisition are said to be “a direct result” of using Frostbite.

    Built by DICE, the developer responsible for the Battlefield series, the team expended great effort to adapt what was traditionally a first-person shooter engine into a role-playing engine, but are “very happy” with what the technology allows them to do.

    Known for its environmental interaction, the technology will be used for limited destructibility, as well as construction. Destroying the support beam under an archer-filled platform is given as an example, or magically fixing a crumbling footbridge to get to a new area. Restoring a ruined desert outpost will allow the player to transform it into an Inquisition stronghold.

    As Inquisition is set for release on both current and next-generation platforms, as well as PC, Darrah said that the team are “striving really hard” to not let the gameplay be affected by technical differences. They want the experience to be as similar to each other as possible across all platforms.

    The PC version will also have a control scheme customized for mouse and keyboard.

    The Inquisitor and the Inquisition

    The player controls the Inquisitor, the head of the Inquisition. Race, class—with a choice between mage, warrior, and rogue—gender, and name are chosen by the player. The Inquisitor is also “fully voiced.” Racial considerations also impact interactions with others in certain areas, as some races may be persecuted in a particular area.

    By interacting with the world—such as collecting things, helping others or completing quests—the Inquisition grows in both strength and reputation. “It’s fundamentally about giving an organization the same kind of progression you might expect out of a character.”

    It’s also noted that BioWare will not yet reveal how this progression will be communication, and “how players experience that sense of improvement.”

    Game progression is also determined by the Inquisition’s level of power, as “areas of interest” on the world map aren’t accessible without a the meeting such power requirements. This is achieved, as previously explained, by interacting with the world in various ways, leaving the player able to purse content more suited to their tastes.

    Combat

    Game Informer writes that Inquisition‘s combat pace “rests in a place between the two previous entries.”

    “I look at strategy and tactics as a natural out-growth of something that Dragon Age has delivered in spades,” said Creative Director Mike Laidlaw. He also says that “pause-and-play” is part of BioWare’s legacy, and that he wants to maintain that alongside the speed and crispness of response, which he believes to be part of modern gaming.

    Players can switch between characters or set behaviors for each ally. Instantly-executed commands are said to lend Inquisition “the feeling of a third-person action game.” The game’s combat speed and enemy design are intended to push the player toward a more deliberate approach, tactics-orientated approach.

    Enemies have specialized roles and work in groups. Prowlers, for example, tend to hide and sneak, avoiding face-to-face confrontations.

    “Imagine trying to immobilize and take out a disruptive prowler while you’re also being shot at by archers, evading swipes from a bruiser’s two-handed axe, and worrying about the enchanter in the back who is buffing all enemies on the field. ”

    Enemies are to said to make tactical considerations based on the player’s location, cool down times and their own amount of health.

    Class-based skills trees and specializations make a return in Inquisition. Class abilities can be used to compliment each other. This “insists that you can approach combat with an all-action philosophy, all-tactics, or anywhere in between.”

    Other Characters

    Beyond coordination and complimentary abilities in combat, dialogue and story are said to be the player’s “primary connection” with their allies.

    BioWare have yet to reveal the identity of the main antagonist, although it’s reported that players “learn early on that a single mastermind is behind the breach and all of the chaos surrounding it.”

    Style

    Equipment in Inquisition is adapted to each character to avoid tarnishing each character’s “signature style.” Through crafting, players can turns items collected from exploration and combat and transform them into new armor, or customize existing equipment.

    With this focus on customization, crafting is designed to allow players to mix and match between substance and style. Players can apply the best stats to any piece of armor. In effect, it seems as though the player could have “end game” statistics on the appearance of “starting” gear.

    “[Party members] will keep their iconic look,” claims Darrah. “If you take a character like Cassandra, for example: She has an inconic look with a trench-coat almost, with armor underneath that.” He then explains that, although new armor will make her look “very different.” she will retain her unique silhouette.

    Choices

    “Dragon Age has always been about hard decisions, where there’s no clear path,” says the series’ lead writer, David Gaider. “If we can successfully argue either side of an issue and not feel like a sociopath doing so, then that is a good avenue for us to explore.”

    Inquisition wants players to consider the outcome of their decisions, as they will be forced to live with them for the continuation of the game. Not unlike its predecessor, Inquisition will use a dialogue wheel, although improved this time around. Clarity seems to be the focus, as some options in the previous game would apparently intrigue reactions that surprised players.

    Consequences will “ripple” throughout the world, with some encounters and sections of the game determined by earlier decisions, according to Laidlaw.

    BioWare wants a player’s actions to have an impact on the world. Levels can change and new content can be unlocked based on your actions. “It’s not just a couple of level changes; it’s something that permeates the whole game,” says Laidlaw. “You did this at one point in the game, and that’s going to come back and bite you in the ass.”

    The development team doesn’t want players to worry about their platform of choice and bringing forward decisions made in previous Dragon Age titles. The team is “currently investigating ways to maintain consistency in choice”, according to the magazine. “But is not ready to reveal specifics. ”

    nuovo screens:


    Montaggio video con alcune parti gameplay:
    http://fc04.deviantart.net/fs70/f/20...re-d6gze30.gif
    Ultima modifica di Bishop76; 07-08-13 alle 09:15:34

  20. #370
    Shogun Assoluto L'avatar di Malaky
    Data Registrazione
    17-09-01
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    25,885

    Predefinito Re: Dragon Age 3: Inquisition

    Fantastico, peccato che non ci credo.
    Si son gia bruciati ogni forma di fiducia una volta, ed è roba difficile da ricostruire.

  21. #371
    Azatoth
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Giá il fatto che ci siano tre razze per il protagonista é positivo,forse si sono svegliati.

  22. #372
    Daled
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Beh ovviamente finché non vedo non credo però le premesse sono sicuramente migliore di quanto furono col 2 (annunciato nemmeno un anno dopo l'uscita del primo e buttato fuori pochi mesi dopo).
    Il combattimento mi suona simile ai KotOR con la visuale alle spalle e il poter "possedere" qualunque membro del party (ovviamente con pausa), imho hanno rovinato il fade facendo piovere i demoni nel mondo fisico, aveva un certo fascino prima (forse l'unica cosa ben riuscita del background...)

  23. #373
    Voices
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    Citazione Originariamente Scritto da Bishop76 Visualizza Messaggio






    nuovo screens:


    Montaggio video con alcune parti gameplay:
    http://fc04.deviantart.net/fs70/f/20...re-d6gze30.gif
    La tipa che gioca col pad è un brutto segnale

  24. #374
    L'Onesto
    Data Registrazione
    26-02-12
    Messaggi
    1,433

    Predefinito Re: Dragon Age 3: Inquisition

    Dialogue wheel similar to that of Dragon age II lets you make choices



  25. #375
    Picard
    ospite

    Predefinito Re: Dragon Age 3: Inquisition

    A me piace tutto.

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