Dragon Age: The Veilguard

  • Автор темы Автор темы Chakie
  • Дата начала Дата начала

Chakie

Lucha Pablo
Почётный участник
Регистрация
2 Май 2006
Сообщения
18.490
Реакции
6.668

Лет через 10 выйдет
 
В 2021 планируют
 
Dragon Age 4 Lead Producer Leaves BioWare
https://comicbook.com/gaming/2019/08/17/dragon-age-4-bioware-ea-producer/

u_b006e56d12ea562bc9ac78b3572b81a0_800.jpg
 
Может на TGA 2020 покажут:

 
 
 
  • +1
Реакции: wish
Сингл:
 
  • +1
Реакции: wish
 
Именно так новый DA и будет называться - Dreadwolf.
 
Игра уже прошла альфа-стадию, она полностью проходима от начала до конца:
https://www.ea.com/ru-ru/games/dragon-age/news/alpha-milestone

Кроме того Bioware работает над концептом новой сингловой Mass Effect.
 
Немного инфы и геймплейчика утекло:
  • Combat is completely in real-time and similar to a hack and slash. I'm told the guiding reference point was the God of War (2018), and that shows.
  • Player has their regular combo attack and then their abilities as well as a special bar which generates allowing you to pull off a special move. I don't really understand the comparison to FF15's wheel. It's standard Dragon Age ability wheel.
  • There was no party control demonstrated. I think it's a safe bet to say you will not be able to directly control your party members in the game. That said, you likely will be able to tell them to execute certain abilities. But apparently that was locked off in the Alpha.
  • The most immediate thing you noticed is that animation quality has DRASTICALLY improved. Like, for any other AAA title it's probably not that big a deal. But we've never seen animation quality this good in any BioWare game. I didn't actually play it, but I can tell it probably feels really good to control your character. No more stiff animations, it's all very fluid and seems also very responsive.
  • Jumping has also been retained. So, rejoice if you enjoyed jumping a lot in DAI.
  • As the character was a sword and shield dude, he was able to parry attacks from enemies and follow up with counters. It's hard to tell their exact abilities, they only had two on hotkeys along with a special. But one appears to basically be a drop kick and the other a charged sword attack. I'm not sure exactly what the special attack does.
  • The UI is similar to DAI, but this is also Alpha and UI is the last thing finalized in any game. Character has a chest slot, a helmet slot, a primary weapon slot, and a shield (secondary weapon?) slot. For accessories, one amulet slot, one belt slot, and two ring slots.
  • Oh and the player character's hair looked glorious. I mean, it was clipping right through their helmet. But it was flowing and bouncing as they moved. Finally, no more stiff ass hair. Now, let's hope we have more than just two black hairstyles.
  • Enemies were pretty much just variations of darkspawn, except the dragon, but again they seemed to have Red Lyrium powers.

Alright, so now to what is in the video. It's about 20 minutes of gameplay involving one segment/dungeon. The entire gameplay is set within the the Gray Warden fortress HQ of Weisshaupt. That's what the location text literally says. Now again, the gameplay is alpha so there isn't a whole lot of detail and there are missing textures for a lot of elements. Basically, buildings and whatnot are all modeled and textured but the skybox itself is very dark and makes it seem as though the entire fortress is underground, although it is clearly not. I suspect the skybox could contain some giant world event, similar to the Breach, they hadn't finished.

The player character is an Elvish "Knight" Class (the character screen actually says they are a mid-level Grey Warden), they've got a sword and a shield. They also have two party members, another knight dude and a female dwarf rogue. I suspect both models are placeholders and they won't actually look like they do in the final game. Darkspawn are currently attacking Weisshaupt and there are roots all over the place alongside Red Lyrium popping up here and there. Oddly, the darkspawn also apparently are infused with Red Lyrium and have Red Lyrium attacks and some have red eyes. The objective is to fight through the Darkspawn to get to the library, but as you are doing so there is also a big ass dragon attacking from above. Because, you know, it is Dragon Age. And the dragon creates occasional environmental and traversal hazards. It ends once you reach the library, close the gates, and then come face to face with the dragon. It appears you are then supposed to try and chain the dragon up, but it ends before the player completes that. There is no audio and while there are subtitles, they are mostly glitched and frozen so you can't tell what people are saying during cutscenes or combat.

https://imgur.com/a/J2xVQlT
 
Переименовали игру:

P8JapeE.jpeg
 
Инфа об игре из EDGE:
About the world and structure of the game
They settled on mission-based design cause they wanted a curated experience for the players.
Mission-based also helps with the pacing which was important for them to get right.
The team realizes that the absence of the antagonist in Inquisition for a lot of the story was a problem and doesn't want to repeat that in DATV. They comment on how in Inquisition players spent 10 hours doing side quests in Hinterlands without feeling the story's urgency.
DATV will still have exploration and side quests but the goal is to constantly move the players forward and have their decision feel more immediate with tangible stakes. One very early example is Rook trying to get some information in a bar, which could end in a brawl or you might get the information quietly depending on your choices.

Minrathous is the biggest city in the franchise. They describe it as lived-in, expansive and sprawling. They mention how Dorian's line in Inquisition about Orlais being quaint and cute compared to Minrathous, acted as a guide for them to realize this big city.
They mention how not having to do a big open world like Inquisition helps them realize places like Minrathous better and in more detail, since the (development) resources aren't spread too thin.
Their goal was to create a world that players feel like is worth saving, somewhere they could imagine wanting to stick around after the main story has ended and the world is saved.
They wanted the opening of this game to feel like the finale of most games and put you right into action. They think the ritual at the prologue of DATV makes the sky tearing open at the beginning of the Inquisition feel like a minor inconvenience.

In regards to combat
Responsiveness was very important for them in regards to the new combat system, so outside of you activating a high risk high reward ability, you can animation cancel out of almost any move.
They talk about how tactical camera in Inquisition limited them in terms of where they could put the encounters as having a combat scenario inside a building was very challenging for them since they had to make the tactical camera work with that.
They say the combat is much faster and more technical, from their testing, the players found having to control the party members on top of Rook too demanding so they decided to get rid of that and focus on Rook instead.
They talk about how the ability to pause the combat is important and how you should use it to see what correct elements you should use against certain enemies and what elements are not desirable as an enemy might have resistance to them. They say matching the right elements is the key to success in the game and that's where some of the RPG depth of the game shines through.
Each class has its own combat resource and its own way of gaining that resource. A Rogue relies on momentum which is gained by avoiding damage and being aggressive, while a Warrior is rewarded by parrying and blocking. The players then use these resource to preform the abilities from their ability wheel.
You can use your ability wheel to use Rook's abilities or companion abilities. You can also use it to instruct your companions to attack a specific target.
The ability wheel also gives the players the ability to focus on making fun combos, and the UI will even let you know when you can combo abilities together:
"You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage."

Companions and their story arcs
They know that the players like to stick to 2 or 3 favorite companions during their playthrough, so in some missions they are gonna have some companions as mandatory or some companions won't be available, so you players would have the chance to know these characters better.
Having the players separated from companions will also let the story show that the companions have a life outside of the main story and their involvement with Rook. You might stumble upon a companion doing something on their own in the world after they are separated from you and if you engage with them, you could go do their unique story arc. These arcs take place through the game in different regions and will have their own villains, stories, characters and the player will share a quite a few intimate moments with the characters during their arcs. While these companion arcs are unique to them and their past and who they are, they will also tie into the main theme and story of the game in some way or form.
One example of such companion story/arc is you stumbling upon Neve in Minrathous as she is investigating an abduction case.
While these are optional, the team doesn't really consider them side quest as they are more crucial for these characters. But even if you don't engage with them, they might resolve on their own and some of them might have interesting effects on the story and characters if you have decided to not engage with that person and their story arc.

Misc
The lesson they took from Anthem was that they should focus on what they are good at and not to spread themselves too thin trying to do what they don't have the expertise for. "A lot of the people on this team came here to build a story focused single player RPG", so they are focusing on that.
 
31 октября:

 
Назад
Сверху