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Rodomont

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Rodomont

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#1  Edited By Rodomont

If the mis-spelling of  "Nostaligia" in the post title was intentional, never mind me, otherwise consider it pointed out ;) 
Pretty cool scenes!

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Rodomont

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#2  Edited By Rodomont

[Warning: Early Game Spoilers]

Assassin's Creed II is great - but at six hours in, I'm never going to play it again.

I came to this decision just recently - having picked it up again and played it tonight for an hour or so tonight, I've finally found it in me to reject a solid, fun gameplay experience.

If you feel confused, don't worry - I am too. I've enjoyed the majority of the time that I've spent with the game, and I feel like the experience is going to be as good as it has been (if not better) all the way through. Thinking of certain elements of that game (the Assassin's Tomb platforming, the assassination missions), I feel compelled to go back. But I can't. Because I don't care.

I was trying to figure out the root of my indifference toward the game, and to the events that occur within it. Initially what came to mind was Michael Abbot's analysis of  Demon's Soul's environments vs.  AC2's, but although I tend to agree with his points, it's not the root cause of the issue.

I must admit that, compared to other gamers, I'm probably more focused on story, dialogue and characters within the games that I play. And the more I think about it, the more I believe that it is that hook that is missing for me - I don't care about Ezio, I don't care about Desmond, or Lucy, or even poor Leonardo Da Vinci. I didn't care about the deaths in Ezio's family, and I don't care about his uncle, his friends or his grieving mother.

Why?

Because I don't know them.

I don't know who Desmond is, other than that he sounds like Nathan Drake and enjoys lying around all day playing virtual reality video games. I don't know who Ezio is, other than what could be summarized in a dry, emotionless paragraph or two in a game design document somewhere. I was never properly introduced to his father, so it didn't matter when he died - there was perhaps the subtlest glimpse that there was something there other than a stuffed catalyst waiting to be strung up, but that's only if I'm reaching. Half the characters I don't even know by name. The other half I do, briefly, until I kill them.

I guess what I'm getting at is that I feel the game is a complete missed opportunity for interesting characterization and an interesting plot, because it never allows itself to dwell on any particular character or story. The cast is gigantic, and each character is only allowed a criminally small of amount screen time (and what time they do get is filled up with talking about you, Ezio, and gives you zero insight into their character). And as soon as the assassinations are over and Ezio meets someone new that he will interact with for a bit and learn about, the game instantly breaks, and flashes forward to when Ezio and the aformentioned character have skipped all the interesting parts of their relationship, and are now best buds (or worst enemies).

The pacing in that game is relentless. Gameplay-wise, it's improved greatly since the first  Assassin's Creed, but the storytelling is lagging far behind. After meeting Leonardo da Vinci, I want to spend some  time with the man! I want to find out what he was like (or, and this is still interesting, what some creative person who has researched him thinks he was like). It's fine for him to become the source of upgrades - after all, we are playing a game - but if that is all he becomes, you're reducing him and his life to being a cheery numbskull who helps out this crazy assassin, even though he really has no idea about who Ezio is or what he's doing.

I understand that the game cannot be focused solely on the things that I would find interesting, and I feel like some people on the development team were definitely pushing in that direction - the fact that you can buy paintings in the game from the different cities is cool, and the way they've interwoven the in-game character histories with actual history is novel and works pretty well. But by throwing me these completely one dimensional characters in a game that feels totally constructed and contrived, they've turned me off enough to warrant me not playing any more, even though I enjoy the gameplay.

It may just be a personal incompatibility, but I do believe that these are serious issues that would affect most people who tried to emotionally connect with  AC2 or its characters. I'm curious to hear if anyone else has similar issues - and I'd like to hear from people who loved the story and characters, because before playing I'd heard praise.

Anyway, that's where I'm at at the moment. Finally got around to purchasing  Star Wars: The Force Unleashed, so I might give that a whirl tomorrow, if I'm not working on Shadow Field. Peace out! 

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Rodomont

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#3  Edited By Rodomont

In response to The Witcher being mentioned, I actually started playing that earlier this year and had similar issues to what the OP had with Dragon Age - it just didn't really hook me. I'll probably go back to it this year, and I'm curious what my perspective will be going from Dragon Age to The Witcher. From what I've seen of it (I'm a few hours in), it has some interesting elements, but nothing spectacular. 
 
The storylines are faaairly similar so far (the "Witchers" are actually surprisingly similar to the Grey Wardens :P), and Dragon Age seems to have more variability and interesting player choice in the main storyline. I'm sure I'll be more impressed by The Witcher as I get into the meat of it though. 
 
Oh, gameplay-wise, while The Witcher's timing-based combat was interesting, I definitely prefer DA:O's. Feels so tight and balanced, whereas The Witcher's didn't feel as polished or well-thought out.

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Rodomont

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#4  Edited By Rodomont

In response to demonbear's post, I've played many, many Western RPGs, and Dragon Age is easily among the best of them. You're valid in your opinion of not liking it, but I definitely disagree with your conclusion that anyone who likes it must be an RPG noob ;) 
 
I'd concur with jams - if I play one genre for too long I generally get burnt out on it, regardless of what game I'm playing. Don't force it down, but maybe come back to it in a few months, and you might find yourself pleasantly surprised :)

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Rodomont

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#5  Edited By Rodomont

Yeah, some encounters can be pretty sporadic - ie. I'll get wasted first time through, then barely take damage the second time. If you're having trouble try changing up your approach and/or pausing more. Keep well stocked on potions for boss fights, and you should be all good :)

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Rodomont

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#6  Edited By Rodomont

I'm getting into this late, but it's a bit silly to blame this on not making it multi-platform. If they had, it would have been even more of a money-sink. The problem is that either the title is too niche, or that it didn't get marketed to the people who are interested in it.

Also I've been to two shops here in Australia, and they said they were "sold out" of the two copies or whatever that they were given... it seems like this game was judged as dead on arrival by retailers before it even had a chance. This is just one of the myriad reasons why retailers have to disappear.

I wonder how it would go as a PSN downloadable, ala Burnout Paradise. Please do this, Sega!
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Rodomont

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#7  Edited By Rodomont

Just got this on a LinkedIn Game Developer Group emailing. Anyone happen to be a senior level designer? ;)

Bioshock 2 needs two mind-blowing Senior Level Designers
Senior Level Designer
It's been said that Level Design is "where the rubber meets the road" - where technology, art, audio and game design all 
converge into a playable experience. Circa 2008, crafting these experiences is a lot of work, even if you're not creating 
any art or tech. You've got to have the high-level game design sense to understand how your level is an expression of the
core game design and themes, the pacing chops to make every moment satisfying and constantly surprising, and the pragmatic
analysis and problem-solving skills to make it all a playable reality.

Of course, in a game like BioShock 2, there's also the daunting challenge of shaping a significant chapter in the story that
follows up one of the most thematically dense game narratives of the past few years. You'll work closely with one of our
Environment Architects to bring it to life in a place that's worthy of the BioShock world.

You've got one foot in pure game design, one foot in architecture, and one foot in storytelling. As a child, you were teased 
for having the third foot. But you've come to realize it's what makes you special. It's what makes you a Level Designer.
Come join the like-minded mutants here at 2K Marin.
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Rodomont

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#8  Edited By Rodomont

Cool, thanks for that, I'll make a new submission for MUD as a concept.

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Rodomont

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#9  Edited By Rodomont

Oops! Jayge! Sorry, with the underline it's a little hard to see the g :P Hehe

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Rodomont

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#10  Edited By Rodomont

Ahh, Gmail had marked it as spam! For posterity, the response was:

"Moderator Comment: Thank you for the submission, but we currently aren't just yet accepting games that were abandoned without release or released for free; this may change in the future, keep your eyes peeled!"

Thanks for that Jayde :)

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