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Dungeons & Dragons: Warlock Video Game Announced by Invoke Studios
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<blockquote data-quote="Charlaquin" data-source="post: 9819395" data-attributes="member: 6779196"><p>I mean, the combat animations are a massive improvement from Origins IMO, but I can certainly see why it might have been surprising.</p><p></p><p>You may be surprised to learn, where it came from was the original concept art. Qunari were always intended to be large bull men, but they couldn’t get the head models to work with helmets in Origins.</p><p></p><p>Yeah, that was an odd change, but I loved it. She also had very little involvement in DA2.</p><p></p><p>I think the fairly obvious reason is to establish a recognizable visual identity for the series. Origins’ visual style was incredibly generic, indistinguishable from any medieval-esque European fantasy. Which I understand a lot of people liked about it, but I also understand why, when it became clear that the IP had legs as a series, they would want to make more visually distinctive. They may have gone a <em>little</em> too far with the elves, though personally I really liked how alien they looked.</p><p></p><p>Yeah, I struggled <em>hard</em> with that at first, but once I understood what the game was trying to do and resolved to meet it on its own terms, I fell in love with the character. Particularly “purple” female Hawke, although my preference now is to gradually shift from “blue” to “red” over the course of the three acts.</p><p></p><p>The smaller scope and personal stakes are my favorite thing about the game, and I <em>adore</em> Kirkwall.</p><p></p><p>Act 2 is kind of a weird tangent that doesn’t really connect well to Acts 1 and 3. Product of the incredibly rushed dev cycle. But, it did at least flesh out the Qunari and their relationship with Thedas and Magic.</p><p></p><p>Yeah, the whole commanding a military aspect was something the devs really wanted to make happen, but never quite manifested. Which is too bad, since it sounded like it would have been really cool, had they managed to execute on the concept better.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9819395, member: 6779196"] I mean, the combat animations are a massive improvement from Origins IMO, but I can certainly see why it might have been surprising. You may be surprised to learn, where it came from was the original concept art. Qunari were always intended to be large bull men, but they couldn’t get the head models to work with helmets in Origins. Yeah, that was an odd change, but I loved it. She also had very little involvement in DA2. I think the fairly obvious reason is to establish a recognizable visual identity for the series. Origins’ visual style was incredibly generic, indistinguishable from any medieval-esque European fantasy. Which I understand a lot of people liked about it, but I also understand why, when it became clear that the IP had legs as a series, they would want to make more visually distinctive. They may have gone a [I]little[/I] too far with the elves, though personally I really liked how alien they looked. Yeah, I struggled [I]hard[/I] with that at first, but once I understood what the game was trying to do and resolved to meet it on its own terms, I fell in love with the character. Particularly “purple” female Hawke, although my preference now is to gradually shift from “blue” to “red” over the course of the three acts. The smaller scope and personal stakes are my favorite thing about the game, and I [I]adore[/I] Kirkwall. Act 2 is kind of a weird tangent that doesn’t really connect well to Acts 1 and 3. Product of the incredibly rushed dev cycle. But, it did at least flesh out the Qunari and their relationship with Thedas and Magic. Yeah, the whole commanding a military aspect was something the devs really wanted to make happen, but never quite manifested. Which is too bad, since it sounded like it would have been really cool, had they managed to execute on the concept better. [/QUOTE]
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