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  #41  
Antiguo 29-jun-2013, 11:29
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Por cierto, no se si os gustarán los roguelikes, pero el TFL es soberbio.

Faster Than Light?,si es este,está bien,te sientes como en star trek,el problema es que siempre te van pisando los talones y a mi juicio tiene falta de profundidad el juego aun con todas las opciones sigue siendo demasiado lineal(pero bueno esta apreciación es totalmente subjetiva).

Lo sé para esto de los juegos soy demasiado follamodelos.


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  #42  
Antiguo 29-jun-2013, 11:38
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Estamos hablando de un juego indie, que me costó menos de 2 leuros la semana pasada y que después de 12 horas sigue enganchando como al principio (y no tengo todas las naves desbloqueadas).

Le falta profundidad porque el juego es lo que es y habrá tenido el presupuesto que ha tenido.

No te lo discuto,al cesar lo que es del cesar.

Para juegos indie,el que mas me ha "llenado" si hablo como una colegiala cuando se la meten,es el de ..kerbal space program,es sencillamente genial por que tiene infinitas posibilidades,ya que con los mods es sencillamente brutal,lo bueno es que en cada versión le van metiendo mejoras y más planetas .Pero como dije ya va por gustos,para este tienes que ser muy friki.


Otro también simpático y original es el game dev tycoon(es crear desde la nada una empresa de videojuegos) está simpatico,pero como estos indies le pasa lo mismo muchas opciones pero muy lineal.Para matar el rato está bien.


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  #43  
Antiguo 07-ago-2013, 16:58
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Dragon Age: Inquisition to add multiple playable races, mounts • News • PC • Eurogamer.net
Dragon Age: Inquisition to add multiple playable races, mounts

Nobody expects the Elvin inquisition!

The original Dragon Age: Origins allowed players to pick from one of several races as they began their journey, but its divisive sequel, Dragon Age 2, set players in the prescribed role of a human named Hawke. The third title in the franchise, Dragon Age: Inquisition, will see the return of multiple player races.

This juicy tidbit was revealed by GameInformer. "Large and varied environments, customisable armor, and the return of multiple player races are just a few of the ways BioWare is addressing feedback from previous titles in order to shape a new future for the franchise," read the report.

Additionally, Inquisition will have mounts: a first for the series. These were shown off in GameInformer's video below, then confirmed by series executive producer Mark Darrah on Twitter.

[YOUTUBE]dvu_U83PMKo[/YOUTUBE]
Dragon Age: Inquisition is due next year on Xbox One, Xbox 360, PS4, PS3 and PC.

Resumen en castellano: Muy bien todo.


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  #44  
Antiguo 07-ago-2013, 17:43
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No he conseguido terminarme el uno....llegue al combate final y me dio hasta pereza. En general las tramas las veo un poco pueriles en comparacion al mass effect...aparte que los muñecos en general actuan como retards por mucho que les programes...creo que el 2 ni lo pruebo. Version ps3.


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Estos usuarios dan las gracias a univac por su mensaje:
  #45  
Antiguo 07-ago-2013, 17:58
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No he conseguido terminarme el uno....llegue al combate final y me dio hasta pereza. En general las tramas las veo un poco pueriles en comparacion al mass effect...aparte que los muñecos en general actuan como retards por mucho que les programes...creo que el 2 ni lo pruebo. Version ps3.

WTF?! ¿Que trasfondo escogiste???!! Pero si Mass Effect, en comparación con el trasfondo de la elfa de ciudad de DA1, parece un episodio de Barrio Sésamo!


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  #46  
Antiguo 07-ago-2013, 18:13
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WTF?! ¿Que trasfondo escogiste???!! Pero si Mass Effect, en comparación con el trasfondo de la elfa de ciudad de DA1, parece un episodio de Barrio Sésamo!

Elfo de ciudad, ladron. Que algo intente ser dramatico no significa que lo consiga. En general las tramas me parecieron bastante planas y carentes de interes...les falta gancho. Hay tramas en mass effect mas adultas y que implican un razonamiento mas alla del "oh que bueno soy" o el "oh que malo soy".
Todo es subjetivo


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  #47  
Antiguo 08-ago-2013, 17:19
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Elfo de ciudad, ladron. Que algo intente ser dramatico no significa que lo consiga. En general las tramas me parecieron bastante planas y carentes de interes...les falta gancho. Hay tramas en mass effect mas adultas y que implican un razonamiento mas alla del "oh que bueno soy" o el "oh que malo soy".
Todo es subjetivo

Hombre, todo son opiniones, a mí me atrajo más la idea de empezar como un absoluto mindundi que no es nadie (como son el caso de los elfos de ciudad y del enano sin casta, es más, en el primer caso tienes prácticamente a todo el mundo en tu contra) y tener que sobrevivir como se pueda, frente a ser... Rambo (Shepard empieza el ME 1 siendo un N7, que no es moco de pavo, Anderson también fue uno, por cierto) y tener ya desde el principio a tu tripulación, ser candidato a espectro, e incluso prácticamente a tu nave también (te la dan al poco de empezar, vaya). Además (ya lo he comentado antes), la historia de mi elfa de ciudad (mi primer DA lo jugué con un mago) es en plan Lázaro de Tormes:
( Click para ver )
Empezó mal, y sólo fue continuamente... a peor (incluso Alister la dejó al final).


En fin, a lo que venía:
Dragon Age saves "absolutely come across" to Inquisition • News • Eurogamer.net
Dragon Age saves "absolutely come across" to Inquisition

BioWare on Witcher 3 competition, dialogue and modding.

By Robert Purchese Published Wednesday, 24 July 2013

The choices you made that were saved in other Dragon Age games will "absolutely come across" to the third instalment, Dragon Age Inquisition.

BioWare producer Cameron Lee made the comment during a PAX Australia panel at the weekend, the recording of which has now been published by GameSpot Australia.

He was asked whether BioWare knew how it would tackle saved game imports in light of Dragon Age Inquisition also appearing on new consoles - new technology.

"We know what we want to do," he said. "It will absolutely come across - your decisions carry [and] will matter." But he could say no more.

"The goal," added writer Patrick Weekes, "is that you can have an equally rich experience no matter which platform you're playing on." Could he be hinting at some kind of interactive prologue?

The ties to the previous games' stories couldn't be elaborated on, but long-standing community manager Chris Priestly (who's actually departing at the end of the month) reminded the audience that while the Mass Effect trilogy revolved around a person, Shepard, Dragon Age revolves around a world.

"There will absolutely be some ties to some of the previous games, maybe some of the books or that sort of thing that you'll recognise if you've played the previous games, but they're not going to be reliant on the previous games," he said. Rather, they'll be cornerstones you can touch upon.

Whether the Grey Warden from Dragon Age: Origins will reappear was another awkward question asked. Three of the BioWare team enthusiastically agreed it was a "good question" before turning knowingly to Cameron Lee to bat the question away. Would they do the same if the Grey Warden wasn't a part of Dragon Age Inquisition?



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  #48  
Antiguo 13-ago-2013, 12:38
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Morrigan not a party member in Dragon Age: Inquisition • News • Eurogamer.net
Morrigan not a party member in Dragon Age: Inquisition

But "she plays a significant role".

By Robert Purchese Published Tuesday, 13 August 2013

Pivotal Dragon Age 1 party member Morrigan will not join your team in Dragon Age: Inquisition, BioWare has revealed.

She will, however - as teased by the DAI trailer (below) - have a role to play in the game.

"It is fair for people to understand that [Morrigan] will not be a party member. That's going to disappoint some people," Dragon Age boss Mike Laidlaw told GameInformer, "but it's important for us to be upfront about that."

"It's not a cameo," added writer David Gaider. "She plays a significant role."

BioWare is being cryptic about whether that role will involve tying up the plotline of the baby she conceived (probably - there were various outcomes) at the end of Dragon Age 1. That baby, she prophesied, would have the soul of an Old God.

"[Morrigan] has a human role in this plot," said Gaider, "which may surprise some people because they might only think of her as a plot device. She has this big plot she's involved in, and while that's true to an extent, I'm taking her to a human place. That will make sense after the fact."

How close your Grey Warden was to Morrigan in the first game will also play a role "of varying degrees" in Dragon Age: Inquisition.

Dragon Age: Inquisition is due out in the autumn of 2014 on both current and next-gen consoles as well as PC.

Dragon Age 3 year-delay enabled multiple playable races • News • Eurogamer.net
Dragon Age 3 year-delay enabled multiple playable races

"Because we moved the date we were able to bring it back."

By Robert Purchese Published Thursday, 15 August 2013

Delaying Dragon Age 3 by a year meant multiple playable races could be reinstated to the series, BioWare has revealed.

"Because we moved the date we were able to bring it back," executive producer Mark Darrah told GameInformer. "We basically just had the time necessary to bring it back."

The delay - or rather the new release date of autumn 2014 - was announced at E3 alongside a new trailer, following an elongated period of silence surrounding the game.

Series creative director Mike Laidlaw said reinstating races was a decision "100 per cent based on fan feedback", plus a bit of internal desire, and was made "well before E3".

"Why didn't we bring it up?" he prompted. "We wanted to make sure it was locked down; we wanted to make sure our homework was done so we could commit to it and people could, with absolute enthusiasm, get ready for elf or dwarf or whatever."

Elves and dwarves were the only new playable races mentioned - and shown in renders - during the GameInformer video. Humans, elves and dwarves were the three races available in Dragon Age 1, each with two racial variations to choose from.








In Dragon Age 3, as in Dragon Age 1, your choice of race affects your character's background. Elves are the spat-on servants of the world and some dwarves the outcasts of their own society. Both are less than trusted.

Choosing either elf or dwarf will mean the world reacts differently to you. In some cases this will have a "huge" impact, such as when dealing with significant racial factions or even elven servants.

The other story-significant character creation choice you can make besides race will be whether you're a mage or not. The backdrop of Dragon Age 3, remember, is a war between the churchy templars and the mages.

Incidentally, if you look closely, there's a short clip of someone playing Dragon Age 3 in the background in the GameInformer video.

Dragon Age 3 - Inquisition as it's known - is due on current and next-gen consoles, as well as PC, next autumn.


Última edición por Serpiente_Plyskeen; 15-ago-2013 a las 12:34


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  #49  
Antiguo 29-ago-2013, 10:47
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Dragon Age Inquisition allows you to tailor your historical world state • News • PC • Eurogamer.net
Dragon Age Inquisition allows you to tailor your historical world state

Via new cloud-based service Dragon Age Keep.

By Jeffrey Matulef Published Wednesday, 28 August 2013

BioWare fans may recall that Mass Effect 3 allowed new players to answer a few questions about their previous exploits, so it could arrange this third chapter to their specifications. It was a nice idea that allowed those who lost their save files along the way to maintain most of their original choices, but it wasn't very comprehensive and failed to let players say that they rescued Wrex, for example. The studio has learned from this, though, and will be offering further options in its upcoming Dragon Age Inquisition via a new service called Dragon Age Keep.


In addition to The Keep, Dragon Age Inquisition will also feature one of these. It's called a nug.

"Within the Dragon Age Keep, you'll be able to customise a Dragon Age historical world state to your exact specifications drawn from Dragon Age: Origins and Dragon Age 2 story decisions," explained BioWare in its FAQ for this new program. "These include hero attributes, companion details, quest results, and more. Customise as much or as little as you wish... For new players, the Keep will serve as a great way to understand the people, places, and events that shaped the world leading up to Dragon Age Inquisition."

Since Inquisition will be available on next-gen consoles, BioWare needed to move save state data into the cloud, which is precisely what the Keep does. "You can fully explore what-if scenarios, and become aware of events and consequences in our past games that you may not have known were possible. You can then fire up the previous games and go exploring for those moments," explained executive producer Mark Darrah in The Keep's announcement. "Even if you don't go back and re-play the previous games, you can still establish that scenario as part of your world state, and import it at the start of a new Dragon Age Inquisition game to see the consequences of your actions."

There will be some form of save importing in addition to The Keep, though BioWare said it will detail that later. In the meantime, players can sign up for The Keep's beta, which will launch in early 2014.

That might seem like a long time to wait, but BioWare wants to be sure its numerous choices and consequences don't interfere with one another - something that's been a problem in the past. "An import from Dragon Age Origins to Dragon Age 2 brought across something in the order of 600 different data points, most requiring complex logic solving to answer correctly the question of 'how did the player settle this choice at the end of the game?'" explained Darrah. "As a result, some current save imports are buggy, which is our fault, and something we're committed to fixing. Permanently."

Dragon Age Keep is slated to launch a few months before Inquisition in 2014.

¿Puedo tener un nug?


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  #50  
Antiguo 02-sep-2013, 09:44
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Dragon Age: Inquisition In Motion | Rock, Paper, Shotgun
Dragon Age: Inquisition In Motion

By Jim Rossignol on September 1st, 2013 at 7:21 pm.

UPDATED: Tactical view filmed off screen at PAX added below.

Nothing of the much-touted tactical view, sadly, but it does look rather slick.

Take a look, below. And then perhaps join the discussion over in John’s article from the reveal of the game in London last week.

[YOUTUBE]-aK0z8xeAus[/YOUTUBE]

Frostbite engine looking pretty capable, there. And I do like a fiery sword.

All that said, I think The Witcher 3 is going to take some beating.

UPDATE:
[YOUTUBE]bbGN7OBngCQ[/YOUTUBE]

Dragon Age: Inquisition preview shows combat and consequences | Ars Technica
Dragon Age: Inquisition preview shows combat and consequences
Bioware's next fantasy epic focuses on dilemmas and weightier battles.

by Kyle Orland - Sep 1, 2013 2:00 am UTC



If there's one thing that comes through in the first public demonstration of BioWare's Dragon Age: Inquisition, it's that the company is eager to get back on track after the somewhat ill-received changes found in 2011's Dragon Age II. The new title, set for release late next year, is all about being a force for change in an expansive world that's churning around you, leaving behind a more insular focus on the internal dynamics of a few characters.

"We're trying to stay true to one of the original goals of the franchise, which is to be about a place, about a time," the creators said. "It's not about a single story, it's not about a single character."

That place and time in Inquisition are what the creators are calling a "world out of balance," where a cataclysmic event has opened giant rifts between dimensions, brought the dead back to life, and generally caused too much chaos to be just a coincidence. Both the mages and the Templars have the power to fix this problem, but they're too focused on a hopelessly deadlocked war to settle their differences and address the larger problem.

That's where the Inquisition, an ancient institution dedicated to rooting out corruption from outside of any church or established order, comes in. The new game is as much about building up this now-resurgent organization as it is about building up your characters, the creators said, gaining the trust of the people and the ability to wield more organizational power as you go.

The key to this system of influence is a series of keeps placed throughout the world, each of which lets you extend your control over the nearby area. You can capture them indirectly—say by poisoning the water supply or using signal fires to draw out the keeps' forces—or through direct attacks. Once you have control, you can tailor the keeps to a few different styles, deciding whether to focus on espionage, military strength, or commerce, for instance. You'll also be able to send out inquisition agents, who can unlock new projects and abilities in the area.



A game of dilemmas

These are actually some of the less important choices that the creators are trying to make the focus of Inquisition. "What we're trying to bring back for Dragon Age: Inquisition is the concept of dilemma... when you're faced with a choice, it means you know what's going to happen, you understand the consequences, but the differences between those consequences make it hard to pick between those choices."

These kinds of choices are reserved for massive, epic-level events. You might have to decide whether to allow a king to die when his rival is offering you more power, for instance. "It's a place where people make bad decisions for good reasons. We don't have mustache-twirling villains. … while you might not agree with the reasons someone does something, you should at least understand."

It all sounds a bit more advanced than the simple paragon/renegade type of dichotomy found in most Bioware games. The familiar wheel-shaped dialogue choice system has been modified this time around, as well, to provide a direct hint as to precisely what will happen if you choose a certain response. That change makes sure that "you never pick 'To heck with you!' and end up slaughtering the guy's entire village," for instance. While this feature can be turned off, even when it's on the creators stress that the game will only warn you about your direct actions, and not their potential unforeseen consequences.

And those consequences can be dire. Not only will decisions you make in Inquisition sometimes unlock new content and quests, but choosing certain options can actually cut off certain lines of content, making them inaccessible in the future. If you choose not to defend a keep that's under attack, for instance, you may come back to it later to find the stronghold burned to the ground, along with all the content it would have contained at that point.

The ways you project this kind of influence on the world will often be less explicit than it has been in previous Dragon Age games as well, the creators say. For instance, if you come across an abandoned boat controlled by the Inquisition's enemies, you're free to set it on fire (provided you have the appropriate potion or magic spell). But the game isn't going to just pop up with a prompt suggesting that you take up some beneficial pyromancy. "The idea of pressing A to do everything is something we're trying to avoid."



Bye bye health regeneration

Any changes to the story and consequence systems seem minor compared to the alterations Bioware is making to combat in Inquisition. This time around, your characters' health will no longer recover automatically after every fight, which means you'll have to plan ahead for an entire adventure's worth of battles at a time, and make much more careful use of your limited potion space than in previous games. "Getting away [from a battle] with one guy with a sliver of health is not going to leave you in a very good place," the creators said.

Enemies in Inquisition no longer automatically level up alongside your character, either. That means if and when you come back to an earlier area, you'll find the foes there will be much easier to defeat than they were the first time through. It also means, however, that you might run in to pockets of enemies in certain spots that you are just ill-equipped to handle at that point in time, forcing you to hold off until you've improved your party a bit.

Luckily, combat doesn't start as soon as you're spotted, giving you a bit of time to prepare for fight or flight. It also gives you time to pause the action and switch into an overhead tactical view (which will now be in all versions of the game, not just the PC edition). Here you can issue orders and position your party for maximum effect, rather than relying on your real-time reflexes. It's now a bit easier to stay in this view as you issue your orders and let them play out, as well.

Of course, the creators are emphasizing the ability to play battles out in a number of ways. Depending on your party's strengths, you can go in strong with armor busting force, or play more tactically, cutting the opposing forces in half with a wall of ice, for instance. In one particularly thrilling battle demonstration, a mage froze two guards, allowing a warrior to run past them and slice away at a weak brig support, bringing down the two troublesome archers perched atop the structure.

For all the tweaks and changes to the formula shown during the demo, the overall feeling I got was of a company trying to recapture to the melding of an epic, branching story with the tight, tactical combat that made the first Dragon Age game so refreshing. Inquisition is set to hit PC, Xbox 360, Xbox One, PlayStation 3 and PlayStation 4 late next year.

Dragon Age: Inquisition's secret base camp replacement will make you "freak out" • News • Eurogamer.net
Dragon Age: Inquisition's secret base camp replacement will make you "freak out"

Plus, just how open are the open worlds?

By Wesley Yin-Poole Published Monday, 2 September 2013

Dragon Age: Inquisition doesn't have the base camp feature from previous games in the series - but BioWare has high hopes for its secret replacement.

In Dragon Age: Origins base camp acted as a hub from which you could chat with your party members, give them gifts and enchant your gear, among other things.

Inquisition doesn't have this because the game is structured differently, but watch this space, BioWare Edmonton producer Cameron Lee told Eurogamer.

"You could use the Keeps in a similar fashion to that [the base camps]," Lee said. "It's one of those places where you can restock equipment, but it's not a replacement for the camp system.

"We have something else in mind for that, which is a lot more grandiose than even the Keep system. We'll get into that later on. I think people are going to freak out!"

[YOUTUBE]SXnA4ah7uqM[/YOUTUBE]

Structurally, Dragon Age: Inquisition is made up of a series of huge levels linked together. This isn't the same approach as, say, Bethesda Game Studios' Skyrim, which presents a gargantuan open world players can explore from the get go, but BioWare insists Inquisition's levels are massive, which is why it's introduced mounts. Indeed one medium sized level shown off at a recent preview event in London is larger than all of Origins and Dragon Age 2 combined.

"We're still working on the specifics of how you move between the levels," Lee explained.

"What we definitely won't do is lots and lots of fast travel everywhere. We don't want people to just to be able to teleport wherever they want to teleport, but you will be able to travel between it.

"We'll get into more of that at a later date, but one thing to think about with this is that when you look at the map of what we've got and where we place down these big open worlds, there's so much space and context around being in that world.

"There's an overarching conflict and a narrative that runs through it, and we place down into each of those big open worlds similar conflicts and narratives. So even though you're moving through these different open worlds you're still seeing the same context of the events that are taking shape.

"The reactivity between these different areas is connected and strong, so you don't feel like you're moving from one planet to another planet. It's all still connected. But the specific travelling mechanism, yeah, we'll talk about that a little bit later. But we do want people to be able to fill in that space a little bit."

BioWare has also tweaked slightly how you'll interact with party members. In previous games, an approval system allowed you to improve or damage your relationship with individuals through your actions, choices and the gift system.

With Inquisition, BioWare's goal is to create a "more natural experience".

"The approval system from the previous games was very binary," Lee said. "You'd give someone a gift and get plus five approval. It's not like that any more. It's more natural and fluid.

"Previous games also locked content out based on approval ratings between you and your followers. We want to let people go on these quests and have these experiences with the party members you've made a relationship with, but things will play out a little bit differently depending on your current relationship status with them.

"It's more of a natural experience. Otherwise it's like, okay, I've got enough favour with this person, I can go and do the quest and I only get one outcome from it. It's more complex now."

As for the romance system, BioWare is keeping its cards close to its chest, promising to reveal more later.

"It's such a big thing in BioWare games and romance is really important for a lot of players," Lee said. "It's not why we make the games, but it's certainly been a part of the experience people have, so we want to make sure we do it right."


Última edición por Serpiente_Plyskeen; 02-sep-2013 a las 14:23


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