
New, randomly dispersed swords have been added.ĥ.

New werewolf trophy has been added in Chapter 3.Ĥ. Assorted animals have been added to the game.ģ. Launcher now includes an option to toggle DLCs off and on.Ģ. The big list of changes: (contains some hints to spoilers - don't read if you haven't beat the game)ġ.
WITCHER 2 WHICH DESIGN TO TAKE POKER QUEST ACT 2 UPGRADE
The upgrade will be free from now until the heat death of the universe, available through the in-game launcher. Note: This upgrade is available to everyone who has bought The Witcher 2, not just folks who bought it from GOG.com. BAFTA Award winner and Academy Award nominee Tomasz Baginski brings this key historical event to life, setting the stage for the story told in The Witcher 2. The other characters are secret-for now!Īll new animations and cut scenes, including a new, three and a half minute pre-rendered cinematic depicting the assassination of King Demavend of Aedirn. This noble woman comes from the Temerian family Papebrock and is a 30 year old lady-in-waiting of the Temerian court. These new adventures will add several hours of story-based gameplay to the game.New major characters to the Witcher story. These consist of an underground system of chambers beneath Loc Muine and a temperate coniferous forest in the Loc Muine mountains, and a secret cave passage. New major adventures set in new locations. On and off again, but never truly committed. Geralt and the sorceress Triss are friends with benefits. Between the prologue and epilogue, there are three main acts. Alchemy and crafting are still important, but the systems have been overhauled to be more intuitive. TW1's divisive timing based combat is replaced by a real time combat system influenced by Batman: Arkham Asylum and Demon's Souls. And this is from only one class story playthrough, not all of them.)Mature, narrative driven RPG with branching paths. (Yes, although the tasks are comparable, SWTOR actually has more roleplaying significance to each sidequest.


And let's not even talk about what you need to do in said sidequests, because I think their contents has been covered extensively by now.īasically, when Star Wars: The Old Republic has put more thought and care put into its sidequests, you should know you're in trouble. Sure, some sidequests have a sentence or two, or maybe a codex entry, that somehow contextualize the event, but don't mistake this bare minimum of presentation for something that should be acceptable during 2014, the Year of the RPG. The sidequests are a core aspect of DAI, one that cannot be avoided. And don't hide behind the "it's optional" or "some of it's good seriously guys" sleight of hand because gaining levels, equipment, and power is not optional if you want to finish the main story. DAI's sidequests are bargain bin game design that has absolutely no place in a AAAA+ RPG from a developer as prestigious as Bioware.ĭAI, as a narrative-focused RPG, should not be excused or lauded for being lazy and disrespectful of players' time - not for sidequests or anything else. Nothing in the games you listed is even remotely comparable, as DAI will win by the sheer magnitude of its offenses. Where is this "some of" coming from? Taken collectively, DAI's sidequests are among the worst out there. Still, I agree with the general sentiment that the side quest design needs significant work for the next DA. But stuff like that never gets brought up because it's not convenient to the narrative. There are also quests like building watchtowers in the Hinterlands that are not really compelling since they amount to "go here and press X." At the same time, the Hinterlands has interesting quests like converting the Cult of the Breach down in the south of the Hinterlands to the Inquisition's side. The shards are truly bottom of the barrel when it comes to creative quest design. Inquisition does have some very very bad mindless questing, though. Ditto for landmarks, but those also give you some lore about the surrounding area (but fuck lore, because that's not interesting right?).

They are simply a consequence of exploring the map. It's crafted Power, just like you can buy Power at the merchant. They are a way to gain additional Power and they never pretend to be otherwise. Part of the problem here, as evidenced by that inane RPG Codex image, is that some things are being called quests which aren't meant to be quests.
