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So yes, the PC version looks much better than the console ports. For the most part the party fights decently, and combat is resolved with far less pausing and resuming then when playing the PC version of the game. As long as one takes the time to set the AI behaviour for party members, though, this isn't a huge issue. On consoles combat is therefore more action focused, and while it's reasonable to pause the game to select skills or spells, or to set a trap, use a potion, or maybe throw a grenade, it's just not a simple affair to switch between characters and set actions for each and every one on a regular basis. And combined with the PC's greater resolution and the resulting ability to zoom out to a more tactical overhead view or to close behind the selected character, which is the console's sole view, it's easy to see that the PC has a huge advantage in providing a tactical, methodical combat system.
So while selecting a given party member, giving him or her a specific order, and then doing the same for the rest of the party is simple and easy on PC, it's complex and messy on the console.Īnd this difference comes down to one system has a mouse and keyboard and the other has only a game pad. You can pause combat at any time, switch between party members, cast spells, etc., the same on all platforms.īut switching between characters, moving them effectively to take advantage of such things as a thieve's ability to perform a backstab, for example, and other basic manuevering, is cumbersome on consoles.
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And it's not that combat is actually different, because even though Bioware and/or Edge of Reality did work to make combat less difficult on consoles, meaning that battles are balanced for Xbox 360 and PS3 differently than for PC, the actual mechanics are the same.
Does it really matter that the PC version's screens for quests, codex, and inventory look awesome while the console's counterparts are rather drab? Or that the codex is all but worthless on consoles since you can't easily identify new entries once you scroll down, since the act of scrolling causes new codex entries to be marked as already read?Īnd then there's combat, which is a very tactical affair on PCs, but is far more action oriented on consoles. Conversely, the console ports often offer absolutely horrid looking visuals, sometimes fraught with slow downs, although on ocassion they can look quite stunning.Īnd while the in-game graphics are one thing, the usability and looks of the rest of the user interface is quite another. The result is the PC version has superior graphics, which can be tuned in the typical fashion for preferred resolution and various other elements such as anti-aliasing and texture detail. They are basically the same in that both versions allow players to interact with enemies, inventory, and other aspects of the game with the same range of functionality, but the implementation is different enough to make the PC version appear quite elegant and polished while the console version looks like a bastard step child. What's interesting is these elements are and aren't different between PC and console.
The result is a game that is largely the same on both platforms except when it comes to some important aspects of game play, namely combat and interaction with inventory, quests, and character development. The basic game engine is of course common between the PC and console versions of Dragon Age: Origins, but Bioware hired developer Edge of Reality to port that engine to consoles and presumablty to fit game play onto the game pad and the less flexible nature of console + TV.
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But at some point during the development cycle Bioware realized that the money is in the console world, the place where most gamers reside and one that is largely free of piracy. It has its roots in the grand old RPGs, games like Bioware's own Baldur's Gate series.
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The Dragon Age series was originally conceived and targeted to PCs.