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Corny hat geschrieben:Yes, but I guess that's mostly because everyone is like "oh yeah, it's that Metal Gear Stuff by that Kojima guy" and rolls with it. Actually, the only reviewer that comes to my mind that criticizes all the talking etc. is Ben "Yahtzee" Croshaw, who mentioned in his review of Revengeance that nobody has the heart to tell Kojima that nobody actually takes his games seriously (or something in the lines of that). Aquanox, however, is from a not really internationally well-known studio and not a part of a long-lasting, popular series. It's just heavy bias, I guess - like an unusual movie that is made in Hollywood by a known american director, which has better chances to get an Oscar than the same movie being made in Poland by an unknown director.
Yep, it's one of the privileges of fame, fairly or not. Not many gamers (aside from the hardcore RPG or adventure gaming crowd wants to read a lot in games). It would have been better if the AQ player characters had dialogue choices (like Flint had in AD) and most of the dialogue was not voiced so we could skip through it and to save some budget.
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Corny hat geschrieben:It's been a long time since I listened to any English Aquanox dialogues, but in the back of my head, I remember the voice-acting somewhere in the lines of "about okay". I don't want to step onto anyones toes, but the German version is just much better.
William Drake's voice was annoying in both English and German, but I think the ones who voiced Amitab, El Topo, and Charlotte Gillmore in English did a better job than their German counterparts (and I've watched walkthroughs of the German version). Stoney Fox was also more convincing to me in English than he was in German, as was May Ling. Animal sounded more bored than anything, despite the fact that he was an escaped Crawler.
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Corny hat geschrieben:Not to forget about the Liopleurodon which was mentioned while the mission was cut from the game. It's even mentioned on the
TV tropes page ("Dummied Out"). I agree that they should've cut the dialogues as well, it's not as if Aquanox is severely lacking of dialogues...
If McGregor's creature was just another variety of the Schax from AQ1, then they should have ported over those models to AQ2. But even the Schax weren't indestructible, unlike McGregor's creature. And Olga Sislaja is the one who mentions the Liopleurodon and the tips to kill it in AQ1--removing her dialogues from the game entirely would have been best, since she doesn't tell you anything of importance (her description of the "Scalar Howitzer" is pretty silly).
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Corny hat geschrieben:Well, the creature McGregor talks about would probably be more explained in the sequel - however, it seemed to me like "oh we finished the video already and now it doesn't make any sense anymore". Compare it with the opening of Assassin's Creed 1 where Altair has a crossbow which never appears in the game.
In my view, something so important should NOT have been removed from the game. It could at the very least have been a boss, like the Biont boss in AQ2, with full explanation coming later.
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Corny hat geschrieben:I don't think the writing itself was a big problem, but the editing could've been better. The voice-over is more of an economical issue, I think - if you don't expect high sales outside Germany, it doesn't make sense to invest a lot of money in the localization, however, if it fails because of the localization, you didn't spend your money very wisely, either.

Well, things have changed since the AQ series came out. Some economical English voiceover studios have arisen in the intervening years. One good one is
Outsource Media, based in the UK.
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Rikki-Tikki-Tavi hat geschrieben:The reason why AD and AN2 have a cult following (namely us) is because they took their time to tell a story.
Unfortunately the vast majority of gamers today lack this kind of patience. One way around this would be to make most of these dialogues unvoiced and optional (i.e., you don't have to talk to EVERYONE to advance the story), and to also make the optional dialogues contain either useful ingame information (such as weakpoints for enemies that can't be discovered any other way) or unique ship components.
I liked how in AD you could score an instant game over if you talked to the wrong person in dialogue. Very few games these days would risk offending the player that way.
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Rikki-Tikki-Tavi hat geschrieben:No AD game has or should ever have a 93+ Metacritic score. That means, even if you don't like the genre, you should pick this up. The series is not about non-stop excitement. If you are an action game reviewer, eager to finish the write up of some obscure title that got dumped on you, you will not want to immerse yourself in a dialog. You're not going to suspend disbelief. Without that, it's just words.
The
Metal Gear Solid series has proved that you can mix both action and a well-written story (along with high metacritic scores). It's all in the balance of elements.
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Rikki-Tikki-Tavi hat geschrieben:AN1 was a train wreck overloaded with nonsensical and poorly voiced (even in German) dialog. But to me Williams character development was excellently done, he starts off as a wimp, then gets a bit of Stockholm syndrome and in the end stands up as a man.
William could have been voiced by someone better. In my mind someone like Quinton Flynn would have been great as his English voice actor. But it would have been best if we could make dialogue choices for William to get more opportunities for character development.
One thing I would hate for Nordic Games to do is to add "modern" music to the AQ series. Interesting that someone mentioned
Metal Gear Rising: Revengeance in this thread, because hearing something like
"Rules of Nature" as a battle theme would immediately kill a lot of my interest in the reboot. PVCF was pretty good in AQ2; I would think he would be happy to reprise his role for a reboot. Failing that, a composer like
Frank Klepacki has had a lot of experience scoring for sci-fi games (not to mention the
Command and Conquer RTS game series) and I'm sure he'd do a great job for AQ3.
One major opportunity would be for Aquanox to adopt some of the free-roam aspects glossed over in AD but fully-realized in game titles like the X-Universe series of space-based games, developed by
Egosoft. In the X-Universe games you can visit space stations, extensively customize your ships, buy and sell trade goods, take on mercenary work, and even program your turrets to attack specific targets or types of targets (like in AD). It'd be great if we could wander the oceans like that, taking on work and earning money to hire wingmen and buy better ships/weapons rather than just being stuck with a linear progression of missions and locations.