

Holding down both mouse buttons brings up a sort of “second cursor” – an indication of your camera’s focal point, which I assume is the cursor on console – which is what moves the camera around. That is a terrible piece of UI design for a game where the view is completely top-down, but so zoomed-in that you have to continually move the bloody camera around – and no, you can’t just move the mouse cursor to the edge of the screen to scroll and pan.


While I’m at it: I’m not sure who decided that holding down one mouse button should rotate/zoom the camera and holding down two mouse buttons should let you move the camera, but they should probably be shot. And even if it does let me move the camera around, it still doesn’t change the fact that selecting a new character (to give them orders, say) immediately centres the tiny, tiny viewing area on them. If it was a minimap, that might alleviate the first problem somewhat. I’ve just realised I didn’t actually try clicking on the compass in the bottom-left to move the screen around, but I’m pretty certain that won’t work because it’s a compass rather than a minimap. It’s in the name! When you’ve built a basic prototype of a tactical camera, the very first thing to do is to look at it and go “can I get a tactical overview of the situation with this camera?” If the answer is “no” then go and try something else! Which is what you really want to do with a tactical camera. You will note that I am completely incapable of looking at my ranged characters and the enemies they’re hitting at the same time, which is a bit rubbish, because it means it’s completely impossible to actually get a tactical overview of the situation. Considering the ludicrous Kickstarter and post-Kickstarter success of several other tactical CRPGs ( Project Eternity/ Pillars of Eternity, Divinity: Original Sin, Wasteland 2, Torment: Tides of Numenera…) it’s not entirely impossible that EA has actually taken notice of this and said “oh, go on then, make a proper CRPG.” It’ll have a tactical camera, they say it’s being designed primarily for PC, they say. Also, it had one slightly different level for each type of dungeon, which is insane.īut BioWare have been making all the right noises about Dragon Age: Inquisition. Then there was Dragon Age 2, which was badly-written Dragon Age fan-fiction clumsily slapped onto a slightly ropey hack-and-slash combat engine, and failed quite exquisitely at providing either a good RPG or a good hack-and-slash game. I still maintain that Dragon Age: Origins is a great, clever, well-designed tactical CRPG, which turned up in an era when AAA CRPG games just didn’t happen anymore.
