Monica21 wrote...
Not sure how I missed mentioning the scene with the Archdemon, because that is still one of the most powerful of the game. For my current Warden (and soon-to-be canon Warden) the Deep Roads served as her own hardening process. It's easy to ignore the effects of the taint when you're running around trying to gather armies and being BFFs with the Guerrins, but seeing the reality of it in Ruck was tough. Then it just went downhill after that, and Hespith (along with her creepy chant) and the Broodmother stuck in her mind as "there are no happy endings."
Totally agreed. The deep roads is where the point of what it means to be a Warden is really driven home hard. You see the past, present, and your future. My human Wardens got their rude awakenings, my dwarven Wardens their grim reminders. The Dead Trenches ranks as amongst my favorite places in the game. Never understood why people don't like the Deep Roads, as it's perhaps the most relevant quest regarding Wardenhood and the Blight. But, I guess to each their own.
I like the Fade, too! Ever since I found out about the ship I wanted to make sure I leave nothing unturned there. Changing forms and finding all that stuff is cool, plus I like taking different companions so I can see their dreams. (Makes me even more excited for phaonica's mod after seeing Loghain's Fade Dream.)
Yeah. The companion dreams were an awesome RP opportunity. A shame you didn't get to discuss them with your companions afterwards, as the dreams are an insight into their deepest minds. My only grip about the tower and the Fade is being forced to have Wynne along all the time. Rather sick of her dream sequences! And she's redundant if I have a mage already. other than that, I love panning the camera to look up at the weird, alien Fade "sky" and seeing the islands...and the Black City!
And yay for awesome character names!
Named her for an irish friend of mine who gifted me a magical drinking shirt. And I always liked the name, anyway!





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