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DAO - Awakening. Something's a little off.


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#1
Eski.Moe

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Hi all, have finally gotten around to playing Awakening and it's alright. I enjoy the characters, though Velanna is a douche, and the antagonists but a couple of things have been bugging me [pun intended ;)]. First, I don't know if it's just me but I feel that while the story is interesting, it lacks something that the main game had. It feels somewhat empty in comparison, like there's no soul behind it. Maybe it's just because I don't feel as invested in it as the original, it's just that the scenery and all seems lifeless in comparison. Very pretty but lifeless [maybe that's just because I didn't feel as invested].

Also, the bugs have been annoying to say the least. I'm sure this has been commented on numerous times but it honestly is ridiculous. Especially how some bugs take a while to become apparent. Case in point would be Sigrun's Companion quest which I just found out I couldn't do because at the start of the came I decided to take on a quest in Amaranthine. It's just silly. And on a previous occassion, I had my character just hold out his arms in a dancer like pose while doing everything before having to resort to a previous save. These are among many other small bugs. Have the devs addressed these issues? Has there been an explanation as to why the game is so unpolished?

I understand it's just an expansion but it has marketed in a way that it is a major one and to see it in such a state is a bit sad. I have been enjoying it but having to resort numerously to previous saves saps the fun right out of it. Initially, I played it with the intention of embarking on a new adventure without consulting any sources. I wanted it to be fresh and now I feel like I'm checking the Wiki before every decision so as to not ruin anything in the game or cause some bug that will occur much later.
In any case, thanks for reading my rambles.

*Edited for formatting.

Modifié par Eski.Moe, 18 décembre 2010 - 11:46 .


#2
Moondoggie

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The bugs are well known but i'd imagine a patch is not forthcoming. You can check around online lots of Modders are quite talented and have made fixes for several bugs in the game and it's expansion.

Awakening felt a little disjointed from the main game for me. Sure i got to play as my Warden one more time but they ripped out everything that was fun about the main game. No party camp, A lack of personal dialogue with characters, Ripping out the party and replacing them with generic boring characters oh but we got the dull Dwarf character back because they are obsessed with Dwarves i guess they wanted some more fart jokes >.>

The enemies and story were interesting enough and i felt the main bad guys were what made the Awakening worth playing. That and some new cool items anyways,

The quests were dull,The battles really easy and overall it all just feels seperate from the game it's supposed to be an expansion pack for.

Modifié par Moondoggie, 18 décembre 2010 - 02:46 .


#3
Reaverwind

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It isn't just you. The story felt empty, and I couldn't bring myself to care about any of the characters. DA's combat isn't good enough to carry the game.



I know what you mean about the bugs. With patch 1.04, I still experienced the infamous Silverite mine bug - and this with taking the time to ensure no DLC equipment was equipped, which was supposedly the cause (apparently not).

#4
CalJones

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If you are on PC then there are a few player-made mods that fix bugs in Awakening.

#5
Skadi_the_Evil_Elf

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It does lack alot of the original, it is pretty obvious to me it was a rush job, bugs and rather ridiculously easy quests than make little sense or impact. Sure, it's an expansion. That doesn't mean it couldn't have been a bit more than it was.



But overall, i do not think it was totally bad, it had alot of potential and introduced some things to the DA universe that I hope will appear or have impact in the future. I actually liked the companions (save Oghren and Velanna, but even Velanna's psychotic behavior is endurable). I am disappointed it was the only expansion available for DA:O.

#6
Moondoggie

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Skadi_the_Evil_Elf wrote...

It does lack alot of the original, it is pretty obvious to me it was a rush job, bugs and rather ridiculously easy quests than make little sense or impact. Sure, it's an expansion. That doesn't mean it couldn't have been a bit more than it was.

But overall, i do not think it was totally bad, it had alot of potential and introduced some things to the DA universe that I hope will appear or have impact in the future. I actually liked the companions (save Oghren and Velanna, but even Velanna's psychotic behavior is endurable). I am disappointed it was the only expansion available for DA:O.


I know what you mean about dissapointment that it's the only expansion. Bioware seems to have gone off the game style of DAO now since they chose to make DA2 different they just don't seem to be into what they did with DAO in ways i guess it's going back over old ground for them but it had potential to be a money maker for them. fans of this sort of stuff if they carried on making DLC and a couple more expansion packs for it. Since you can't play as your warden in DA2 i'm sure people will be crying out to take their character on more quests.

Modifié par Moondoggie, 18 décembre 2010 - 02:51 .


#7
errant_knight

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I know what you mean. I felt kind of alienated the whole time. I think that was mostly a side effect of the conversation system. If people refuse to talk to you 90% of the time--only speaking when they feel like it during very narrow circumstances and being snarky when you try to speak to them, it's hard to feel like there's any real friendship there.

#8
Skadi_the_Evil_Elf

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errant_knight wrote...

I know what you mean. I felt kind of alienated the whole time. I think that was mostly a side effect of the conversation system. If people refuse to talk to you 90% of the time--only speaking when they feel like it during very narrow circumstances and being snarky when you try to speak to them, it's hard to feel like there's any real friendship there.



yeah, being alienated from your companions is another thing. I love the party banters, but you are extremely limited to total companion interactions, which removes a big dimension from the game. Some of the companion quests were pretty lacking, just talk to them, quest complete. Meh.

It's a shame they didn't spend more time on it, but like Moondoggie said, seems they pretty much abandoned the effort on DA DLC and expansions and got straight to work on DA:2.

Which I'm not exactly sure what to think on the new game, but I'm not too thrilled of what I've seen so far. It will have more time and development than Awakenings did, but I hope more effort, complexity, and irony is included. Awakenings just didn't leave me on an incredibly high note, regarding future prospects

#9
errant_knight

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A lot of the dialogue thing seems to result from a wish to abandon the area independent stages with the closeup camera that was used for conversation. They seem to theing that the camera switch was bad, although I've never been clear on why. Personally, I think not being free to instigate dialogue at a time that seems right for roleplay is far worse. There's nothing more offputting than having a friend, lover, or even subordinate say the equivalent of 'don't you have something better to do right now?' when you want to speak to them. Of course, one could stop trying and never click on them, but that's no better in terms of feeling like you're with friends.



I think they've put a lot of effort into DA2, I'm just pretty sure that it's into things that I either don't care about, or actively don't want. That being said, I expect the writing to be just fine. Better than fine.

#10
Skadi_the_Evil_Elf

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Yeah, it really kills roleplay value having only area dependant conversations. I mean, there might be certain times/areas where, for story and rp value, one wishes to instigate a specific conversation with a companion. I really don't care much for it alone, though both systems combined would actually not be a bad idea. I do hope this was implemented in DA2.



I'd rather think of Awakening as a potential jumping off point for future ideas/content. Maybe an experiment to gague reactions or feasability of new features, as well as introduce possible future story and lore subjects. That the story and game play fell short because they were toying around with some ideas.



I do hope that DA:2 keeps the air of moral and ethical ambiguity open, even more so, and that the great threat or enemy or dilema is not as black/white an issue as the Blight was in DA:O. Obviously, one couldn't reasonably side with or promote the interests of the archdemon, no matter where your principals/values lie, the Blight was an absolute evil.



I do hope this changes in DA2. The Architect was actually a pretty good dilema, though the Mother was pretty black/white.

#11
bleetman

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I tend to view Awakenings as 'Origins recreated by fade spirits'. The parts are all in place, the pieces are moving, but there's just no tangible sense of life to any of it. It's not bad or unenjoyable, just a much shallower experience.

I'd blame the conversation system as the most obvious annoyance too. I found most of the new party members diverse and interesting, but you're forever strangled in your interactions with them.

#12
Reika

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I loved Anders and Nathaniel, wished they were in the OC, especially having Anders instead of Wynne. And I found Justice and Sigrun to be somewhat interesting, but couldn't really warm up to them. Wasn't thrilled at what they did to Oghren, it felt like they stripped away the parts that made him more than just another drunken dwarf. Velanna was Morrigan without the awesome and a giant chip on both shoulders.



And the side quests...some of them were worse than what I have in WoW.

#13
Moondoggie

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If i had to give points for any character in Awakening i'd go with Nathaniel he at least had an interesting story for being in the game and had at least a bit of character development. Anders was a cheap copy of Alastair repackaged as a mage. Sure he can be funny but he has no depth whatsoever. Ogrhen i didn't like in the original game so i was even more annoyed with how badly written he was in DAA and the rest of the characters are a mundane snorefest especially Justice.

#14
rak72

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I basically agree with everything that was said. It could have been a great game if they put some effort into it, but they just slapped it all together and pushed it out the door. Never got Sigruns quest, only was able to complete Oghren's once. I only cared if Nate & Anders survived the final battle - everyone else could be a meat shield. The conversation system was a piece of crap. I worry for what DA2 will be, because everything wend down hill fast after DAO. If the writers were sitting around for Awakenings thinking, " Har har, lets make Oghren belch in the players face every time he is clicked on", then I don't have much faith for what they are concocting now.

#15
CalJones

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To be fair, Awakening is excellent for an expansion - it's pretty big and has a lot of content. But it has its flaws too.

Never mind that the whole keep upgrade/maintenance schtick is ripped off of NWN2 (in fact, there was actually more you could do with NWN's keep), the missions are actually pretty cool. When I first found out I'd have to revisit the Fade and the Deep Roads (my least favourite parts of Origins) I was a bit miffed, but in the end I really enjoyed those sections in Awakening.

The companions are pretty interesting - I really liked Anders and Nathaniel, and also enjoyed Sigrun and Justice. Velanna is harder to like although she's quite complex and it's possible to warm to her if you persevere. Oghren is, well, Oghren.

The downside is the lack of romance options (why torment us poor ladies by providing not one but two very appealing chaps and then deny us nookie? Bad Bioware!) and the conversation system. Come on, there are so many interesting things a Cousland could talk about with Nathaniel, or a mage with Anders and Justice, or a dwarf commoner with Sigrun, or a Dalish with Velanna...and so on and so forth. Missed opportunities.

#16
Addai

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As others have said, the biggest lack I noticed was not being able to talk to my team members. Even when I found the right tree or rock for them, they didn't have much to say and didn't ask much about my PC. Nathaniel was the best developed IMO, because his story tied directly to the original. For the others, there just wasn't enough time or dialogue to do the job properly.

#17
Brockololly

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Yup, pretty much totally agree with the OP.



Awakening wasn't bad, but compared to Origins lacked much of its depth. Especially when it came to the companions and the conversation system- it just made everyone seem distant and detatched so you never really cared for them too much- at least compared to the Origins characters. Even if they kept that dialogue system, they likely would have been better off with fewer companions so that they could have fleshed them out a little more.



And I liked the Architect and that whole story, yet they didn't really do anything with it. You just recruit everybody and then....oh, game's over lets rush to the end. Huh?

#18
Wirdjos5

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I fear the tone of these answers are pointing out the downfall of Dragon Age as a franchise.



I was surprised when the expansion came out when it did. Sure, the DLC was going badly. No one seemed to be approving or willing to pay for them, but I didn't think an expansion was warranted yet. When the sequel was announced I was downright alarmed. Certainly it is too early for a full sequel. Then I started looking for Journeys, that teaser that two other chapters were promised for before Origins was released. I found nothing. Now that was scary.



It seems like Dragon Age is being rushed along when it should be moving at a snail's pace as its strength is in its storytelling. The world should be developed from other angles. I would regain confidence if I were to see Journeys satisfyingly completed and more Gaider novels released.

#19
Eski.Moe

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Yeah, I'm a console player so mods are a no go. Apparently patches for this expansion weren't really a priority for the folks at Bioware but like I said, its issues ran deeper than that (even though fixing the bugs would have made it much more enjoyable for me. Like I said, having to constantly reload saves due to some unexpected bug popping took the enjoyment right out). Many here have gone deeper into what the issue was, whether it was limited dialogue options, an abundance of MMO-like side quests and the like. You see a great expansion that I have played have come with the Elder Scrolls games. They seem to have taken what was great about the main game and improved on it. Case in point would be Shivering Isles, which improved on choice, characterisation and scenery.

The converse seems to have occurred with Awakening. While the Fade, Deep Roads and such are more tolerable and look somewhat nicer. There was something lacking about the world in general. I really wanted to care about Amaranthine (the Arling and the city), the characters (heck, you didn't have enough time to really get to know your companions) and the world and I did to a point but I mostly found myself apathetic. I really appreciate the efforts taken with the expansion but there's just something about it. 

Modifié par Eski.Moe, 19 décembre 2010 - 12:51 .


#20
Skadi_the_Evil_Elf

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Two examples of games that had great expansions, both Bioware titles, were the baldur's gate series and NWN1: HotU. (Though HotU's lack of contiuity from the OC sucked, other than that, it was pretty well paced for an expansion.)



MotB for NWN2 was, at least in concept and primary plot background, was pretty epic in my opinion., for an expansion. If anything, an expansion should actually up the ante plotwise as well as gameplay wise, from the original game.



But after killing the less than epic archdemon, the whole mother/Architect didn't really make me feal like something even more major was afoot.

#21
Zaros

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To be honest, I liked the Disciples waaaay more than I liked my own team-mates. They had more personality altogether than pretty much every other character in the game.

#22
NuclearSerendipity

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CalJones wrote...

(...)But it has its flaws too. Never mind that the whole keep upgrade/maintenance schtick is ripped off of NWN2 (in fact, there was actually more you could do with NWN's keep), the missions are actually pretty cool.


Yup, and they ripped it off too for a NWN2 expansion - Storm of The Zehir - in fact, it's the same Crossroad's Keep that you have to upgrade all over again. (Which reminds me, if you think Awakening is rushed, you should check out that expansion - feels like seeing a puzzle with half its pieces missed). Come to think of it, it's somewhat there too in NWN's HotU, even if you don't really have to upgrade the keep per se, but rather gather allies to protect your base when the siege starts. It seems they really have a thing for this sort of scenario. But I don't think they ever managed to pull it off as brilliantly and masterfully as with NWN2's OC... IMO, it's one of the most remarkable gaming RPing experiences. It really manages to make you feel confronted with a siege and with all that's at stake with it. And it really makes you experience the constant changes and situations brought about by your living in and commanding of the keep. I loved to come back to the keep and find out that someone wanted to talk to me about a deal, or that this party of nutjob adventurers was back yet again and I had to find another excuse to keep them off trouble while simultaneously leading them to believe that they were up to some great adventure.

Skadi_the_Evil_Elf wrote...

Two examples of games that had great expansions, both Bioware titles,
were the baldur's gate series and NWN1: HotU. (Though HotU's lack of
contiuity from the OC sucked, other than that, it was pretty well paced
for an expansion.)

MotB for NWN2 was, at least in
concept and primary plot background, was pretty epic in my opinion., for
an expansion. If anything, an expansion should actually up the ante
plotwise as well as gameplay wise, from the original game.

But
after killing the less than epic archdemon, the whole mother/Architect
didn't really make me feal like something even more major was afoot.


I also think HotU is a heck of an expansion; and while it didn't have any continuity with the OC, it did have continuity with the first NWN's expansion pack, Shadows of the Undrentide. I honestly think it's one of the best things Bioware has ever did. If I'm not mistaken, it's also where the whole party-interaction thing came to a whole new level - with your party members talking to each other and with you, and even possibly falling in love with you.

Which brings me to what I really wanted to talk about. While Dragon Age has a lot - and really quite a lot - of qualities, specially dialog and interactions wise, I cannot help but feel always as if there's somethings missing, things that bioware managed to pull off before and apparently gave up on doing for some reason. It's not only that its expansion is lacking comparing to it; its also that DA:O is lacking in some senses comparing to bioware's previous releases. Sure, DA:O gives a lot of depth to the dialogues with your party-members; but, compared to NWN2, the situations in which those dialogues are triggered are far more limited and much more repetitive. Most meaningful conversations with your party members are restricted to player-triggered dialogues - that's to say,  you have to click on your party member to get to talk to him - or restricted to your companion's side quests. You don't get many - if any - story/quest situations (other than the ones really crucial to the plot, like the Landsmeet or after Ostagar) triggering meaningful conversations with your party members - mostly either you do something that makes them like you more or less, hardly having any real discussion about it, or you say one line of persuasion to them and that pretty much ends it. And party banter is mostly restricted to dialogues between your party members in which you cannot intervene - and most party members interactions between themselves are restricted to these banters. The end result is (or at least was for me) that most real interaction with your companions is confined within the party camp and within individual conversations, giving the feeling that the actual quests, adventures and travels you went through didn't really have the meaningful role in developing your relationship with your companions that it should have had.

That wouldn't be really that much of a reason to disappointment, if bioware hadn't done it better before. In NWN2, your interaction with your companions, as well as their interaction between theirselves, was simply astonishing. It's like every quest had some sort of situation that would naturally trigger a dialog between you and your companions. And these dialogs would play a major role in setting the tone of their relationship between theirselves and with you, often involving three or more of your party members (when possible), not to mention you and the influence you played in their dialog through your own lines. Not only this, some situations would pop up completely unexpectedly and yet naturally, such as having your companions arguing with each other in a hilarious way in the tavern, or watching cutscenes where two of them talk alone about you (Bishop and the paladin I forgot the name), and so on. Living with your companions felt a lot more natural, the least of the reasons not being that there was a "day-to-day" setting of sorts that not only makes your companions known to you, but also to each other. This is something I really missed in DA:O: You don't ever (or mostly never) get to the party camp and see something going on, like an argument, or your companions sitting around the fire and talking, or bringing wood, stumbling and being made fun of, or whatever. The party camp is simply motionless, lifeless. Mostly no conversation happens while traveling from one point to another - its basically random encounters with most no opportunity to deepen your relationship with your companions or to be meaningful any other way.  In short, I honestly think NWN2 was far better in developing relationships between characters than DA:O is. DA:O seems to confine party-interaction to very restricted situations and very restricted frames of dialogue; NWN2 managed not only to work and develop these interactions through the whole game, but also to do it in many different settings. Thus, interactions felt much more real, much more involving.

Overall, it worries me that Bioware's tendency seems to be simplifying their games (whether from franchise to franchise or from expansion to expansion), and sacrificing this way much of their best features. It's not that they don't bring new features to their games which weren't there before; it's just that it seems that what was already there gets, more often than not, simplified to a point it gets spoiled. It would be less worrying if it was only an expansion thing, since then it could be explained by the rushing and what not. But it's also something that happens from franchise to franchise, something that, IMO, happened from NWN2 to DA:O and ME. Sure, they brought about new things, like the gift system and the relationship with your companions playing a role in determining whether they'll survive or not the last mission... But much of what was already there in NWN and NWN2 was either lost or grossly simplified. Interaction with companions was confined to very limited situations (specially in ME's franchise) and restricted to very few settings (most meaningful interactions being confined to two speakers only - you and a companion - dialogues).

Of course, that gets me worried about DA 2 too. I'm pretty sure it will be a very good game. I'm just worried that, as it seems to happen often, bioware doesn't manage to keep up with what they themselves managed to achieve before.

Sorry for ranting, but I got this stuck on my throat for quite awhile. :P

Modifié par NuclearSerendipity, 19 décembre 2010 - 04:42 .


#23
Reaverwind

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NuclearSerendipity wrote...

That wouldn't be really that much of a reason to disappointment, if bioware hadn't done it better before. In NWN2, your interaction with your companions, as well as their interaction between theirselves, was simply astonishing. It's like every quest had some sort of situation that would naturally trigger a dialog between you and your companions. 


NWN2 wasn't made by Bioware - it was made by Obsidian.

#24
CalJones

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Yep, although, like KotOR II, it was more a case of it being subcontracted out to them. I'd be very surprised if there wasn't a fair amount of cooperation.

#25
ejoslin

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I will point out that DAO had a different lead designer (Brent Knowles) than DAOA, the DLCs, and DA2 (Mike Laidlaw). Though the decision for a new direction is from above him as well, as the lead designer for DAO quit bioware over the new direction.

DAO was epic, and I think far more successful than anticipated. But obviously, with different lead designers, you're going to get vastly different games. I'm hoping Mike Laidlaw when working with HIS design does a better job than what was done with DAOA and the DLCs.

Stopping making the DLCs makes sense -- they were putting out crappy dlcs that were getting slammed by the critics and not selling well. Instead of making better DLCs, they decided to stop making them entirely.

Gah! I hope Brent Knowles comes back or designs some OTHER rpg! <3 DAO so much :)

Modifié par ejoslin, 19 décembre 2010 - 03:32 .