Let's put aside more subjective things like quality of writing, characters etc.
My main problem with DA:O (and probably DA2) - it fails at being non-linear. Let me explain. The only strong point of DA non-linearity are BIG flashy choices. Yes, they're cool, yes they're better than in BG. But it doesn't really matter because BG II feels like a free adventure all the time.
DA:O's main plot is just few big linear labirynths to pick in any order. BGII's first half are sidequests: big ones, small ones, easy and hard, all of them well-written, not some pathethic board quests. Do all of them, or none of them, do as you like. You also can start some bar fights, summon demons for lulz, fight hidden bosses, be a heroic klepto. You don't like the second part of the game? No problem, you can skip the underwater city. Or the whole underdark, just kill/fool Adalon. Yes because, because in this game you fight with anybody. It's your choice, because it's truly your story. Perfect plot - freedom balance.
Of course, I can understand that for some people main story and NPCs are the most important. That's cool. I hope they will not drown in the ocean of unavoidable repetetive filler battles just like in DA:O.
(And gods, I want them to fix most of DA:O mechanics drawbacks and lack of FF isn't helping)
Modifié par Rzepik2, 20 février 2011 - 01:06 .





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