"Crazy-hefty 40-plus hour RPG experience with loads of choices and branching paths to tackle.
Great characters and fan-service nods for attentive Origins nerds.
Recycled dungeons aplenty make for annoying deja vu; slow start; tweaks may irk series purists.
Why are nearly all humans English, dwarves American, and elves Irish?"
9.0 Rating
*Page 3 near top has a collection of snipets from review*
--- Romance explanation: ---
"Dragon Age: Origins got a lot of ink for its fearlessness in stripping its characters down to their skivvies for some rather awkward campfire flesh-pressing to depict "romance." Call us immature, but what was supposed to be poignant instead just gave us a case of red-faced grade-school giggles. Thankfully, DAII ditches the oddball uncanny-balley sex scenes for much more subtle, tasteful pairings. The result keeps its intended story-path purpose without all that goofy YouTube fodder. Thank the Maker, seriously."
--- Review paraphrasing posted for ease: ---
Dragon Age II's sprawling, rags-to-riches tale of the Champion of a politically busted little burg called Kirkwall is seamlessly split into multi-year chunks of in-game time.
The clever narrative framing device feels natural and it reinforces that the mystery outcome of the main story has ramifications that won't piece together until it's all said and done.
Kirkwall has a dense web of conflicting city factions and political interests. Your path to DAII's conclusion is defined by your sympathies and disagreements with specific groups and their causes; neutrality won't get you anywhere.
As the game opens, you're a nobody and for the first chunk of years you'll be trying to get out of the slums your mom is rotting in, but you'll eventually move up into nobility (and beyond).
Through the entire story, you're asked to choose sides, between mages, templars, governments, shipwrecked Qunari warriors, and other frictions between lesser groups.
These groups are important and while tracking all their loyalties that constantly shift can be tricky, amid all the politics, you'll have a group of companions that can alternatively help or hinder you in your plight.
Companions are the bulk of the game's emotional heft, and has a higher emphasis on relations.
Your companions are influenced by your affiliation with certain or different factions and this can cause rifts, rivalry, friendship, and numerous other aspects throughout the game which are noticeable.
(Spoiler) --
"For instance, the broody former-slave elf Fenris has a hardcore stance against magic users, thinking that they should all be made "tranquil".
(Spoiler) --
"Meanwhile, the militant mage and errant Grey Warden Anders won't stead for mistreatment of his peers and friends and wants to dismantle the entirety of the Templar brotherhood."
Having certain or opposing companions in your party will cause friction, especially during a crucial decision point or quest, which you may feel for the sake of relations to go with one of your companions thoughts, ESPECIALLY in a romantic situation, less the chance of more friction.
The qunari Arishok is an imposing figure; haunting your rise as Champion in the middle part of the game.
Bodahn and Sandal return, and aren't the only folks from Origins you'll meet.
Relationships can make life unpleasant and awkward depending on your status with certain people, and if you decide to initiate romance it will be muddled even more, as you juke and dodge complicated decisions less your partner hate you.
Choices come fast and furious, so you'll have to commit to your stance or settle for your mates being strictly platonic.
Companions are crucial to your emotional investment in the crafty plotline and thus you'll feel all the above is worth the effort, as their interactions have become the lifeblood of the entirety of the game and what makes it so irresistible.
Purists might chafe at changes in the sequel as rather than letting you wander Ferelden's wide world and kingdoms, the game's scope and storyline take a tighter and smaller focus, limiting your travels to Kirkwall and a handful of locations in the Free Marches.
Dragon Age 2 does not replicate the last game's more epic feel of exploration.
The game will send you on a robust number of side quests, many of the dungeon journeys being set in recycled layouts such as prettier versions of the planet-based side-quests in Mass Effect, which can elicit yawns after Hour 35 of being directed to "random spider-packed cave dungeon #17", but the tradeoff is acceptable for the good looks and colorful palette that is significantly improved.
Inventory has undergone a drastic facelift, as you can only outfit Hawke completely, resorting to mere weapon changes for your part, and "upgrading" their armor with rune slots.
The game has a slow start and may leave RPG fans impatient for a quicker pace, but the game is worth not giving up on it.
---
Final statement:
"-Snip- Most worthwhile 40 to 60 hours you'll ever love losing sleep over."
Modifié par Aesieru, 02 mars 2011 - 07:56 .





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