Well then.
Dragon Age 2 is a perfect example of how not to handle a sequel. DA:O was an unexpected hit; clearly there wasn't much confidence that it would be all that successful and certainly not successful enough to match their new hit Mass Effect franchise. Well lo and behold, it turns out that the classic RPG formula still worked. And why wouldn't it? Baldur's Gate, Neverwinter Nights and Knights of the Old Republic used systems derived from 2nd and 3rd editions of the Dungeons & Dragons rules, and those are easily BioWare's more successful and well-loved franchises. Origins was supposedly a spiritual successor to Baldur's Gate, and although the gameplay wasn't the same, the tactics, the style, and the overall magic was still there and it truly felt like a great classic RPG. So here BioWare had a promising new franchise, well-recieved by fans old and new alike. It was clear that the classic formula still worked and people loved returning to that in a sea of casual RPGs. So what did BioWare do in the sequel?
They turned it into a casual RPG. The story became episodic and tedious. The dialogue stilted and deceptive. The combat a mindless hack & slash-fest. Boring characters. Little equipment customization. Repeating maps. FETCH QUESTS, and horribly imbalanced feat trees. It baffles me just how far off the mark BioWare got this game; almost as if they despised everything that made Dragon Age Origins good and wanted to bring it into their cookie-cutter Mass Effect formula as punishment to the players who dared like a classic RPG more than their new premier franchise.
I'm engaging in quite a bit of hyperbole in regard to BioWare hating their fanbase of course, but that is frankly what it seemed like to me as I played this game for the first time. I can't really express just how depressing it is to feel the onset of extreme disappointment in a game that you were really, really excited to play for a long, long time. It was like playing Fable for the first time all over again, only this experience was more jarring as I had a prequel to directly compare it to. That's enough of my overall thoughts on this game; now I'll start talking about the story.
I'm really not sure why the decision was made to make this game's story into three mini plots, or have a seemingly untrustworthy framing device in Varric recounting the story of Hawke, but it created a poorly paced and tedious experience. The whole of the three plots supposedly lead up to this "big thing" that happens in act 3, but the problem is that because the majority of the focus of acts 1 and 2 are on their
own primary plot, there's little to no buildup to the "big thing" so that when it happens it seems really out of place (and out of character for that certain person to commit) and as a result, act 3, the climax of the whole game, is easily the weakest of all three acts. Of course, all the acts suffer in their own way by only having a third of a game to develop and therefore progressing through them seems tedious because there doesn't feel like there's any weight behind what you're accomplishing, but most glaringly is how the event we're told about since the beginning just fizzles as a result of just coming out of nowhere.
I've presented the dialogue as a concern on this board, and I would say about half of the posters agreed with me while half didn't, but I was
not the only one to complain about it and that is pretty significant considering I never once saw complaints about how dialogue was handled in, say, KotOR. I have the same problem with the dialogue in this game as I do with Mass Effect: the dialogue selections are vague and too often deceptive. I get that BioWare's precious dialogue wheel was a big hit with gaming magazines for whatever reason, but what
exactly would be the downside of simply writing out what your character will say in each of the selections? It's not like there would be no room for them; Hawke rarely strings together two or more sentences per reply, so why instead opt to give four-word sentence fragments that make a player guess what is meant by each? The Witcher games got this right, so why insist on using that stupid wheel where it isn't necessary? ironically, those little "tone pictures" are far more accurate and honest indicators of what will be said than the WORDS are. Does that not seem backwards to you, oh BioWare representative who has to read these ineffectual pleas from fans and somehow present a coherent checklist of demands for some higher-up in the company?
The combat. Good GOD the combat. I remember a phrase from a BW PR guy that really stuck with me: that every time you press a button, something awesome should happen. Well, I guess he was just talking about a 2h warrior, because it's very clear that using any other class at harder difficulties is pure suicide. Before I get into that though, I'd like to say a bit about auto-attack. Auto-attack is good. It should be a given that if I as a player start hitting a guy, I won't want to stop for awhile. So why were we console users presented with this Dynasty Warriors hack & slash combat that meant we had to mash a single button constantly in combat just to deal basic damage? I should point out that up until the day of release we were told that auto-attack, while not in the demo of the game, WOULD be in the final game. It wasn't. Back to my earlier comment about classes: Clearly this game was designed with the player using a 2h warrior in mind. Sword and board? Useless. Shadow rogue? Useless. In fact, it's very clear since enemies now have such low health and how long the heal spell cooldown is (of which only one character in the whole game can do if you yourself didn't pick a healer), the ONLY feasible strategy in any encounter is to just go all-out DPS. Tank and spank does not work. Squishy mages are almost unusable thanks to enemies spawning from the edges of the map. Rogues are far better at getting threat than sword and shield warriors are, and that is an incredibly glaring design flaw. The camera is too close and too restrictive, the tactics are dumbed down "You can play the game fine without ever using the tactical menu, but we left it in there just in case you enjoy doing micromanagement that we ultimately made pointless anyway!"...I could go on all day about this but let's move on.
Equipment customization. Mass Effect 1 handled equipment badly because there were so many items to keep track of and there were too many equipment options, and equipment options FOR your equipment that it got cumbersome and one would have to spend 10 minutes turning 70 different assault rifles into omnigel. Mass Effect 2 handled equipmnt badly because it really didn't let you handle equipment at
all. Dragon Age: Origins was a perfect middleman; your inventory never got so cumbersome that you would get lost in a sea of endless tiers of the same item, and you could equip all your party with any equipment that was suitable for their class. Dragon Age 2 opted for the Mass Effect 2 approach, for whatever reason. You can't let them use new armor, instead you need to look around every store for these upgrades to their current armor, and these upgrades can
disappear if you don't find them in a certain part of the game. I would really like an explanation for why any of that makes sense, and why the game intentionally gimps your party unless you are resolute in checking every nook and cranny for some trinket that they can latch onto their clothes. The only thing that bothered me more about party equipment is how, no matter what, no character can use any weapon other than one specific type. Isabella can never use a bow. Fenris can never use a shield. varric can never use a dagger. But what is the BIG problem with this?
The only party member that can use a bow is only available through DLC. Unless you yourself happen to be a rogue archer, you are s*** out of luck if you want to put some use to your max tier bow that dropped. This is a shockingly bad design flaw and a perfect example of how stripping content that was originally in the vanilla game is a horrible decision. There is an entire class of weapon held hostage from the player because BioWare and EA wanted to squeeze out an extra $10 from people who already bought this rushed tripe that we so hoped would live up to our expectations. This? This is sickening. It's because of this I vowed not to buy any more DLC from BioWare until I saw a game from them that actually warranted it. I have yet to find one.
Repeating maps. I don't really have to go into this.
The classic RPG is not a dead art, but Dragon Age II is trying to make it so. If I seem harsh here, it's not because this game is
bad, in fact had it been a stand-alone title by any other developer I would have said it was
ok, but compared to what Origins was, this was just a massive disappointment. I'm glad that BioWare had someone make a topic to listen to reviews (though I'm not entirely sure why, I saw lots of honest sentiment all over the forums soon after this game came out), but forgive me if I don't hold my breath that this input from fans won't change BioWare's current trend in their casual RPG strategy.
Modifié par batlin, 18 janvier 2012 - 11:07 .