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Dragon Age II Fan Review thread


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#226
Evelane

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i dont speak very well in english but i tough it would be great to tell you what i think of your game ^^

The great :

Character:
I just love them. love how we learn something about them THE ENTIRE GAME.. and not rushing all the dialogue.. in the beggining of the story like we was abble to do in origins

I also love that character have more then 1 Personal quest
Aveline quest Are EPIC! really.. never laughed so much XD

But... i didint as connected to the person i romanced as i did in origins..

I really like that the game take place in 1 city :Kirkwall.. the city is really nice Great job bioware ^^
But the recycled Dungeon map.. OVER AND OVER AND OVER again..are lame.. very lame

I like that we cant change Companions cloth ... cause irl we cant choose what our friends wear all day.. they do.. and the little change on their eqquipement after .. ''hawke and him/her'' did it ... its just great ^^

i like Party chat ... i mean when they talk to each other while we walking in the city.. ^^ as good as origins one was! ^^

Combat are way more dynamics.. i played at difficult, and i tough boss were enough difficult XD its fast but not too fast! NO MORE SPIDERS! PLZ! MAKE ME FIGHT AGAINST A BIG BEAR.. A BIG PONY! but not a damn freaking spiders! damn i hate spiders! lol! sorry! hey hey

Hurlock look better in origins.. plz make them look like they was.. they were horrible and .. scary in origins like we were against something really.. scary... and now i feel like they are a total joke...

Also.. some Come back from origins (Alistair/Zevran) LOOK WEIRD.. zevran equipement looked painted.. plz if you make people comming back again.. even for 2 minutes.. take the time to make them look a little bit better...

I dont have anything to say about graphic.. because i dont really care... origins graphics was really great and so does Dragon age 2,

I would like to see a mix in DA3 for the dialogue .. like i said.. i liked that we learn and have personal quest all the game.. but i also like that when i go see them they have something to say.. and not need to wait on a quest.. or a gift..

Rivalry and friendship system just love it...

So overall the game is nice.. i just didint like the recycle map and some other point.... but overall its good ^^

#227
punkass

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A couple of things I'd like to add.

I did some quest for the Dalish and the Keeper says the item I get has been with the dalish for generations etc etc. So I expect something epic of course. What is it? Some junk that sells for a few silver! What did I get? Some old boot? I mean the item goes straight to the junk-category, is worthless...whats the point?

Cheapens the whole game and that quest wasn't the only one that had such a crappy reward, there were others.

Screams UNFINISHED

#228
Algus

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Ok here we go:

I thought it was evident that the game was rushed.  I'm not particularly interested in hearing damage control/PR on this matter.  Whether it was actually rushed or this is simply the result of some poor design decisions is probably only something the team can answer.  I think this is unfortunate because the game is actually quite good and I think that if it had another 12-18 months of development it could have been one of the top RPGs of this generation (possibly even surpassing Origins)

I am an Xbox 360 player which probably matters when I talk about gameplay.  

Liked:

Combat

I was surprised on this point as I expected the combat to be inferior.  In general it handled the same as it did in Origins, though with faster attack animations.  I also liked that Tactics were left in (there was some confusion about this as I recall before the game hit). 

Cutscenes
While I am still not sure about voice main character/dialogue wheel I will say that I thought the cinematic direction on some of the cutscens was OUTSTANDING.  I loved it when Hawke would sit down to talk to a friend, lean against a wall, look into a fireplace, etc.  A number of these scenes were incredibly sophisticated and show that you guys have come a long way from KOTOR's floating heads.  

Companion Bases/Homes
I liked the fact that my companions had places to call their own when they weren't hanging out with me.  Being able to find Aveline in her office was cool, as well as getting quests/messages from her.  It really made me feel like I had contacts throughout the city and that was pretty awesome.  

Story
It had a lot of rough parts but it was quite melancholy and didn't play nice for the sake of a Hollywod ending.  I would have liked to influence the story more heavily (see Origins where you could really get a happy, sad, or just vaguely depressing ending depending on your actions) but for the most part I liked the grim outlook of the game.  I DID NOT like the frame story.  I don't know if these were put in because they could be quickly made (he's in a completely black room?) or not but I don't feel as if the frame story fundamentally helped the game's narrative.  I think some montages that just showed what Hawke et al. were doing in the periods of time that were skipped would have been better

Disliked: 

Only Humans
You guys did an AWESOME job of redesigning some of the races.  I LOVE the new elf look (other modifications to the returning Dalish clan like their sudden accents was less welcome) .  I have just one question though...why can't I be one?   While I think this Hawke/Shephard esque character that you Bioware boys seem keen on has a lot of strong points, I hope it doesn't become a permanent template for you.  

Qunari
Some redesigns were cool.  Others....???? I agree that the Qunari could have used some revisions from Sten but turning them from plump and slightly large tan guys into bull demons?  I was not a fan of the new look.  

Companion Gear
Yes, I'd like to be able to give my companions actual equipment.  Some have accused you of doing this so you wouldn't have to model the gear for the elves and dwarves of the party.  In some ways I hope that is true and it means tha tif you have more time on the next game, equippable armor will be back in.     That said, the NPC designs did look nice.  I was particularly fond of Varric and Isabela

Dungeons
Come on guys.  At the very least make the minimaps hide the parts we can't go to. 

Kirkwall
While I like the idea of having this massive city that you get to influence over a period of years...Kirkwall looked so DULL.  I twas just brown and grey and bleh.  It didn't feel alive.  I'd say either look into having one massive zone (ala Elder Scrolls or World of Warcraft) or substantially increase the number of zones in the city (though this brings unwelcome load times).  

I think you guys also missed the boat by not giving us enough chance to affect the look of the city over the years.  Why can't we help out the Fereldan refugees once we've made our riches? Heck why can't we do just about ANYTHING besides run around and kill thieves? 

Encounters
Others have lectured/ranted/complained about these.  There's not much more I can say except that battles were rarely hard but frequently tedious.  I don't mind large groups or respawns, after all I've been playing your games since Baldur's Gate, but why does it happen every single time? Why do I encounter a guy and his three bodyguards and after we fight, he has like fifty guys spawn?   With that many thugs they could jus tgo take over a district if they wanted to.  

Surprised

Dialogue Wheel

I admit, I am not a fan of the dialogue wheel.  I did not want it in the game and I still wish you had done dialogue trees instead of the wheel.  However, I will say that I was surprised to find the wheel seems to be much more sophisticated in this game than in the Mass Effect franchise.   I didn't care for the hand-holding icons that told me what kind of response I was picking but I did like that barter attempts would pop up, non-alignment style choices would pop up, and the standard suite of positive/sarcastic/angry never seemed to lock me into some sort of arbitrary good/evil thing.  I was able to have Hawke get mad when I thought Hawke would get mad and it didn't make everyone hate me.    That was pretty nifty.  

I think that is about it.  I could sit around all day coming up with a laundry list of complaints.  Bioware has always made games I liked so I don't think you guys are to stupid as to not be able to recognize what some of the problems with Dragon Age 2 were.  I had fun with the game, will probably buy the DLC if it looks interesting, and hope that next time you get at least two years to make the game.   Here's to Dragon Age 3, no earlier than Winter 2013.  

#229
ChrisXIII

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Likes & dislikes : new combat system , nice spell effects,Storyline as intriguing as it is just felt very much lacking in substance if compared to DAO( also to note didn't the developers promised us that Hawke's story is spun 10 years? towards the end it was like only 6-7 years? , by far the worst character interaction ever as mentioned by most i m sure( though there are some like-able characters such as varric, merill, anders n etc), The same map over and over didn't really help much( at least the combat's fun), a big disappointment to the game was that they took away the sweet moments of killing via *THE* finishing move(of stabbing an ogre in the chest bringing it down or getting up on the head of a dragon and plunging your weapon into its head) only seen those in cut scenes in the beginning and some boss battles not during gameplay( that was one of THE BEST THINGS IN DRAGON AGE!! for me at least) and heck where are those PHANTOM ARMS!?(tearing an ogre into bits)when u play as a mage during the 1st cut scene?! and centering HAWKES life around Kirkwall?! really i have to agree with most ppl out there that this is really one of the most bad decisions that had been made, and doesn't really feel much of an adventure for a RPG- and whats with a DLC coming out together with DA2? feels like the developers totally forgotten to *input* that part of a game in it...
having said that i still enjoy my time playing DA2 though it was disappointing and hope the dlc's that comes out subsequently do not disappoint~

#230
Aramintai

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So I've completed the game and would like to put my spoon of tar into already not quite edible honey barrel.



Pros:

Graphics - graphics seemingly improved in DA II, especially if you play with DX11 enabled. They are not astounding in any way compared to other titles like Mass Effect 2 or The Witcher 2, but surely are better looking than in DA:O.

Talents - there are fewer talents in overall number than in DA:O (excluding upgrades), however in DA II each of them is useful for one build or another. In DA:O some talents definetly were much more useful and powerful than others and I felt like they were there just for the sheer overall number. I'm glad that devs improved on that.

Combat animations -  while I dislike the other aspects of combat mechanics I certainly do like improved combat animations, especially the ones performed by a rogue. They sure make you feel like you are playing a really badass, combat proficient character.

And that's about it about pros.


Cons:

Story -  it loses on all fronts to that of DA:O. 
        And one of the main problems with it is the protagonist - Hawke does not leave the impression of being anywhere near heroic. I did not feel any connection to Hawke at all because I believe that good story demads a good hero. He (I'll make him male for the short of it) is just an opportunistic cutthroat without any clear goals and even less clearer attitude towards the world around him. He just floats down the river of storyline, which most of the time seems to be telling itself, occasionaly moving it forward but unaable to influence anything major. The only trait that makes him remotely special is his knack for being in the right place at the right time. So in the whole story all he did was:
- accidentally uncovered a plot device;
- moved Arishok from his chair where that lazy qunari sat for 3 years doing nothing;
- earned a questionable title of Champion for those deeds. 
That's it. The ending was totaly out of his hands as whatever you may choose is of the same outcome in the end. 
       The story itself is worse than in DA:O because it smaller scale, and because there is no great evil/outstanding antagonist to fight here and therefore no clear goal to the whole adventure itself. In DA II the evil is abstract and has no tangible body - it is belief itself, be it in the form of Qun, freedom, or that magic must be eradicated. It is scattered among numerous bland antagonists who do not invoke any emotions except for the desire for them to stop acting so irritatingly crazy and/or paranoid. The ending is absolutely terrible - whatever you choose you choose nothing, it is absolutely out of your hands. In the end the outcome is the same. And although Hawke seemingly didn't want to be dragged into this mess in the first place there's no option for neutral position here, like it was in The Witcher game. I cannot fathom why would Cassandra want to find Hawke to fix anything - he proved to be completely incompetent.
I was also very annoyed at the sheer number of blood mages around every corner of the game. Just ridiculous.

Companions - they are as bland as the story itself and did not invoke any emotion from me at all. I couldn't find myself caring for any of them. Their attempts at humor are pathetic in the least. I can understand that it's difficult to compete with such an epic troll as Morrigan or outstandingly funny female golem and dwarven drunkard, but come on, not single one of them is remotely close even on romantic front and seem rather shallow overall. The writers seem to have exhausted themselves after DA:O.

Combat mechanics - while I do appreciate the new animations, the ridiculous numbers of mobs make combat too repetitive and boring. The game also feels less about tactics and more about bland hacking and slashing, the nightmare mode does not improve that feeling. I also miss the tactical camera which allowed you to see the whole battleground, but who needs it with these new mechanics, right?

Side quests
- third of them has nothing to do with the story and exist only for XP farming, third of them are bugged and only last third of them are any good storywise.

Locations - ridiculously overused and too few in number. Nuff said.

Inventory - just bad. It wasn't great in DA:O but combined with tons of random literal junk , generic rings, belts and swords good enough only for selling is not an improvement at all. As well as different colors for bland, same looking item icons and stupid star system - what is this? MMORPG? I still miss BG inventory....

Overall I'm very dissapointed with DA II because it is worse in so many ways compared to its predecessor and does not manage to make any notable good innovations on its own. 

I have only one question to ask the devs - why did you have to break what was not broken?

Modifié par Aramintai, 14 mars 2011 - 03:34 .


#231
Denizen89

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Ok honest opinion EA and Bioware?

Having played through once and have two more saves, I enjoyed the story. There was a story that people did not quite see at the start you are learning why the world is on the brink of war, why the chantry is more militant, and why this seeker woman is so seething in her view of Hawke. Act 2 was where Hawke's story was much more fleshed out than in Act 3 or even Act 1. This is his rise to become the person that helps throw the world into chaos. The Qunari, the templars, the mages all had their role to play in city and world politics and of course the clash between The Templars/Chantry and the mages was usually heated there were faults on both sides. The Qunari on the other hand saw the cities lame duck leader, crazy Knight Commander, and sort of nutty first enchanter, The actual church reps in this game realize the problems but do little or nothing to stop it.

The Bad on the Story.
The ending of the story and the story itself was rather short and bland. it wasn't actually ten years unless you count the prologue and epilogue. It could have benefited from one more act. Story was the villain (The Idol *thing*) is not properly developed in which it should have been. The Qunari were an interesting side villain that did not seem that villainous, unlike Petrice.

Combat
I loved the fact that you could actually swing your weapon and not watch the computer do it for you, but other than that and the more streamlined feel to it is a double edged sword. This was an excellent idea but seemed to not be properly executed. And the exploding bodies with regular attacks is rediculous you should just stick with them either losing the limb or just cuts. Blood was great.

Character interaction in this game is much like ME2 but way too much like it. You could have just stuck the dialogue wheel in with the choices and gotten away with it. Plus Origins it was refreshing to actually go around camp and have conversation this was strongly lacking here. Still the impact some characters had I felt made the difference and this worked and failed. Gifts I could see limiting them to eliminate spamming them. But a few more would be nice.

Graphics for this game were only a tiny bit better but still sucked. The characters facial expressions were not done very well, and looked bland. Redesigns of the Darkspawn and elves were bizarre. Though I give you props for making the Qunari look amazing and the dwarves.

Mis. complaints

Why stay in Kirkwall, and three main spots around it? A bit of exploration would have been great. Then there was the lack of creativity and obvious recycling of dungeon maps. The few changes to Kirkwall and surrounding areas was very unrealistic and should change over than amount of time. Fighting in the streets should make the people that are not involved RUN for cover, not totally seem oblivious to it. The importing was a bit flawed and needs a tad bit of work. It should include all of the players DLC saves not just one that way the world remains intact and interactions stay true to the past events.

#232
MinotaurWarrior

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Story/Questing:

I feel that the greatest issue with this
game is that it was misadvertised. I started out thinking, based on
(among other things) the game's subtitle/tagline that this game was
going to be about Hawke's rise to power, and the far-reaching political
decisions my character made. Instead, I ended up an exile, and meer
lover of the true champion of the mages, Anders. This was fine, because
part way through act 1 I started calling the game "Dragon Age II:
sidequest"

The secondary quests weren't just the best part of the
game, in my opinion they were the game's carrying force. You stuck your
nose in dozens of lives, changed them forever, and saw some of that
change. I especially liked how everything was a mixed bag. I saved that
kid... and sent him to live with some of the most morally bankrupt
individuals in Thedas. I never felt betrayed by a surprise, all the
consequences built up naturally, though some still managed to surprise
me.

However, I felt like I had no power over the main plot, and
it felt quite a bit like the guy in the cutscene's wasn't my Hawke. Why
didn't I just kill patrice, any of the several times we were alone
together at night, or far away from civilization. When Izzy ran off, why
didn't I hit her with some mind-rending horror like I had with dozens
of other rogue's that night? Why was I so afraid of Darkspawn wave 5
after I just killed an Ogre? I get that sometimes you need the main
character to act incompetent, or just act in some particular way, to
move the plot along, but I wish there had been some better
justifications. Perhaps Patrice could have met me in the daytime, in
public, or have mentioned that people knew she was meeting with me.
Perhaps Izzy could have dashed in a more subtle way. Perhaps several
Ogres could have been in that wave.

With regards to the main
plot, I wish I could have lent more than moral support to my chosen
cause. My strong relationships with the Viscount, the Captain of the
guard, and the Arishok did very little to effect that conflict, and in
act three I sided with Orsino in an argument, did a two-part sidequest,
was forced to do work for both Meredith and then Orsino, and then...
that was it. I didn't feel involved at all.

(Also, I felt that,
as a well-known apostate living with a well-known apostate, Anders, who
was working with the magical underground railroad for years, maybe the
apostates I met should have realized that I was on there side)

Companions:

I
didn't feel nearly as connected to my fellow adventurers this time
around. They were good, interesting characters, but I didn't connect
with most of them. On the one hand, DA:O, KoTOR, et cet were all really
unrealistic with how your companions were just dying to pour their
hearts out to you, but on the other hand, dragons are pretty unrealistic
too.

I think this is best illustrated with Fenris and Allistair.
Both are warriors with a troubled past, infused with lyrium to be made
into human weapons. Fenris, quite realistically (AFAIK) has become quite
defensive as a result. He is a heavy drinker, and quite reserved, not
coming out of his shell, and putting a several-year hiatus on his
relationship with Hawke when things start getting real, and he begins to
remember his past. He does everything he can to put walls up between
himself and the outside world, which makes sense, but isn't particularly
endearing.

Alistair, on the other hand, plays at being a sad
clown, but isn't afraid to be emotionally honest with the grey warden,
openly discussing his great sadness at Duncan's death, and telling the
grey warden his concerns about the chantry with that very pathetic DA:O
sad twisty facial expression. I very much doubt that a real person would
share so much with someone they just met a while back, but you know
what? It made me care about him.

Another issue is the seemingly
arbitrary use of previous characters, without regard to previous
characterization. Specifically, I want to talk about Merril.

Merill,
in DA:O, doesn't really do much. She insisted that you get keeper
Marethari's permission to let that warrior tag along, and that was it.
But, well, what she did do presented two character traits: a very strict
by-the-rules attitude, and a concern for safety. Merril's entire
character arc in DAII is based on recklessness and going against the
better judgement keeper Marethari. There was absolutely no point in
using that name twice, and claiming it was the same character. In DA:O
Lanaya will tell you that she had to struggle to become Zathrian's
first, saying that there were other apprentices who didn't get that
honor. Our elvhan companion could have been one such apprentice who
failed to be made First because she was so reckless.

Anders, I
think, should have been called Justice, because he really seems to
follow Justice's character arc far more than Ander's. But again, much of
his character is changed, or abandoned. His humor is gone, as is his
laid back attitude. In DA:A, he was implied to have been escaping from
the circle in part because it gave him time alone with the cute templar
sent to recapture him. In DAII... well, we all know how that turned out.

Now,
these, and all the other similar little things, could be explained with
charatcer development, and that would be pretty realistic. As I said,
it makes sense that as Justice learned more and more about the world
from Ander's perspective, he'd go a  bit nuts, and Justice never was a
very funny or laid-back individual. Maybe Merill was just in serious
mode that day because frikkin' darkspawn came out of a frikkin'
portal-mirror-thing and killed 1-2 hunters. Perhaps she became obsessed
with the tradgedy of it all, and became dedicated to making sure their
loss wasn't meaningless. Cool, that makes logical sense, but the problem
is it all happened off screen. From my perspective, Anders and Merill
just randomly decided to have radical personality shifts.

Gameplay:

First
off, I just want to get this out in the open: I feel incredible nerd
rage towards whoever wrote "100% chance vs. any" in the description for
horror and petriy. I like CC, and I understand that being able to, say,
completely stunlock Meredith would be unbalanced, but it frustrated me
to no end that, A) these spells had absolutely no effect on certain
enemies, and B) the game lied about it. My prefered solution would have
been to have the spell descriptions you see in the abilities screen go
far more in depth with a breakdown of what chance they have against each
category of enemies, and perhaps have a weaker secondary effect kick in
under certain circumstances.

In this system, it might say: 100% versus normal, 75% versus elite (25% to slow), 25% to slow versus bosses.

But
honestly, that's more of a personal issue I have, than a condemation of
the game. Crowd control needed to be toned down, and it was still a
perfectly valid choice in DAII (I beat the game on hard with Myself and
Merril focused on CC, with Anders being quite fond of the glyphs). It
felt like I had influence, but not complete control, over the course of
most battles, and that was quite good, exactly what I really wanted.

knockdown/back's
change from a status effect, to a fairly natural extension of the
damage system was interesting, and added an extra level to gameplay. I
really had to worry about my mages, because if they got hit once, well,
they might not be able to recover in time to cast mind blast.

I
also liked that they made more mage abilities passive/upgrades, so that I
had some room on my abilities bar, and actually used my auto attack.

I
really absolutely loved the change to wave-based combat. It stayed
fresh from the begining to the end, and added another layer of
unpredictability. However, I didn't like how it was (at least as far as I
could tell) based on the boss's health most of the time. This turned
most battles into a struggle to damage the enemy leader as little as
possible. It wasn't exactly a huge struggle to do so as a cc-focused
guy, but it felt kinda unnatural.

The substantially increased
difference between rogue, mage, and warrior-type enemies makes me wonder
if we will ever see BG style evil team of adventurers vs your team
style fights in the future.

I very much appreciated the gradual
change in monsters, and the lack of sudden changes in their power.
Hurlocks don't become more powerful as you move on, you just face more
of them, and they have more back up in the form of Ogre's and the like.
It made me feel like I was actually becoming more powerful, instead of
just seeing bigger numbers.

Personally, I actually liked the
repeated dungeons, at least the ones that were actually supposed to be
the same place. It always seemed like clearing out the vast network of
caves was really just inviting new residents to take up shop. And for
the unexplained repeats, well, there are definitely better places to
spend your budget than a bunch of one-use areas. I would personally be
very happy with a game that used BG era graphics, and used kids from
deviantart to draw the levels, as long as it got everything else right.
It does however seem a bit strange that they didn't seem to be using a
tileset based system, seeing as that seems to be the standard solution.

On
another level-design note, I really appreciated the efforts the devs
put forth to guide the player, and avoid the situation I faced hundreds
of times in Origins, where I was at the end of the level, and felt the
need to backtrack through the whole thing to find every little bit
hidden away in a dead end. All the little spider-and-treasure filled
alcoves were easy to find, and hard to pass by accidentally.

I
thought the cross-class combo's were clever, but poorly implemented. If I
wanted to use one, I had to get a specific upgrade for one of my
characters so that he'd create one of the status effects, and then
another for my second character to take advantage of it. It felt very
out of the way. I would of preferred it if, say, certain powers came
with the effect included standard, or if perhaps each class had a
special, inheret method of creating them. Say, crits for rogues, taking x
amount of damage from enemies for warriors, and.... something for
mages. I'm not a game designer, just a guy with an armchair and a
computer [smilie]../../../images/forum/emoticons/tongue.png[/smilie]

ART:

Simply
fantastic. The sort of work that creeps me out, because it reminds me
that people with insane levels of talent are out there... waiting to do
something spectacular. Bioware, keep an eye out for demons in your art
department, because these guys are wizards.

This is the first
game in a long time that made me say it was beautiful. Far, far too many
games go for advanced graphics without asking why; without heading for a
specific direction. You did not fall into this trap. Bravo.

FINAL CONDEMING COMPLAINT:

You haven't made DA3 yet!

#233
MICHELLE7

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Finally finished my first playthrough and I gotta give you props on this one...I loved it...much better than DAO and I thought that was a pretty good game.

The game play was much better...my confession with DAO is that I used the console because I hated the gameplay but the changes you made with this one made it much more exciting to play...I felt more involved.

It also felt shorter and while some people might complain about that...it worked for me...DAO was so long it felt like a chore to go back through it...DA2 is just the right length at least for me...I'm sure some people will disagree but as I said for me...it was perfect.

And thank you for finally giving me the happy ending I wanted...having Hawke be able to run off with Anders in the end made up for the Dark ritual of DAO. Romancing the mass murdering mage is totally worth it...what can I say I like my guys a little dark and troubled.

One other thing...was absolutely on the edge of my seat with that final showdown with Meridith...awesome.

If there was any complaint it would be minor...armor for party members perhaps...the romantic payoffs seem to have gone from rated PG to G at least in the one romance my Hawke pursued. But overall I really loved this game.

#234
Ritalove

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Before I begin, please don’t mind my English, I’m not a native English speaker.
So the following text is MY personal opinion.

At first I was really afraid that the game will be bad because of the bad reviews that called it as a rushed hack and slash. But loving all other Bioware games, I decided to not cancel my preorder and to see for myself how the game is.
And I don’t regret it, the game was really good:


Positive points:

- An interactive story, where choices matter.

- A family! This was a great idea. I felt really responsible for my family and had played as a mage with Carver; I loved the fact that he really cares for you no matter how rival your relationship is (urging the Pc not to speak to Templars, protective etc.)

-The romances! This was always something important for me, and something that really makes Bioware games unique.
I haven’t tried all the romances, but Fenris was great. I like the new system rivalry/friendship. How many times I wanted to disagree in DAO with the romance partner, but couldn’t because it would harm the relation.

-Real Characters and friendship!
I really like that you can have friends and help them evolve, even evolve in their private life (Aveline remarrying).Or have some that really disagree with you and do things anyway (Anders, Fenris…). Being able to tell them that you disagree without ending the relation was something I missed In DAO. (Telling Anders that you will do what he asks but won’t forget how he blackmailed you)

-Flirting: I like the fact that you can try to start a romance (like in real life) with the non-romanceable characters.

- All BI romances: Really a good add. This way, everyone is happy (hopefully)

-The dialogue evolution. I love the fact that my sarcastic mage was more and more sarcastic even when not taking the sarcastic options. It really gives a feeling of being a real and unique person.

-Drama choices (deep roads :C) I was so surprised when Varric says to Cassandra that if Hawke knew what will happen, she wouldn’t have taken her brother with her the deep roads… It adds to the repla ability.

-The robes-armors-staffs-etc, for Hawke.
I love it !! BRAVO to you bioware, the robes were gorgeous, and the staves sooo coool.


Negative points:
-Disappearance of the « small talk dialogue ».
I would have liked to have the possibility to speak with the companions, when in their house. Not only after special events. I don’t need 50 hours of dialogue, just something I can speak about with the NPCs. Because at some part of the game, I felt a bit like they were puppets repeating the same sentences over and over (A la Mass effect 2 – yay ! Calibrating!).

-Unable to change NPCs armor.
Because of the cool stuff that has been added, I so wanted to try some bad ass armor on my companions… It is cool to have their personal style, but a possibility to change the armor was something I missed.

-A bit too much combat concentrated quests.
There were quest when you go from one combat to another; It was sometimes a bit tedious, but not a critical element.

Modifié par Ritalove, 14 mars 2011 - 05:24 .


#235
Guest_ahuevocabron_*

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Hey Gaider et. al.writers, I really very much enjoyed the writting on DA2, especially all the politics surrounding the plot and the suprise climax. Keep up the good work and I hope to see more political intrigue/turmoil in the next installment. Thanks.

#236
warrc

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I play on 360

like
I really liked the new combat system for 360 it made the pace of the combat feel a lot more faster and Entertaining.

The dialogue wheel was a nice add-on because I was able to see directly what my conversions effect were.
I like the return of charictors from the 1st game even if some are Cameo.
So far the story has been pretty amazing generally because i loved seeing charicters from the first game just turn up.

I like the house system and the proffesion system. i didnt really bother with poisons and potion making in Origins because of the hassle however on Da2 its a lot more cleaner and easier.

I like the wittyness and the banter between the Companions, its really nice to still see this is the game it feels kinda weird to actulyl laugth why playing a game but ye :)

Iv seen a lot of complaining about small mini quests and them being pointless but i rather enjoyed them tbh

I like the new Abilities and the system fells like i have more open choise to how i want to play my Charictor

Dislike
The Enemy wave system. This really bothers me and is probly the biggest letdown of the game ill put my mage at the back then suddenly a load of enimes spawn on him and BAM in seconds hes dead without having chanch to heal or even move, plus it kinda ruins the planning of each encounter which i liked in Origins.

I dont feel as entouch with the charicters as much as Origins maybe because theres no where near as much dialogue between hawk and his companions only person I felt a mager link to was my sister however i did love the twist where she almost died luckly i had Anders to turn her into a grey warden.

reuse of models tbh mainly the caves however if it means more quests i cant complain.

Tanks.
I feel like my tank never ever gets aggro ever! I have littrally stopped using Aveline

when you reuse a map and just stick a block imbetween the door and the area which u cant get to is still on the minimap and normal map! this is the most annoying thing about the reuse of models. i dont mind the reuse so much tbh as tbf most games do use the same area a number of times but atleast just cut out areas which u cant get to.

Things im unsure on Hate/love

The Companions Armor system at first i didnt like how icouldnt change what they were wearing and how they look and it really bothed me at first however the way i can atleast improve there armour and they dont have to look like fruity loops most the time half made me change my mind and the abillity to still change weapons put me at ease.

That its all takes place in a single town. Im not sure if i like this or not makes it feel a little less epic but more comfortable and less confusing :S

Suggestions. I know big nothing new wont be implemented now however these are the things i think will/would have made the game a lot better

In your house at night maybe have the Companions there and add dialect between hawk and them or at the pub just so u have a more feel for the charicters you still cant beat Allister!

if you reuse a map just cut out the extra area and dont stick a block in the way of the door its sooooo annoying.

The time gap when u skip a year or 3 years maybe show more of what happens in that time maybe stick a few missions of a little move or somthing to we get more of a idea what happend in that time. i believe this would have made the players feel more entouch with hawk.

Just remove the wave system its terrible! Also one shotting enemy rogues.

overall im really enjoying the game and i will replay it and i can see how and why you have made a lot of the changes with the combat but dont loose focus on what made game so good and different from other rpgs. Theres a lot more haters then i thought but there always is with change and no one ever thinks teh second game of a series is as good as the first. I really hope there will be a 3rd game id give it a 9/10!

#237
TheOneAndOni

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bztang wrote...

Although I loved the combat, the streamlining, the addition of a humorous/sarcastic dialogue option, and the return of past characters, I was disappointed with these: 

Lack of physical scale
Kirkwall felt so tiny...the Ozrammar commons in DA:O felt bigger than the whole city of Kirkwall.

Reusing the same dungeons/caves
I must have been in that same cave in the wounded coast+sundermount at least 10-15 times, and the same dockside house 10-15 times. I understand it's the same city, but why always the same damned areas...it get really boring.

Lack of an inspiring story for most of the game

  • Act 1 was alright until you got into Kirkwall and then had to grind unrelated side-quests to fund the Deep Roads expedition.
  • Act 2 was about dealing with the Qunari and felt pretty bland, because I really didn't feel them as a threat until the took over the city.
  • Act 3 was interesting with the whole mage/templar relationship, but the antagonist was just boring...a crazy lyrium addict is the final boss, who cares?
  • There was no sense of accomplishment for defeating her unlike killing the Archdemon in DA:O, because she wasn't really evil, the lyrium just made her crazy and paranoid but not totally wrong. The game should not have ended here, it felt very incomplete, even more so than the Halo 2 ending.
Forgettable companions
  • Isabella was only good for humorous banter and DPS in combat and she glitched after Act 2 - she was stuck in my Estate with an "!" on her head but unclickable so I couldn't finish the romance, even though I had already bedded her.
  • Bethany was absent for most of the game after Act 1.
  • Merrill was cute at first, but turned out to be irritating as the game progressed (i.e. that damned Eluvian mirror...wtf does this have to do with restoring her people's history).
  • Anders was a lot more boring and just plain darker than in DA:A,
  • Fenris was an ass.
  • Aveline was alright, but bland.
  • Varric was the only character I cared for but I never used him in combat after Act 1 since his damage output was pretty bad (but that's kinda my fault since I used him for unlocking chests with high cunning instead of high dext)
Overall, what I think went wrong with the game is the lack of a major antagonist; this whole game felt like a prologue for a much greater game. This could've been a DLC if there weren't so many darned useless and boring sidequests.

I was going to post a review, but this post had every one of my complaints well-summarized, so I get to save some time.  It seems like the shortest way to describe my feelings is that the gameplay, graphics, and main character design took several steps forward, but everything else took several steps back.  It's a decent and fun game that has solid replayability (I want to play it again just to see the potential effects of certain choices), but it does not stand up against masterpieces like the Mass Effect games.

Modifié par TheOneAndOni, 14 mars 2011 - 06:20 .


#238
PantheraOnca

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Liked:

Party dialogue. Especially between companions when walking around.

The "personality system" where if you repeated choose a certain type of answer (lets say the joke ones) you say similarly themed things in areas where you dont have direct input.

Combat is better. I like the feel of the new combat system for the most part. The boss fights in general are much more fun and THE boss fight was fantastimazing.

Skill trees. I like this approach better than DA:O. I am going to save other complaints for my disliked, but I dislike this so much I need to say it here: Merrill needs to have spirit healer options. After my first playthrough I don't want anders in my party and the lack of revive and group heal hurts.

I feel the plot improved in its emotional impact. Between the body part zombie, the independence day moment, and the boss fight there were some real impactful moments.

Graphics. Not the most important, but still pretty.

I found that loading areas would be slower with DA:O than it is in DA2. Good job.

Dislikes:

Only anders can get spirit healer from your companions. If I'm a mage and don't want to spirit heal I don't want anders in my party. There need to be 2 companions that can accompany you through the vast majority of the game that have group heal and res. This left me very frustrated when trying to play my second playthrough, upping the difficulty to hard. I have since returned it to normal and would still like a spirit healer. That isn't anders.

I would like more rogue abilities to apply Disoriented.

Some of the NPCs make decisions that apparently come out of nowhere, or don't make sense. The prime culprit is Orsino when you side with the mages and defeat the Templar wave. When this happened I was abruptly removed from being in the game and was thinking "what the hell dude, they're all dead why am i fighting you?" it was a very jarring moment and not in a ... crafted? way like the mother moment, anders' surprise or even varric's brother. I didn't like it.

Also, too many blood mages. I get that there are more blood mages on average in Kirkwall, but too much. It makes supporting the mages on a second or later playthrough kind of hard. It also reduces the scare factor of blood magic. Mostly because of the stupid transformation orsino does at the end. It comes from no where and marrs the story. I think there is 1 mage we run in to that doesn't turn to blood magic when a black cat crosses their path, and he was just trying to lose his virginity. This kind of removes the moral ambiguity of the choice between mages and templar a little. If all these blood mages are running around, why isn't the world over at anypoint in the 7 years you are in Kirkwall?

Mage characters, whether your own or a companion need to not look so magey in Kirkwall. Also, assisting people with magic should have a reaction given the city's climate towards mages. Helping Cullen with a big cloud of lightning provokes no response from him. The only one who I remember saying anything is Meredith at some point, and even then, based on her personality is far too lenient.

Not a fan of a companion character available at launch being DLC only (or super signature edition or whatever).  Access to items is fine, but missing chunks of story to DLC at launch is not.

Also, 7 !=10. :-p

Edit: also, too much reused dungeons. It was interesting that starting in a different part gave the zone a different feel, but it still didn't provide enough variety.   /edit.

Edit the second: MAGE HEADGEAR IS HORRIFIC @#$%@#FADVEFX!$R!$FZ#RFDWEGERG!!!! It was terrible in DA:O and is terrible here. Please go in another direction for mage headgear. Witch hats would be better. Maybe go crowns/tiaras or something, but my god the mage head gear makes me rage. I had to find the "turn off hat graphic" option as soon as i got a hat on mage, and i hated going to the inventory and having to see it. /edit

Edit the third: Also, I disliked being able to "disconnect" the camera from my character on max zoom and move it around. This makes placing AOE's sometimes frustrating. /edit.

Suggestions: More Qunari in DA3 please. Also more Flemeth. She is hilarious. Have some way of previewing what an item will look like on you before you buy it, or before you can equip it would be nice. WoW dressing room style.

Looking forward to DA3 and any and all improvements you make along the way.

Modifié par PantheraOnca, 14 mars 2011 - 10:16 .


#239
rcollins1701

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After 55 hours of gameplay and a completion of the campaign, I decided to break internet silence and post some thoughts on DA2 only to be ensnared by the slimy tendrils of nerd hate. Henceforth, I will combat this foul nerd hate taint by using the most effective means of defeating it: by ignoring it. If only killing darkspawn were as easy…

On to reviewing. On the technical side, the game has made some significant improvements. The graphics and visuals, facial construction, lighting and other such things are much better than DA:O. The new art design distinguishes elves from qunari, dwarves and humans—the qunari and the elves are especially improved. The voice direction reinforces these differences by giving the elves a slight Irish/Welsh accent, the qunari a North American accent, etc. 

I very much like that the companions have their own specific outfits. This helps the characters remain consistent. This not only saves time laboriously going through loot, weighing buffs and such, to outfit your party after each quest, but it also eliminates having to equip party members with equipment that such a character would never wear (i.e., Sten in the Legion of the Dead armor). However, even though the outfits will change based on romance choices, it would be nice if the upgrades you can buy for your companions changed the look of their costume. Also, it would be nice to see their outfits change over the years.

Of course, combat is faster and more aggressive, the spell and attack animations are nice, as is the combat banter and battle cries. Also, even though I suffered post-traumatic stress episodes upon seeing the Harvester again, the big boss fights demanded quite a bit of strategy and tactics to best. Thanks to the dev team for adding tons of tactic slots, by the way. There's nothing better than knowing that if you have to take precise control over a healer, your warrior will do exactly what you want him to.

I very much like the conversation wheel and the emoticons (for lack of a better term). Having a voiced character fills that silent void that plagues most RPGs and the emoticons makes it easier to play the type of character you want to play (as well as preventing accidental dialogue termination). My Hawke was snarky and sarcastic most of the time, gentle when it was appropriate, and was quick to show his teeth when the occasion called for it (usually when threats were tossed Bethany's way!). All of that was my choice. I'm not playing me, after all, I'm playing a Fereldan refugee, no?

As with any Bioware game, though, the game's strong suit is its writing and narration. The frame narrative allows for relationships to develop and the narrative to have more scope and breadth. The companions were consistent and alive, yet they showed promise for change and each one had a unique relationship and connection with Hawke. Even when I didn't like the character personally, I had no trouble understanding why the reacted and felt the way they did (cf., Fenris). I loved the lore and the central conflict between freedom and control, the Qun and everyone else, Templars and mages, religion and secularism. Great thematic stuff! Also, the choices were hard to make. Certain characters and their mirrors and secret visits to the Chantry create for great choices that are never divided between right and wrong.

I would also like to extend my heartfelt thanks to Gaider, Chee, Hepler, et al., for ripping my heart out of my chest and setting it ablaze by giving me the wonderful, adorable Bethany Hawke and then sending me into the Deep Roads… While it was painful, it's stuff like that that makes me love Bioware!

My only real complaint is that the game is too short. Any trip to Thedas should be at least 520 hours of gameplay! ^_^ Here's looking forward to DLC!

#240
sniggy

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very, very, very disappointing. the game definetely had great ups and downs, but if our choices don't matter, why even tell this story at all? just tell the story of kirkwall and the champion in some other way and create a game that has the great character DA:O had.

i loved the way it started out: trying to rise in society. years passing. moving up in the world. but whether i am mage or rogue or warrior doesnt seem to matter much. whether i side with templars or mages doesnt seem to matter much either.

felt like a console action game, not like an rpg. felt rushed i played it twice now and read forum posts by others. dont think i will be replaying or buying any dlc. i got everything on DA:O. gonna skip them in this one. lets hope the next part will be better

#241
Parahexavoctal

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Just completed the game on PC. Did most of the side quests (I think) with a female bow-rogue Hawke using 3/4 diplomacy and 1/4 charm/humor. Romanced Merrill and sided with the mages.

I won't get into the bugs, except as to say that they've certainly added to my frustration and perhaps a longer period of QA would be advantageous next time.

What I liked:

*Improved Graphics
Simple really, the hi-resolution texture pack and all settings nearly maxed made the game a beautiful experience overall. I expected an upgrade and for the most part I got it.

*Voice acting, including protagonist
I was worried that immersion would be harder with a voiced protagonist, but it worked out for the better. In the end, having everyone voiced even helped further immersion, though some VAs did a better job than others.

*Telling the story through Varric
An interesting way to tell the story, I found this actually worked well for me.

*Talent system in general
I liked having fewer but meaningful choices here. Every point felt like an upgrade and was something to look forward to.

*Companion armor
I found it a relief that I didn't have to constantly save and compare every single piece of loot I picked up to ensure all my companions had the best gear available. Managing my own gear to this level while having accessory slots for companions was a good balance for me.

What I didn't like:

*Fixed Background
The irony is not lost on me. DA2 is doing exactly what a long line of great RPGs before DAO did, and it worked for them; a single backstory for the protagonist. DAO has spoiled me though, and I long for the varied backgrounds and their meaningful differences big and small in the world.

*Lack of flexibility with companions
It's pretty clear cut what each companion can and cannot do, and for some of them, there really are no replacements. For example, you need a healer in the party (though depending on difficulty, not always), but the only companion capable of filling the role is Anders. Bethany lacks the aura, group heal and revive Anders gets in his personal tree, and she's missing for most of the game. Merrill doesn't even have healing spells whatsoever.
Same goes for tanking and Aveline.
I would really have liked more flexibility here; either negate the need for dedicated tank and healer (or at least a clar warning when I will need them and the option to switch them in), or allow me to specialize other companions to fill those roles (e.g. a healing tree for Merrill, tanking for Fenris).

*Lack of interaction with companions
Giving each companion a hangout was a nice touch, and for some, their personal quests were as deep and emotionally engaging as anything in DAO. However, I really missed the ability to interact with them outside labelled companion quests. I miss the campfire gossip options from DAO, getting to know them, slowly building trust, finding other sides of their personality and even love. I miss the romance influencing choices and dialogue; e.g. where were my options to comfort and support Merrill in the tragedy of her Act 3 quest? Marethari dies to save her, she is exiled from the clan, and her life's project is ruined, but I get a total of two or three lines that could just as well have been spoken by a friend? (and let's not dwell on the rather obvious bug that placed them before the actual quest, ugh).

*Combat
I can see the advantage of distance closing mechanics and pacing weapons combat to be more than waiting for cooldowns while watching the auto attack animation. However, enemies exploding in clouds of gore, endless waves of generic henchmen jumping out of the walls, characters zipping all over the battlefield sending enmies flying.. it felt more like an old B-rated ninja move than a fantasy setting. It just felt wrong.
Also, combat actually grew tedious and boring fast, something I didn't even think it did in DAO. It's like every single fight in DA2 is the same recipe; encounter a group of enemies and fight off 1-5 waves of adds. Sometimes having adds spawn to join the fight would be a nice mechanic to add some spice and keep us on our toes, except it happens every single time, to the point you can predict where the next wave will spawn and the winning (and only) strategy of the game becomes withdrawing a screen and a half every time you trigger an encounter. In DAO, a nasty ambush was a room with traps, oil on the floor and mages + archers in barricaded positions to provide crossfire on the entrance. Such a place was to be approached with thought and tactics, like a puzzle to be solved where you would use the abilities of each team member. In DA2, a nasty ambush is.. some enemies spawning on top of you for no apparent reason and X waves of re-inforcements attempting to do the same.. no planning required and no strategy beyond pulling back and letting them come to your choke point to die in a rain of fire and arrows.
Also, the endless waves of reinforcements made the combats actually feel longer than in DAO. And lets not get into how awkward it is to aim AOE and re-position characters without the top-down view.

*Boss fights
Kudos for trying to make them more interesting, but I really didn't like how you just took a page from MMO bosses here. Phases, adds, positioning, movement, etc. all reminded me of my time in WoW.. except now I have to control the whole party with an AI that really doesn't do well in tasks like this. These battles quickly turned out to be "pause-reposition-wait-pause-reposition-wait..". Boring and frustrating, but not very exciting.

*Scenery re-use.
I understand that these vivid hand-crafted locations take a lot of time to do, so a measure of re-use is required. However, it really got out of hand. It was just too much of the same over and over, where you would literally know the map of a place like the back of your hand even though it’s the first time you are there. I would much rather have pre-built rooms and corridors that could at least be arranged in new ways for each location, and perhaps with some unique tiles to set each place truly apart.
On the same note, the idea about time passing and circumstances changing between each act is solid in itself. Unfortunately, this really isn’t felt in the game. Everything just looks the same from act to act.

*Vague Dialog Choices
The voiced protagonist is and advantage and the icons in the dialog wheel help me a lot in determining the nature of the choice I’m making. But often, it’s not really enough. I need to know what my character is about to say, to get an idea where it leads the conversation. I need to know if the humor/charm choice is scathing irony or a light joke. I especially need to know where the ‘star’ marked choices seem to lead.

What I actually hated:

*The story
This is perhaps the first RPG or adventure game I have played, that has been this depressive and felt so unrewarding for my choices.
The prologue and first act were not all bad; I had clear, meaningful goals and accomplished them for the most part. I escaped the blight, reclaimed the family mansion, forged friendships and did well for my family. I did lose my brother, but he died giving his life for my mother, and through no fault of mine.
Then.. things just go to hell. Tasked to save the Qunari envoys from fanatics? failed despite my best efforts. Tried to keep peace, foil the plot of the conspirators to provoke the Qunari into war? failed miserably, costing the life of the viscount’s son and himself. Oh, and my ‘friend’ Isabela lied to me and made off with the one item that could maybe have made a difference - and no, she didn’t come back, because I hadn’t grinded her friendship up by taking her all over town despite not caring for her or having space for her in my party. Tried to protect my family? My mother got murdered and frankensteined by a psychopath, and my sister would have died to the blight if a friend hadn’t spoiled me - instead she just got taken by the psycho templars. Tried to keep the entire city from descending into chaos? My close ‘friend’ Anders abuses my trust and friendship to nuke the chantry and ensure no peaceful solution is possible - not that it would have been anyway since Orsino suddenly turns blood mage lunatic and Meredith is already driven mad by the idol. On top of this the best outcome for my love interest is being exiled from her clan (and that’s only though reloading to find the dialog that didn’t force us to outright murder them all..), her keeper dies for her faults and her biggest purpose in life, for which she sacrificed everything, turns out to be a lie.
Even the minor stuff turns out wrong more often than not; spare some-one’s life and they are as likely to return to strike back at you or your nearest. Everywhere you look, it’s murder, deceit, betrayal and immovable fanatics. Every important thing I tried and every goal I felt I had - all of them seem like they failed miserably. I wanted to do the right thing and be the hero, but no matter what I do, the story descends into chaos and tragedy.
In DAO, I may have had hardships in my origin and my loss at Ostagar. But I saved the elves while curing the werewolves, I saved Redcliffe along with Connor and his family, I saved the Circle of Magi and crowned a dwarven king that would lead them into a better future. I united Ferelden behind Alistair and fought off the darkspawn invasion, culminating in slaying the Arch-demon and becomming the Hero of Ferelden. There may have been choices in morally grey areas with no obvious good outcome, but I managed a good tale of a hero rising to defeat the evil threatening the land and succeeding despite the odds. I loved it.
In DA2, my family dies, my friends betray me, I get titled champion only for killing the Qunari that I couldn’t save from a political plot in the first place, and despite this accomplishment, the best ending I can hope for is apparently to have my sister and love survive and flee to places unknown as everything descends into bloody civil war despite my best efforts. I absolutely hated it, it was the most depressing story I’ve experienced in a game.

What annoyed me or I think you could improve:

*3000 crates & barrels
Don't get me wrong, making a junk category with auto-sell is a huge improvement over so many earlier games where you would accumulate a gazillion weird named stuff and have to sort wheat from chaff at every merchant (often without knowing if a 'junk' item would turn out to be important later). However, going out of my way to open a gazillion crates, barrels, corpses, remains and what-have-you to accumulate junk that sells for a pittance because we just know that in a few cases the containers hold unqiue and plot-relevant items.. that really isn't very rewarding gameplay.
I would much prefer if you drastically cut down on the number of containers and/or stashed uniques and plot items only in quality chests. Make us actually excited to see and fight for a chest instead of running errand to the bazillionth barrel to not miss something.

*Rivalry
It seems like rivalry could only really be earned by bringing a companion that is going to argue and dislike the choices you make. However, I don't want to spend my time with characters like this, so I ignore them and the end result is not much different from DAO's approval. To me, it felt like a bit of a wasted mechanic.

Closing thoughts:

Despite my dislikes, this could still have been a good game that I would have enjoyed and replayed with numerous characters. It may be different from DAO (which holds the spot as best RPG I know of), but many of the differences are improvements and refinemets.
The tragedy of a story though, where I accomplished little and could at best get the “slightly less bad ending” was a real killer for me. I will be keeping an eye out for reviews of DLC and the inevitable expansion, but I won’t be pre-ordering them, and if they are more of the same, I won’t be buying them either. I hope that this is just a middle chapter, where my Hawke can eventually rise and set things right. If that happens, it may go a ways towards redeeming the story in my eyes. But even then, I would absolutely prefer that you never again close a chapter of a story like you closed DA2.
A world with chaos, civil wars, racism and segregation that I can’t do anything about awaits me every time I turn on the news. I play games to escape all this, so please don’t make the games more of the same. There is such a thing as too much realism, even in an RPG.

#242
Steingrimur Steingrimsson

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Ah, this is a great thread.

Since I think most of the aspects had greatness and flaws, I will not list them as pros and cons.

The characters:
Apart from a few, I really, really loved them this time around. It is also nice to see that there now are several quests per companion and that all gifts trigger conversations, but there could be a few more gifts. Generally I missed the deeper and dialogues from Origins where you could ask them about their past and get to know them better.
Another aspect that I feel is important to discuss is family: I actually felt it, I got emotionally engaged in the game, when Bethany died in a way that I don't recall ever doing. But when your mother dies, things start to get a little too much. It was a completely random event that had no significance or purpose other than killing your mother. It is as if Bioware wanted to rid you of your family, killing them off at the beginning, in act I in act II, leaving you alone in the final act. All I'm saying is, that it would be nice having a similar family system, where everybody aren't dead (or gone to circle/templars or grey wardens) by the later part of the game.

The story:
Overall, I thing its great. Very engaging, but it lacks purpose in the beginning. The way you randomly meet your companions and agree to help them with something important after 20 seconds is very vague when there isn't an immediate threat like: Darkspawn are going to purge the lands.
I really liked the shades of grey and I liked the mage/templar conflict. But it seems your moral choices don't matter much, you'll fight Orsino and Maredith no matter what you do and you will have to deal with abominations no matter which side you take. Brancing plot lines would be nice and fitting of such a focused story.

The dialogue wheel and voiced protagonist:
I was skeptical, but the cleverness of the tone-system and the likeability of the male voice actor (haven't played female) made my character more alive, so to speak.

The combat:
Generally great, kept much from Origins and the addition of cross-class combos is brilliant. What is less than brilliant is the stability of the difficulty curve and the grindfests it sometimes invites you to. The game can go from too easy to utterly impossible in less than a heartbeat. You generally grind through basic enemies with far bigger ease than in DA:O, but the elite and boss units are now made of diamonds, you can spend ages on trying to kill them. Honourable mention is high dragon, she is back and just as tough as in Origins. The twist is that three times during the fight she will fly up on an unreachable hill and send all her children after you (drakes and dragonlings), while she bombards you from a distance, all on the same health/mana/stamina bar. That is unreasonably sadistic.

The graphics: For one who has played Origins on PC and X360 and am now playing it on the 360 (my PC broke down), I must say the graphics are fantastic the textures are much nicer looking, especially those on the characters and there are a few graphical effects that are simply astounding (meredith's shiny armor, fire, smoke are just a few). I am less fond of the interface, DA:O interface wouldn't have fitted but this is overly simplistic, the AOE marker gets honourable mention for blandness.

Side-note: It isn't entertaining to snoop around in dungeons and buildings looking for loot if you've been in the same identical place 20 times before.

The verdict: 8.5/10. Excellent game.

#243
Sol Angelica

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And I’ve completed Dragon Age 2. With 30-something intense hours. This game has gotten a
lot of criticism and hate from the DA-fans. A few like it, some think it’s ok
with some serious flaws, and a lot think it’s the biggest pile of dung BioWare
ever made. (Which says a lot since they have made quite a few outstanding games
over the years). It’s also a game where I can easily understand, and for the
most part even agree with, the criticism, while at the same time greatly
enjoying the game.

So I felt like writing a review.

The Story

Dragon Age 2 is the sequel to Dragon Age: Origins. It’s not a direct sequel,
and even though you have to play a named human character (like in Mass Effect),
it’s not the same one as in Origins. The two games take place in different
parts of the same world, but interestingly enough they slightly overlap in
time. In Origins, you have to stop The Blight, which is basically a horde of
darkspawn (horrid creatures) lead by an archdemon, from taking over the world.
One of the first villages you visit in that game is Lothering, which is overrun
by darkspawn and completely eradicated after you leave there.

The
character you play in DA 2 is one of the few survivors from Lothering, you and
your family managed to run away as the darkspawn approaches, and you flee to
the big city of Kirkwall. From there you start as a fugitive who has to find a
way to even be allowed in to the city. You start of living with your uncle, in
the slum of the lowtown area. From there you have to work your way up to become
a wealthy and influenctial person in Kirkwall. That is what DA 2 is all
about, and that is one of the main reasons why so many people are disappointed
with the game. Because you are not here to “save the world”. There is no
supernatural Big Evil Villain who will take over the entire world unless you
take action.

Of course,
there is an underlying story in addition to you working your way up in the
city. A story which is slowly, over the span of man years, unraveled and
enhanced. There is a big problem to solve and an enemy to fight – but it’s more
of a local problem (with indirect consequences) than a world-spanning dark evil
you have to face. I personally love that aspect of the game. It feels like
playing the role of a NPC instead of the Big Hero. Because the Big Hero is off
fighting The Blight (which you do in Origins), something that is done while you
live your life in Kirkwall. There are plenty of RPGs where you are the big hero
saving the world, so this felt like a breath of fresh air to me. I also love
the way the story is told, spanning over many years. A decade, to be exact.

The Fighting

The other main reason why people dislike this game – probably The main reason –
is the simplification of the gameplay and fights. The game is very easy. I had
to double check that I was actually playing on Normal difficulty. I played or
over 30 hours and can count on one hand all the times I had a game over. The
skill tree is very streamlined and simplified, the side quests are mostly very
easy and very short (and there are many of them!). You hardly need to use your
journal, because in the world map (which is basically the city map) you can see
in which area there are quests, and what those quests are called. So without
entering the journal system or needing to plan or think strategically, you can
move from quest to quest in a very efficient, streamlined and quick manner.
That makes the game entertaining, efficient and fast-paced, but it does lose
some depth because of it.

The
fighting itself feels more like a hack-n-slash game than a RPG. One swing with
my oversized sword, and a handful of enemies would fly  in all directions. The mage in my party did a
ridiculous amount of damage – often I would see the simpler enemies fall like
flies when my mage unleashed his Firestorm, before I could even reach them.  Yet when all that flash and cartoony
overpowered skills were worn out, I could whack and whack and whack an enemy
for ages without seeing his life bar decrease much. I would either need to use some
of my specific warrior skills or get a mage to throw some elemental damage for
something to really happen. So it did feel a bit unbalanced.

Characters and consequences

I think it’s here, and in the telling of the story, that the game has it’s
strongest points. Like other BioWare games (Origins and the ME-series), you
have a lot of choices to make. And those choices will affect both you, the
story and the party members you travel with. I lost four party members myself
because of my own choices. One betrayed me and ran away for selfish reasons,
one was a mage who was caught by the Templars, and two disagreed so much with
my final choices that they left. (One even took side against me, and I had to
fight him). In this game, there is no clear villain. There are two opposite
sides in a conflict, and you have to choose whom you want to support. And the
myriad of party members all have their own opinions and agendas, and therefore
some of them will guaranteed disagree with your choice.

Of course,
there is also romance here in this game. (My romance choice turned out to be a
whining emo, who mumbled about “this was a big mistake” after our first night
together – what a buggerhead).

Concluding thoughts

To summarize, this game is much more like ME2 with swords than it is a sequel
to Origins. The similarities between DA 2 and ME 2 are actually many,
especially when you see how Origins and ME 2 differ, and how many things in DA
2 reflect ME  2 instead of Origins. For
those ME-fans who already thought ME 2 was “dumbing down” of the series, this
was not a good thing.

So
personally, I agree with the critics when it comes to this game being much more
simplified and much easier than Origins. I can also understand those who were
disappointed with the story, if they expected and wanted a more epic one. But I
still found the game very entertaining, with an interesting way of portraying a
story and your character development. So I would say: If you want to be
entertained by a streamlined and easy game, with an interesting way of telling
a story, I would definitely recommend DA 2. If you are looking for a good,
complex and deep RPG, go play Origins instead.

Rating:
7/10

 

Modifié par Sol Angelica, 14 mars 2011 - 11:36 .


#244
ishii0615

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I would rate this game a 6/10. Things I did enjoy from 2 were the companions, and the whole mage/templar turmoil. But in now way at all did I feel like a "Champion". I didn't expect an arch-demon or the next Loghain, but there wasn't a challenger to Hawke who could truly shake his core. What happened between Loghain and the Warden was personal. In DA2, It feels as if Hawke was just at the wrong place/time.

There were also no foes during this "10 year" campaign except for maybe the High Dragon, that made me feel like a Champion at all. If becoming champion is repetitively mowing through street thugs and blood mages(who are everywhere), than that sure is an empty title. Though I did really enjoy the companions, and the politics, I do hope this is the last DA game where we play as the champion as I want the Warden to return. It took 10 years for the champion to pacify Kirkwall, and the Warden defeated the blight in give/take a year?

#245
Viper371

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My thoughts:

It's better than DA1 in some ways, worst in other ways.  I've played up to the 3rd act.

Story:
There seems to be as much content here as there was in DA:O, but it's really a different approach.  In DA:O, I am the warden, saviour of the world, I know from day 1 I will ultimately face the archdemon.  In DA2, I'm just an ordinary guy, I don't know where I'm going.

The world in itself:
very small.  Go to one place, kill the bad guys in 10 minutes, go back
to the city for your reward.  All areas look the same to the point it's boring

The dialogues: silly wheel with preset answers, angry, sarcastic, good guy.  And you know in advance who likes what.

The companions:
harder
to please them than in DA1, but the relationship is different too.
 It's no longer a love/hate relation, but rather one of "yes man" and
"contrarian".  You can still pursue romance with a character who is
adversarial.  They seem less fleshed out than in DA1 and that's a
letdown for me.  It feels closer to ME2 in that aspect.  There's less interactions between your main characters and the companions, and I think it's a letdown.

The combats:
better
than in the demo, better than in DA1 so far, but I still don't like it.
 It's more of an action game than an RPG, imho.  Time to refresh
abilities is short, and once you're out of combat, you immediatly
recharge health&stamina/mana. 

The combats are a lot
faster than they were in the original and this is nice, but the ability tree is a bit silly compared to Dragon Age Origins.

Gone is the dual weapon
system where you could have a crossbow in your hands and quickly switch
to your sword and shield in close combat.

Magic:
I
can't say I like it.  It felt better in DA1.  The mages fight in
themselves however are great, with mages using their staff as a blunt
weapon when in close quarters.

Graphics:
With the high-resolution texture patch (about 1gb) the
graphics are much better than the 1st one, very nice indeed.

Extras:
There's
a gazilion extras available for the taking, depending on where&when
you pre-ordered the game.  Some DLCs, some game items.  Registering the
game gives you stuff, liking the game on Facebook gives you stuff.  Not sure I find all of this stuff useful, it seems as a warrior I can get better stuff in the early stages of the game.

Inventory&equipment:
Retarded, over simplified.  Only your main character can have different pieces of equipments, the others have one set.  The upgrades over the time are way too simplistic for my tastes.

Character progression:
Over
simplified, in a way that reminds me of ME2.  Where as DA: Awakening
had a deep ability tree, this one is very simple and there's no hard
compromises to make.

What's missing:
The persuade/threaten abilities, the lock-picking & all other talents to really develop your character or companions in useful ways.

My take:
not better
than DA1, slighty inferior, and the stuff it does better is not enough to compensate for the bad things (re-use the same map 500 times, really?  whose idea was this? He should be fired).

Modifié par Viper371, 15 mars 2011 - 12:22 .


#246
sbritton89

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 Improved over DA:O in some areas, worse in others, still a very good game overall.

Better:
 - Friendship/Rival system is an excellent replacement to the approval system of the first. Though admittedly it was a bit confusing to figure out what the companions wanted without the old party camp conversation option.
 - Combat is a lot more fluid and fun,as well as more varied, and the cross class combo thing is neat (though brittle is too hard to apply compared to the others).
 - The boss type encounters are a lot more fun and well designed.
 - the companion quests for the most part are a lot more involving and in depth then DA:O
 - Kirkwall seems like an actual city compared to the emptiness of Denerim/Orzamar/etc.
 - The later events of the game plot were a lot more compelling and emotionally involving then in Origins.
 - Inventory and leveling systems both vastly improved.
 - The amount of worthwhile equipment not purchased from vendors is much nicer.
 - Dialogue system is much improved.
 - Voiced MC, enough said.
 
Worse: 
 - Not having the ability to speak to converse with companions outside of quest dialogue was a big let down, it felt like it took till the end of the game to figure out many of the characters.
 - Being locked in the same zone the entire game got old, more of the quests should have taken you new places.
 - Healing feels weak on the harder modes, especially on nightmare in regards to coping with friendly fire aoe damage.
 - The inability to change companion visually (outside of romance/plot changes) was kind of lame, I did like them having 1 locked set of armor, but there should have acquirable options to change it during the course of the game.
 -  Fire damage seemed useless, it could just be that a huge amount of enemies had fire resistance compared to other resistances, but it seemed like I was getting 1/3 the damage with fire of other types (for instance with two equal dps staffs).
 - The side quests which involved finding an item and delivering it to a person were stupid without dialogue, an opportunity to further flesh out the story was missed.

Overall a very enjoyable game, I do hope that a more of a balance between the better portions of DA:O and DA:II for the next installment.

Modifié par sbritton89, 15 mars 2011 - 12:40 .


#247
Seroxi

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Finished my first playthrough after ticking a bit over 30 hours and lvl 24. I'll try to keep this short and simple. This post might feel slightly negative but I think it's easier to point out what didn't work than start listing everything I liked. If you don't see something particular in my list you might consider it a job well done.


Cons


1. Companions
  • I didn't feel very connected to my companions for some reason. I think it had a lot to do with the fact that the dialogue was spread very thin throughout the game
  • Romance was way too easy and I had this awkward ".....ok" feeling when my LI just popped up into my house after a few funny flirt attempts
  • The home concept looks kinda fine on the paper but in my opinion it didn't work out that well in game. Sure it was fun to  see companions interacting with each other but the endless loading screens to visit all my companions just kinda started to tick me off really fast...
2. World
  • Very little over all interaction with random people compared to DA:O where you could chat with people for opinions and what not
  • Not enough areas. I loved the variety in DA:O which ranged from the snowy mountains and caverns to lush forests(and many many others)
3. GUI
  • I didn't quite like the forced fullscreen menu system, just broke the immersion for me every time I had to enter it. It might sound a bit funny or even stupid but the "open book" style of DA:O felt ten times more natural
4. Itemization
  • By far the worst part of the game in my opinion. First of all, there simply isn't enough real options. Most of the rings/amulets/belts were almost identical(there were only a few architypes) so you just pick the one for your class and wait until you get a version with more stats. Most of the expensive buyable items from vendors felt real lacklusters compared to DA:O counterparts.
  • Drop rates FELT extremely unbalanced. I swear I could have armed an army of rogues with decent daggers and bows before I finally managed to lay my 2h Hayden's Razor to rest
  • It felt like most of the junk items were in-game for the sake of Junk-tab and they were literally worthless. I'd rather keep looting those swords from darkspawn for 10s than torn trousers for 1s
  • I think I changed my chest armor 3 times during the whole game?
5. Combat
  • Some cross-class combinations are just way too power and simplify the combat a lot
6. General
  • Too many loading screens. I know there are technical limitations and what not but there are also ways to work around it
  • Floating weapons on the back. Read above. They look ridiculous
  • Dialogue wheel isn't clear enough. Can't really figure what my character is really going to say
  • Reusage. Generally I'm COMPLETELY fine with recycling content to produce more content but there is a limit for everything
  • Some textures looked just outright horrible and stretched(ie. NPC hands and some armors)
  • Some hairstyles are just... well beyond words. Especially the ones imported from DA:O looked so bad I literally cringed every time I saw them(Merrill's hair is awful as well :().


Pros


1. Combat
  • I simply like it. Fast, more responsive and cooler looking
  • New skill trees are pretty nice and far less bloated than those of DA:O
2. Story
  • The writes did a good job: I had my occasional lulz, WTFs and U DIE, NOW! - moments. Obviously I'd like to see a lot more interaction with my companions but can't have it all
  • I liked voiced PC, a lot
3. General
  • New crafting/rune system
  • New looks for the elves
  • I think the static armor for companions part works "ok". It was pretty cool to see an upgraded skin after romancing someone or reaching friendship high enough. I would take this feature even further and suggest that the the armor gets visual upgrades for each new armor slot item you gain(so max. 4 per companion)

All in all


I think Dragon Age 2 is a pretty solid game and worth my money but it just feels a bit too rushed. As much as I hate to say it, DA:O with DA2 combat system would be clearly a superior product.

Hope you can take your time with the next project/installment and deliver longer and more polished RPG experience for us all. Thank you.

Modifié par Seroxi, 15 mars 2011 - 01:54 .


#248
Virtual Milk

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ok to be honest I compleeted all of the side quests in act 2 and 3 and i still think i spent more time on DA:A than on DA:II. :( i was dissapointed.

#249
peppercake

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I suppose I'll just be repeating a lot of what everyone is saying, but here goes:

Hawke- I like the voiced protagonist, I really do. It feels like you're more apart of the conversation. A silent protagonist sometimes feels like you're talked at, only able to add a sentence here and there (I do like silent protagonists too, don't get me wrong). However, with a voiced protagonist, there is a problem with saying things you don't really want to- for example, some of the flirty options seemed a little too....forward for my liking. However, it was impossible to start up a romance without them, so I went with some of them. I do really like this idea, and I hope they continue to use it, I just wish they would perhaps tweak it a little to have more options perhaps? Other than the token three, ocassioally four. I also really liked the absence of a morality meter. Generally I stuck with the 'good' responses, but I was able to make Hawke angry when her mother was killed, and Carver was kidnapped without gaining any 'bad karma'. I also would very much like Hawke to act more emotionally- for example, after seeing Carver after 3 or so years, I would have liked her to run up and give him a hug, but no such thing happened. It would have been great for Hawke to cry when her sister and her mother died, also.

Companions- I miss the amount of interactions you can have with your companions in Origins. I liked some of the aspects of the intereactions in DA2 (for example, their own 'home bases' and them coming to visit you at your home every so often), but I also liked having to be able to talk to them whenever I pleased and getting to know their whole life story (even if they did complain about how many questions you asked). I suppose this is why the game took only a few years to make, but I would have gladly waited a couple more years if it involved the amount of character depth that Origins had. I was however able to form the same connection and attachment to the Origins cast as the DA2 cast. I also really liked the companions interactions with each other. It was nice to walk in to have a conversation with someone and another companion was there- it would have been great to join in to the current conversation between the two, though.

Romances- Now I know this isn't the most important aspect of the game, but it really does make you feel more involved I suppose. Both Origins and DA2 got into the habit of the romance being....well, not over, but not as involved once you did the dirty (DA2 moreso). I was however, pleasantly surprised when my LI came to visit Hawke after her mother was killed, I think that was a very good touch. Other than that, LI never seem to get too involved in interactions- for example, when Zeveran or any other NPC is openly flirting or threatening Hawke, the LI (or any of the companions with their friendship maxed, for that matter), doesn't seem to be very bothered by this. Wouldn't it be much more believable if the companions could sometimes stepped in to defend Hawke instead of standing around twiddling their thumbs in the background, ocassionally adding their opinions? (Now I seem to recall Aveline once defending Hawke, but it would be nice to see it happen more than once, especially if you have someone with Hawke that claims to 'love' Hawke.....). It would just be nice not to be the big tough guy, saving everyone else's butts for once. For example, being kidnapped in Origins (mind you it doesn't have to be a kidnapping, maybe your companion will step in and save your ass instead of it being the other way around).

Story- The story was quite good, I will say, but it did have its faults. I really think there should have been one more main conflict in Kirkwall (other than just the Qunari war and the mages vs templars), or maybe there shouldn't have been as many timeskips. Each time skip seemed a little.....awkward. You have no idea what happened in between the time skips- perhaps they should have added a little explaination. Another thing the time skip seemed to mess up were the romances- they seemed too rushed as a result.

DA2 also seemed to end rather abruptly, and I was lead to believe that perhaps the citizens would ask Hawke to step up as viscount, or that you would at least know what happens to the city after the mages and templars tore it apart- there is no mention of how the rest of the citizens of Kirkwall react. The ending was very unsatisfying and I was left thinking "wow, is that it???". Don't get me wrong, I really did enjoy this game but I wish they would have spent more time on the ending.

On a positive note, there were some really tough decisions to make with no chance of a compromise. Deciding between the mages and the templars was very difficult indeed since I wasn't particularly fond of either side. There was no way I was going to side with the templars who intended to kill every single mage because of Anders, but I didn't particularly want to side with all the crazy blood mages who only reinforced the idea that mages shouldn't be free. The death of Hawke's mother was also very nicely done, it was very emotional, and the reaction of the companions was great (even if it was just a little sentence from a few of them). Bethany's death, on the other hand, was not as emotional. I know she was just introduced into the story, but as a sister, you shoud have been very close. It was just sort of "Bethany's dead, oh well, better get a move on".

Combat- I felt the combat was an improvement from the first game. I barely played as a rogue or a warrior in Origins because auto-attack got a little dull when my character ran out of stamina. However, I would just like to say that the mage specialisations kind of.......sucked. I didn't particularly want to pick blood mage, and I felt the abilities in force mage were quite useless. The only one left was spirit healer- though I felt this was done rather well, and was an improvement of the Origins spirit healer. (FYI, I've only played as a mage so far so I can't really comment on the other classes trees). I miss a lot of the spells in Origins, for example all of the lightning bassed ones. Tempest was really lacking, sometimes I didn't see it do any sort of damage whatsoever to any enemies. Walking bomb sometimes did 0 damage to anyone, also. Death sythoon was also really useless too, just to name a few.

Scenery- This has already been mention a thousand times, and really, I'm not particularly bothered by it. I didn't care if the dungeons were repeated- I mean, a lot of them are in the same area and it is limited because it's all in the same city, however cities do tend to change a little in 6 years. I saw someone somewhere mention their desire to help their fellow Fereldan refugees, I think that would have been a great idea. There wasn't one quest pertaining to the Fereldans, yet it seemed to be a really crutial part in the first Act, then they pushed to the background I guess.

Inventory- Like many people, I did not like the one armor restricted to each companion business. It means I wound up with a bunch of useless armor pieces meant for rogues and warriors. Again, I felt there wasn't enough variety in the mage robes (can't comment on armor since I have only played as a mage). Anders, Merril and Bethany all got great, unique robes, why couldn't I have something similar to theirs instead of the long, flowy robes? I thought the robes of the champion and the battle mage robes were great, though, I only wish you could have gotten them sooner. Perhaps 2 or 3 more to choose from would have been fine- perhaps more robes like the champion robes, or something. 

All in all, I very much enjoyed Dragon Age 2 until I got to the end. I felt it was very unsatisfying. Perhaps it was rushed, because that seems to be the case. I do hope there will be a lot of DLC or an expansion to fill the gap. I sincerely hope they will create good, meaningful DLC, like Lair of the Shadowbroker in Mass Effect.

Modifié par omnomegghead, 15 mars 2011 - 02:08 .


#250
Groumpfeuh

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Parahexavoctal wrote...

What I actually hated:

*The story
This is perhaps the first RPG or adventure game I have played, that has been this depressive and felt so unrewarding for my choices.
The prologue and first act were not all bad; I had clear, meaningful goals and accomplished them for the most part. I escaped the blight, reclaimed the family mansion, forged friendships and did well for my family. I did lose my brother, but he died giving his life for my mother, and through no fault of mine.
Then.. things just go to hell. Tasked to save the Qunari envoys from fanatics? failed despite my best efforts. Tried to keep peace, foil the plot of the conspirators to provoke the Qunari into war? failed miserably, costing the life of the viscount’s son and himself. Oh, and my ‘friend’ Isabela lied to me and made off with the one item that could maybe have made a difference - and no, she didn’t come back, because I hadn’t grinded her friendship up by taking her all over town despite not caring for her or having space for her in my party. Tried to protect my family? My mother got murdered and frankensteined by a psychopath, and my sister would have died to the blight if a friend hadn’t spoiled me - instead she just got taken by the psycho templars. Tried to keep the entire city from descending into chaos? My close ‘friend’ Anders abuses my trust and friendship to nuke the chantry and ensure no peaceful solution is possible - not that it would have been anyway since Orsino suddenly turns blood mage lunatic and Meredith is already driven mad by the idol. On top of this the best outcome for my love interest is being exiled from her clan (and that’s only though reloading to find the dialog that didn’t force us to outright murder them all..), her keeper dies for her faults and her biggest purpose in life, for which she sacrificed everything, turns out to be a lie.
Even the minor stuff turns out wrong more often than not; spare some-one’s life and they are as likely to return to strike back at you or your nearest. Everywhere you look, it’s murder, deceit, betrayal and immovable fanatics. Every important thing I tried and every goal I felt I had - all of them seem like they failed miserably. I wanted to do the right thing and be the hero, but no matter what I do, the story descends into chaos and tragedy.
In DAO, I may have had hardships in my origin and my loss at Ostagar. But I saved the elves while curing the werewolves, I saved Redcliffe along with Connor and his family, I saved the Circle of Magi and crowned a dwarven king that would lead them into a better future. I united Ferelden behind Alistair and fought off the darkspawn invasion, culminating in slaying the Arch-demon and becomming the Hero of Ferelden. There may have been choices in morally grey areas with no obvious good outcome, but I managed a good tale of a hero rising to defeat the evil threatening the land and succeeding despite the odds. I loved it.
In DA2, my family dies, my friends betray me, I get titled champion only for killing the Qunari that I couldn’t save from a political plot in the first place, and despite this accomplishment, the best ending I can hope for is apparently to have my sister and love survive and flee to places unknown as everything descends into bloody civil war despite my best efforts. I absolutely hated it, it was the most depressing story I’ve experienced in a game.


Haha, i agree so much with everything. Although my sister died in Deep Roads.. i lost the only character who i liked to talk with.. hm.. a romance begining ? No, it's my sister ! Holycrap ! Incest is bad.. but in Kirckwall it would be the rule..
When Anders "nuke the chantry" i was thinking that all Kirckwall inhabitants were blood mages, thiefs, fools or/and mad.. And if they are none of these.. they are demons.
Only Varric, Aveline and Isabella are quite normal.. and my *** dead familly !!
Finally i would be happy that Anders nuke all the city and its crazy people. Only if some people are still alive of course.. we could ask when we saw the qunari war, many dragon's invasions, the thousands guys and girls that i killed, all bloodmages and thiefs, and the crazy superwoman with her superblade that woke up 30 meters' statues to kill everybody... the last healthy minded persons should leave this stupid city in a boat as i did with Isabella.

In brief i agree with all Parahexavoctal's post.
Only boss system didnt upset me, it was challanging.. maybe too much sometimes, like Arishok duel and Deep Roads rock, where i had to decrease difficulty to go on.

ps. I'm remembering when i killed all Dalish's clan because of a stupid Keeper who tried to save Merrill by a "fusion" with a demon.. finally i had to fight it anyway.. And she never talked about it before ! Mega fail..
pps. sorry for my english.

Modifié par Groumpfeuh, 15 mars 2011 - 02:35 .