Unique companion appearances was great BUT i missed getting gear for my allies. I felt like so many items i just vendored could have been useful to the companions. If I had my way I'd have an "appearance" tab so my character and my companions could LOOK how I want them but still use any gear I find.
Player creation and Npc appearance/changes. The new models for the bodies of player and npcs looks much better BUT elves look like aliens now. I prefer the elves of DAO to this sickly looking bug eyed freaks we got in DA2. Player face sculpting was difficult for me to get something remotely pleasing. I often ended up looking "fat faced" much like our esteemed Alistair ended up looking in his new incarnation. I would have liked to see some middle ground between DAO's creation and DA2's.
Combat animations were much improved. BUT The pace at which they were moving made them difficult to appreciate. Fast animations != fast paced combat and in many cases just looked odd and unnatural especially with enemies running towards you. I honestly feel DAO was better in this regard though I know many would disagree. Combat in DA2 is no "faster" in pace than DAO just the animations are faster. It's like everyone is high on crystal meth.
Skill Trees. Overall I have to say I liked the changes to the skill trees. I can't really find much fault BUT locking companions out of specific trees for whatever reason seems silly (like merril not having access to creation or carver not having access to sword/shield) except in the case of Ander's and Merrill's unique skill trees since their personal trees were basically copying defining abilities of the blood mage and spirit healer specializations and it wouldnt make sense for them to have those abilities x2.
Skills and spells. I really liked the spell animations and loved the removal of friendly fire. Not for nothing but having skills I can't use because it would kill me as easily as my enemies left me simply ignoring those skills in DAO. I liked the idea of cross-class combos and upgrading specific skills as well.
GUI... here I was unhappy... DAO gave us a UI that felt like it "fit in" with the world... it had a very parchment and rustic look and feel. DA2 gave us a flat boring out of place techy looking UI that just looked meh BUT I did like that a) the action bar went across the screen and
Dialogue/Interaction. I really like alot of what my companions had to say both walking through zones and in direct conversations BUT I really didn't feel like I could connect with them like I did in DAO. I felt the same way in awakening... not being able to interact with my companions when I wanted to really left a hollow feeling in the relationships. In DAO I loved sitting in camp and having a conversation with my companions... whether it was teasing Alistair about being a virgin, hearing Leliana's stories about the world or even just playing with my dog. DA2 feels like it stripped away those little touches that made DAO so engaging... sure you simplified things but you also gutted the "heart" out of things in doing so. I know it may not be part of the "big story" but kicking back with your friends and hearing about their past, or things that interest them brings them alive and makes you care about them.
Relationships... I can only really comment on Anders but... it felt a little flat. When I romanced Alistair I really felt something for him. When I talked about him to my RL friends I called him "dreamy". I really felt like I got to know him. In Anders case I had little opportunity to get to know him in that friendly intimate way. I only got to see his needy/lonely/raging against the templars side with all my flirt dialogue at awkward places where I felt almost wrong for flirting cause he's talking about something serious and I come off self centered and completely ignoring what he's talking about just to shift the topic to me and how I feel about him. And there's little reason for me to "feel" anything for him since I can't engage him in casual banter. In this case I think DAO surpasses DA2 by far in both how you interact with the npcs, the freedom you have to interact with them and the pacing of relationship development.
Story. I like many aspects of the story... BUT the sword at the end with Meredith really needed some foreshadowing... just pulling that out right at the end with no clues or hints outside of "Meredith is going crazy" being said ad nauseum throughout the game just really left me feeling like I got hit in the face with a cliched deus ex machina. And while I know Mr Gaider and the other writers aren't big fans of "happy endings" there need to be some... I mean how can we appreciate the impact of the bad stuff when there's little to no good stuff? Almost every mage turned to blood magic, Mom got screwed six ways from sunday throughout the whole game. Tragedy upon tragedy just makes you immune to it eventually it really was overkill this time around. DAO gave you some levity and there were a fair number of happy resolutions for many of the situations you found yourself in. In DA2 I found very little in the way of "happy endings" so little in fact that I basically became desensitized to the unhappy endings I kept stumbling across. And that bothered me. I didn't care about the bad stuff happening. I just expected it and expected more to follow. I really feel there needs to be a balance of the positive and negative and I hope that point is remembered in the next game.
Modifié par Kyriani Agrivar, 19 mars 2011 - 03:54 .





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