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Dragon Age II Fan Review thread


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#451
rpgfan321

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Hello. I own the PC version. I finished the game and liked it. Took me a week to finish. My first playthrough was a mage and starting my second as a rogue. On my first playthrough, I sided with the mages through and through.
Pros
  • Edit: I finished my second walkthrough where my excitable fan-girl feelings were assuaged. NOW, I have more of the less emotions as I had when I finished my first walkthrough.
  • I really enjoyed the new artwork. New, better graphics - nice! The armor change was, in my opinion, for the better. I mean shoulder pads covering your face was a bit ridiculous in DA:O. I also liked the new weapons. Staffs looked much cooler with blades and not just a stick of wood. Weapons available to individual classes looked unique and coherent with what the classes are. I still enjoy the new artwork and direction.
  • I really loved the Champion armor set. Really!!! <3 Awesome that Hawke or the PC has his/her own armor set. Maybe for the next PC?
  • Combat system: I see the changes made and like some of the improvements. It made more sense that a mage or an archer actually melee attacked when an enemy was just inches or face to face away. :D I was happy with the Origins combat system, but I guess the new combat system is ok although I did have some gripes... Fast-paced combat, I have no problem. It works, pumps the blood up, but it does get old fast...
  • Friendship and Rivarly: At first I was confused with that system, but I got around it at the end of Act III. I wasn't able to be in a romance with Fenris because unfortunately his meter kept switching, but it is a lot better than your party members leaving you just because they don't like you and not according to story. I know the intention was for the player to be consistent, but it almost forced them to take extremes. For some, like me, are not extremists. Some of the choices were there to get those friendship/rivarly points. For a tactical RPG, where party is an essential combat core, the choices you had to make sometimes went toward satisfying the NPCs rather than the player for those special attributes. Some might disagree with me, but that was my experience.
  • Charcters: I thought the characters had more depth. They had beliefs, and more clearly defined, that they firmly followed even though it often came to conflict with my Hawke sometimes and got me frustrated. Have to say I never came to hating a character before in any of Bioware games. Heck, I liked Morrigan not for romance (I always play as female), but for her beliefs of survival and power. She was a strong female character in my opinion. I came to hate Anders. :P I loved Aveline and Varric. Too bad he wasn't a romance. I actually cried "No Anders!" to my monitor as he bombed the Kirkwall Chantry (and I killed him for that. Heh.). And shed a bit of tears when Leandra died. I still love the characters.
  •  Inclusion of family: I really cared about my virtual family even Carver, even though I thought he was an ass. It really hit my soft side because I care about my real family. It made me immerse in the story more than ever. It made it more personal. It made me mad when Leandra was kidnapped and was mad when she was made a Frankenstein zombie before my eyes and made me mad when Carver was kidnapped by blood mages. (I killed them outright even though I support mages. They shouldn't have kidnapped the Champion's brother:happy:) Family, yeah it made me engage in the story.
  • Story: I liked the story. Even though it wasn't a conventional heroic story where there is no ancient evil, I appreciate that the story centered around almost real life problems like the oppression of mages. It was deep. Actually by the time I was finished with the game, I was exhausted! True the boss fight made me pretty mentally tired, but it was quite the journey. After playing it a second time, .... I know it is an unconventional fantasy story without an ancient evil apparent, but not a lot of background story was introduced. Like what is the title of Champion? What does the title mean? Is it military, nobility, or what? Up until the Act 3, I saw some motivating factors behind character of Hawke, her family. She is stuck in Kirkwall because her immediate family live in Kirkwall even if it is just her mother. But the title of Champion was never explained to me as to why Hawke was stuck in Kirkwall. For someone who moved a lot, she is somehow stuck in Kirkwall? 
  • Music: Music was awesome! Hooray for Inon Zur! I really like the Hawke family theme. It sounded even more sad as story progressed because there was more context depending on a playthrough. Music = Awesome
  • NPC designs: I wholeheartdly agree with new Quinari and elf designs. They looked too humanoid in Origins. Horns = awesome!
Thumbs up for new designsCons...
  • Combat: I missed the isometric camera zooming in and out :crying:. It would have made the combat system perfect for me. It would have made my skirmishes much easier. Yeah, I miss the camera from DA:O. I've been hearing that it was for the consoles, but I bought DA:O for PC because of the camera. It made combat so much easier for me.
  • Gifts: I missed the option of giving gifts manually I have to say. Because then I would have the choice to find a particular gift for the companions. Like in Origins when I can go on a side quest to search for Sten's lost sword because he opened up to my Warden. And Morrigan and her mirror, Leilanna and Andraste's Grace flower, Zevran and his Antivan boots even though it reminded him the smell of urine. Maybe I didn't want to give Merrill or Anders their gifts, eh? Or maybe I didn't want to sound all friend like when I actually didn't want to be their friend, but was forced to give their gifts just to get to the conversation that gives me their companion quests.
  • Enemies: Sometimes there was too much at one point. They just kept appear out of nowhere! I don't know if linked in a plotline or something, but sometimes it was just too much. Sometimes it really was too much. It really tired me out. It didn't give me an adrenline rush, but just .... tired me to death. I mean just stop fighting!!! Also the last boss battle. Sure battling an ugly abomination for I don't know +20 minutes was tiring and battling all those statues yeah.... Battling the Archdemon with a horde of darkspawn at the flank. Yeah that was awesome and great with your past choices just coming out of the gate. Yeah. But Meredith boss fight, what?! And swords and arrows damaging a copper statue or some other metal, really? When I played the game again, the enemies got really boring, and sometimes just made me confused.
  • I missed the manual companion conversations. Even though there was more party banter which was great (I liked it), but I don't know... Well the ability to manually click and start a conversation was great for me in DA:O. But for someone I'm suppose to know for about 10 years (when it was actually 7) I only talked to them only like three ~ six times. I started a conversation with my DA:O characters like more than 10 if I remember correctly. Maybe the quality was better, but it didn't fit into the assumption of a 10 year relationship.
  • Story: Even though I liked the story, I wish there was a bit more branching out. It's not a firm con, but just a wish of mine. I mean it would have been nice if Carver came to the mansion once in a while when he was a Templar or at the end when I defeated Meredith he came up to his sister and said a final goodbye, pleading her not to go. Or when I made the elf slave girl from Fenris' quest Hawke's servant, like I don't know Leandra or Hawke teaching her alphabets or teaching her how to be independent, some closure, because that was my intention. Maybe more closure at each act. I thought Varric narrating away was in my opinion done really fast. I mean sometimes I couldn't piece together the story because he was darn too fast. I still agree that there was not enough closure. I thought I would get more scenes of Varric and Cassandra talking about what happened in each acts. Instead all I got was a vague dialogue that started the act and ended the act. I still don't fully understand how the idol was part of 3rd act. How did it get in Meredith's hands? Third act, mmm, it was fast. The main story line was short. It felt really short. Shorter than DA:O. Ending was a cliffhanger of cliffhangers. I would have been fine with just a cliffhanger, but ha it ended really fast. It didn't show me how serious the upcoming war was. The cliffhanger was just words with no context that didn't give me enough to care about. I cared about the Blight because the game showed me the destructions in the prologue with the dwarves. It showed me through imagery and cutscenes to show me why I should care. But it didn't with the upcoming war or the current war. The story was just confusing.
  • More on story, when Varric skipped years of Hawke, I understand why it was done (to get to the interesting part) but when an NPC told me that they knew my Hawke or have done something which Hawke have agreed to apparently, I was like "what?" It was a bit annoying because I didn't knew that NPC.
  • Items: I have to say that I missed the little tidbit of description of the loot or items. The descriptions made each items more personal to me or special. It made my Warden feel special. I know that there is a codex for special items, but I still miss the descriptions for the little non-rare items. Maybe that's just me.
  • Blood magic: (Hawke's ability not the story part), I thought it would be more robust. The only good I ever found was more mana in expense of your lifeline which in my opinion is always a "no, I rather live." The only offensive spell I used was the blood hemorrage. Which I thought the animations on that was too long for such fast paced skirmish. I mean stabbing yourself in the chest full length of your staff and draw it out while enemies notice you and coming for you? Really?! Surely not the blood on the ground or if necessary slashing your wrist? (haha) It essentially, in my opinion, made the ability inefficient. I switched over to force mage, but that wasn't really satisfiying either. Less offensive abilities for mages. I didn't really have gripes with that, but I liked the blood mage spec in Origins especially blood wound. Or that blood boiling attack.  I mean what is up with going to special mode to cast blood magic or spirit healing? Why not just a click away? Am I missing some backstory behind it? 
  • So little finishing moves... I thought I would do more enlarged sprit hands ripping for bosses. I wished that was a spell for my mage Hawke.  I really wanted to use that spell like in every fight and cutscences. I liked it very much when my rogue Warden decapitated darkspawn's head with her Vigilance longsword. 
  • Targeting system was I have to say was weird. Like I couldn't click on an enemy when he was just left of my screen. I mean what? What happened to the targeting? 
Overall I liked the game. I fell in love with Thedas with Origins. I love a good fantasy game with dragons, swords, magic, and whatnot. Being a hero is always awesome. And looking badass is a plus. Didn't have that many crashes or that many bugs(?) or I haven't really noticed or encountered them yet.  Maybe like ME2 in the next game an option to do an action other than the murder knife? Like for example I wish there was an option to punch Anders in the face. (That's how angry I was...). :) The story was darker, combat more viceral, and characters more defined. I still stand by when I say I enjoyed the game. I really did. Also on my opinion that the story was more darker (more gray area choices), combat more viceral (even though no more numerous finishing moves), and characters more defined (I liked the characters).
But DA2 is not a game that I want to go through again and again as I did with Origins. I played every origin story on DA:O, and replayed as a mage, but human. Even though the central story was the same for Origins, I enjoyed every minute of it. 
I just don't see how the DLC will play out or how the future installment will play out because the story really did not give me enough reasons to understand and care. It just felt empty to me. Some were great, but some were really disappointing. If I am missing a point, then oh well. :blush:

Modifié par rpgfan321, 25 mars 2011 - 05:00 .


#452
ZCaitan

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Okay, just finished my first playthrough with the PC version. Just for reference, Hawke is a female Rogue. I sided with the mages, let Anders live and prevented Merrill from finishing the mirror. Bethany survived and (I dont know whether you can actually prevent that) the Chantry was destroyed.

First Contras:
- TOO MANY BUGS IN THE RELEASE!!! ... I know you are working on it and are staying in touch about this, but I can hardly believe none of the testers saw all those troubles with DX11. I played it in DX9 now, which was good enough, but I honestly expected more of Bioware, especially while I never had any trouble with any other of your games (ME1/2 and DA:O). Please make sure ME3 works, I dont mind waiting another month, but make it work properly.

- Too less time to spend with my favourite character. Damn, I was about to singlehandedly smash every single Darkspawn when Bethany got tainted. A great surprise you brought her back in the last fight, but I she was the most sympathetic person in whole game (aside of Hawke ofc) and I wanted to play all of the game with her. Please bring her back in the Sequel.:blush:

Pros:
- The story is AWESOME. At first I was disappointed when it became obvious that you wouldnt let me leave Kirkwall and visit the Grand Cathedral or Minrathous, but in the end I have to say, the story is exciting, with enough surprises to keep me on the edge of my seat (seriously!) and what I specially liked was the whole templar versus mages issue including the fact that its not simply "bad" or "good" but in the end both sides use foul means to achieve their goals. Thats what I really enjoy about your games, and I speak for Mass Effect too. Every one of your characters has more depth than anything Blizzard ever created. I was drowing in the story from the first moment to the last and DA3 is gonna be a must for me, no matter what.
- Great characters. Bringing Flemeth back, a dialogue with Alistair, Isabele, Merrill. Better than any movie or novel I ever read. I wish I could carry the whole story in my pocket:wub:

I have to add, I did tryout DX11 in the beginning until the breakups and lags got impossible to ignore and were affecting the flow of the story but DX9 was sufficient enough. It does not look bad and the story is capable of carrying the whole game alone. I would probably have played it in Half Life 1 graphics. Well, not really. Keep working on a serious patch for GTX260 cards.


It was worth the wait, the time put in playing and definitely the 50€ = 4/5 stars until you fix the bugs in the game.

Sidenote: Thanks for letting me play this uncensored in Germany. Please dont go with steam and bow to the German Templars. They want to make the gaming community tranquil.

Modifié par ZCaitan, 21 mars 2011 - 01:28 .


#453
BurntChomsky

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What you did right (IMO):
-Story/characters:  Vast improvement over the original.  Hawke is more identifiable as a main character than almost any I have encountered in a game before.  Companions and their quests were dramatic and interesting, instead of learning some cliche thing with regards to their past, the story is told in the present.  We see the consequences of our companions' behaviors, and also, while we have an effect on it, don't have complete control over them.

I should say that what I thought was the best about this game's story was how it was obviously meant to find parallels in the real world.  And in addition, no situations are represented simplistically, there really do seem to be two sides to every story in this world, and that really shows just how fabulous the writing is here.  Great job.

Another amazing thing to me is that you made much of the plot points not causally driven by the characters( for instance, the loss of Hawke's mother).  This is a pretty risky thing, as it really typifies how a mainstream script is written, and I respect you for it.

The main storyline itself I would say is a bit of a mixed bag, but generally well done, and leagues better than DA:O. I do feel like you did the same great things with characters and non-linearity here that you did with the rest of the game, I guess my criticisms are in length, and also breadth.  I am tired of the cookie cutter RPG storyline, and I feel that what you have done here may not be perfect, but I believe that it is a step forward for RPG storytelling.  Please just continue to improve on the model in the next game. :)

-Gameplay:  classes are more balanced than DA:O, the class combos is a great idea, combat feels more immediate and interesting.  Overall I feel like you weakened the gameplay, but I'll discuss that below.

-Environments/Art:  Things are generally more interesting-looking than DA:O.  That game's environments felt weak artistically, here I feel as if Kirkwall is well done overall, not perfect (where are the vistas where we can see that epic area between the cliffs, as ships go into the harbor, etc).  Art design on equipment and characters is improved from the original.

Criticisms:
-Story: I can't really criticize the story much, except that I felt like it needed to vary more in environment.  Environment does so much to set the tone of the story, and here we see...Kirkwall, the Deep Roads, Kirkwall, Kirkwall, Kirkwall.  Of course, this isn't all bad, as you really establish the city during the game, but you need to vary things more.

I also felt like the overall length of the main story was much too short.  Reduce the side quests (especially the ones that tell literally no story) and increase the length of the main quest.

-Gameplay:  This game took a huge step backward in terms of gameplay.  Whereas the writing has gotten sharper and more complex. the gameplay has gotten simplified and more monotonous.  The idea of adding waves to every enemy battle is probably the worst idea you could have come up with.  By doing this,  you removed so much variation from fights, and you made it impossible to plan out strategy beforehand.  Playing this game on hard difficutly was for me (a pretty hardcore PC gamer) an exercise in masochism.

Please, for the love of god, remove the waves approach to enemies spawning.  If
you want my reasoning for this, here it is: to plan things out
strategically before a fight, you need to have variables be controlled
and knowable beforehand.  The waves approach
removes this entirely from the game, as because you do not know what
will trigger the next spawn before a fight, there is usually no way to
gauge how to strategically undertake the fight until after you have
figured out what triggers this spawn. 

Beyond this aspect of gameplay, another real criticism I have is of the types of enemies and their abilities.  Throughout the game, you really only encounter 4 types of enemies: weak enemies to take out with AOE, and warrior, rogue, and mage elites.  These elites always seemed to have the exact same set of abilities as others, and had completely different abilities than the players.  This small variation in enemies contributed to making the fights feel as monotonous as they do.  If you want to improve this in the next game, do what you have in every other RPG in the past: give enemies the same abilities and statistics as players.  In addition, vary those abilities: make one mage enemy have great frost AOE spells, another great spirit single target spells.  This sort of variation improves gameplay for the player tremendously.

Finally, why do we not have the tactical camera on PC?  I am sure that it is not difficult to add this feature to the PC version only.  What I experienced multiple times here was that because of a camera angle I had to spend alot of extra time moving it around in order to actually target an enemy, sometimes I would target the wrong enemy because I could not tell what was targeted.  There is no reason to not give the tactical camera to PC gamers, many of us who play on harder difficulties rely on it.

Overall, this game has suffered from the direction you took the gameplay.  I hope you take it back to a similar direciton to DA:O in your next game.

Environments/Art:  Please do not recycle environments on this scale ever again.  For a company that makes as much money as Bioware and EA do, I find it embarressing for you, and insulting to me that you cannot make different dungeon environments.  I mean, can't you just hire like 2 extra employees, even untalented ones, who can just work making different dungeon layouts?    If the modding community can do it, I certainly feel that you guys can afford to do so.

There is a serious dearth of difference in environments as well.  There is something to be said for having a "living city" to have most of the action take place during the game, but I don't really feel that Kirkwall would come close to meeting that designation.  In addition, you've got the player going back to "the Wounded Coast" and "Sundermount" every single act, and reexploring the entire areas, without any variation in environment.

For many of us, a big reason that we play RPGs is to experience a different world, see different and interesting sights than we do in the real world.  This game does not deliver on that, and I sincerely hope your next one does.

-In Closing-
I enjoyed playing this game, but overall not as much as DA:O.  While story and characters have improved, gameplay and environments are actually much worse than the first game.  The game felt unpolished compared to the first, and overall I felt as if things had been too simplified for the console crowd.  Recycling environments I really felt was inexcusable, and that sort of thing is exactly the lack of polish that would convince me to not purchase the next DA game.

Modifié par BurntChomsky, 21 mars 2011 - 02:19 .


#454
RolandX9

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I was going to wait until the end of the game to post here. I may yet post a full review of the game as it was meant to be played. However, since bugs have completely crippled my ability to get through Act 3 (the Isabela friendship slowdown bug, I'm romancing Merrill -- or trying to -- general Companion Quest issues, etc.), I have to say...did this game even go THROUGH playtesting? Any one of these bugs slipping through would be embarrassing but possibly excusable. This many, though -- come *on.* I grade this game Incomplete for the time being.

#455
Hank_Da_Tank

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Hey! Despite what many others have said, I loved this game!

Here are my likes and dislikes:

1. Loved the story IMO it was way more realistic and made you really think about your decisions, but also made you feel helpless, not that you are just 'saving the world'
2. Liked the companions and loved the party banter, but DISLIKED the too in-your-face same sex flirting, especially Anders and the fact that you are punished for turning him down,
3. Needs more depth and dialogue with party, didn't have any connection with Fenris or Isabella
4. Make Romances more in depth and have them play a bigger role, liked that you could interact at any time with companions in DA:O
5. LOVED the improved combat with faster pace
6. Disliked the recycled dungeons and armour and weapon textures
7. Disliked the bugs and unpolished-ness (take your time with releasing DA3)
8. HATE the Low-quality textures you had in both DA:O and DA2 sometimes I could SEE the pixels
9. Same idea as 8, dislike the clipping too.
10. OVERALL GREAT GAME LOVED THE STORY ESPECIALLY
11. Crafting and items and money/vending/real estate can be improved

please use our advice and good luck with DA3

#456
Guest_ahuevocabron_*

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I like what one person stated about the waves and waves and waves of enemies. It felt tedious, exhausting, and boring after a while. A typical hack n' slasher. Even though the combat in and of itself is a vast improvement from the slow paced combat of the previous games. Another idea, if your gonna make a game that takes place in one city for most of the game then why not make it an open world experience. Also tedious was too many side quests that didn't really add to the story. I liked a previous suggestion by someone to eliminate the number of side quests and use that to prolongue the main quests.

#457
vaesapiens

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To the point

Disliked:
a) Enemies swooping down in endless waves. That is 1) stupid 2) annoying and 3) boring. If I want to play a standard console slasher, I would buy GoW or DMC.
B) Warrior and Rogue combat animations. They are just stupid.
c) What's with the big Final Fantasy like blades?
d) Some points of the plot...<cough> Orsinio <cough> were dissapointing. The other ones involving blood and magic....were just stupid.
e) Everyone is bisexual now.
f) The final boss.
g) Dungeons and the world around us. The same maps over and over again. The same places over and over again.
h) Where are my finishing moves?
i) I want answers goddamit.
j) So did I do anything in DA:O ? 20-ish plot flags is not that impressive.


Likes:
a) Mage combat animations and combat system - I am impressed. I would never thought to play as a mage. I always thought of it as boring. But now mine own cannon Hawke is a blood mage. The wonders of the world.
B) Staff-swords! Practical and safe. I always thought to myself. How mages can not see the disadvantages of figthing with a stick with no mana againsts a full armored oponnent. Sticking a blade on the end of the stick would be logical, but it never happened until now.
c) The story was good. I wondered how the writers would do it and I am sattisfied. It was clear to me that another blight story would be redundant.
d) NPCs character development. Carver's was fantastic. Bethany not so much. But I still miss the camp site.
e) The WTF moments.
f) Talent tree
g) Crafting made more important.

In general I liked DA2. It was a great game, but it did not create a special place in my mind like DA:O.

#458
Psycho_Kenshin

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I really enjoyed Dragon Age II, though I was annoyed by its flaws and rough edges.

Oddly enough, nothing annoyed me more than the lack of quality checking in the party dialogue. How Isabela always says "I once knew a sailor like you..." and "find a ditch" in various locations throughout the game even with full friendship and romance bugged me a lot. She even says the sailor one when you click on her after the fight in the gallows in Act 3.

Also, of course just bugs in general, some quests such as the "Who Needs Rescuing" simply not working, the Isabela friendship lowering your stats glitch of course, and stuff like that. And also, I would've liked a bit more opportunity to talk to the characters, especially Isabela with the romance.

Also, I found Merrill's story to be underdeveloped and not entirely satisfying, at least the way I played it. And agreed that the recycled dungeons is a minus.

I did love the characters, I really enjoyed the unorthodox way the story played, I liked how in the first act you felt like a person just trying to live life and get by in hard times. I enjoyed the gameplay, it was addictive and I enjoyed the quests, and the story was always entertaining. It was a very satisfying ride despite its annoying bugs, even an undercooked masterpiece is one of the better games I've played in quite a while.

8.6/10

Modifié par Psycho_Kenshin, 21 mars 2011 - 10:40 .


#459
RifuloftheWest

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First off, I would like to state that DA:O was my very first BioWare game. I had stumbled upon it while looking for a rpg that had a fair amount of customizations (especially armors and weapons) and party based combat. It very quickly became my absolute favorite game - I simply loved every aspect of it.

When I discoved that the sequel was to be released relatively soon (a little over a year from when I discoved DA:O) I was really excited. More Dragon Age was something to look forward to. However, following the discussions on the forums, it became apparent that the DA2 was to under go a series of changes. I was a little apprehensive due to my love of the first but remained excited nonetheless.

I could understand and appreciate that BioWare was trying out something different. As I have enjoyed the other BioWare titles I have played since discovering DA:O and the fact that I would like to see the Dragon Age franchise continue to grow and succeed, here is my feedback:

My critique of the PC version, one full playthrough, female mage Hawke on Nightmare.

Character creator:

- I found that the character creator seemed to be clunkier than its Origins counterpart. For some reason, I had a difficult time adjusting the feature I wanted and I think it stemmed from the lack of the side arrows on the slide bar. I also thought that the new hair styles were unattractive and generally preferred the older ones. I am not running a DX11 machine so I am unsure if this was the cause but some of the hair styles looked really plastic like. Finally, the female lip shape seemed very formless compared to the full lip shape of the human in DA:O.

The UI:

- Although the UI was definitely cleaner looking and had some advantageous changes like the automated hot keyed talents, I found it to be very bland and artless. I prefer the style of the Origin's UI.

- I did not like being able to access the character screen by double clicking the character protrait. I found that it interfered during battle as I often unintentionally opened the character screen with the simple intent of switching to another party member to issue new orders.

- I did not like that the shortcuts for the basic heal, mana/stamina potions were locked. Fortunately, there were not enough spells in the game that required all the slots on the quick bar. I can appreciate that the heal/mana potions were automatically located there as that is where I place them on my characters anyway. However, if I wanted to utilize the slots for something else, I was unable to which was a little annoying.

- I thought that the merchant interface was lacking an important feature that was present in DA:O. The ability to compare items with those of your companions - even if they were not currently in your party. This made shopping/selling for companion accessories a little tedious.

- Not having an ability to access all companion inventory in a central place (namely Hawke's house) was irritating. If this was removed due to story reasons with all of your companions being in their separate locations, there should have been an effort to replace it with something else. Perhaps having the ability at the Hanged Man would have worked since it seemed that the companions would frequent the place. At the very least, an abstraction could have been made that Hawke was sending equipment via messanger from her house.

Inventory, armor, and weapons - oh my! :

- While inventory remained essentially the same for the PC, I did not welcome the inability to customize companion armor. I can empathize with those that prefer companions to have unique iconic looks reserved to them, however there are options available that could have catered to both types of preferences. I think it would have been a significant improvement if each companion had alternate armor sets (of various types/styles as well for those that prefer to have Isabella in something less revealing) that were still unique and restricted to them. The upgrade options for companion armor seemed extremely limiting and frankly underwhelming compared to my expectations based on Awakenings' armor rune system. All in all, this was one of the changes that I disliked the most in DA2.

- The look of the armors in DA2 seem to be a mixed bag. Some armor pieces look very nice and others not so much. I think overall, it is an improvement over the armors in DA:O but could still be improved on. Especially the mage armor options. I'm one of those players that don't like to restrict mages to robes only. Thankfully, there were non-robe options available to mages with the mage Champion armor set being the best. I would ask that more non-robe options be considered in the future. In contrast, the robes available in game are just not attractive - just like in Origins. Considering that armor is only available for Hawke, I really did expect far more variations in armor/robes. Note to devs, please make more mage armors that are similar to what Flemeth is wearing.

- Some of the new models of weapons are really nice. I especially like the mage staves looking and being more of a weapon rather than just a giant wand. Even if it wasn't the best staff in the game, my mage Hawke used the one that looked a bladed weapon to give the illusion of not being a mage. I was a little disappointed that the seemingly best staff of the game (from the Black Emporium) looked like a giant wand and that the Staff of Parlathan quickly out grew its usefulness as it was the best looking in my opinion.

- The inclusion of junk items was confusing and seemingly pointless. If the intent was not to confuse new players to the genre with what looted items can be kept and what can be tossed, would it not have been much simpler to exclude junk items altogether and just replace it with the petty amount of money they can be sold for? My issue with this ties into the changes to the crafting system but essentially, it diminished the enjoyment of finding a seeming innocuous item and trying to figure out if it's something that will be important later. Since it is immediately labeled as junk, I know its importance is nill. As to how this tied in with with crafting system, in DA:O since the crafting system was more complex, ingredients found during adventuring could easily fill in the role of seemingly "junk" items. It could either be horded to be used for crafting later or sold to merchants for coin towards that nice shiny sword of destruction. Anyway, in the effort to streamline and simplify, it has lessened the adventuring appeal a little bit that I personally love about rpgs.

Combat:

- I really enjoyed the combat of DA:O and it was one of my favorite things about the game. That said, I also really enjoyed the combat of DA2 overall and found I was able to utilize the frequent pause and play method I favored in Origins. However, there are some hit and miss things about the changes made to combat in DA2 from the perspective of a pause every two seconds, assume direct control, and issue orders (with absolutely no use of the automated tactics) type of player that I am.

- The increased speed of the basic attacks was a welcome change. The increased speed coupled with some of the attack animations however, seemed a little too disjointed and jerky. The way the basic attack animations were rendered looked almost as if a frame was skipped during the attack - like the motion started and finished in the same moment. Where it became jerky for me was that after the attack was completed, there was a visible pause and then accelaration into the next attack. It did not look smooth and flowing. In comparison, all of DA:O's basic attack animations flowed smoothly (albeit significantly slower). I think the improvements to smooth out the animations with a slight reduction in speed would eliminate the jerky effect.

- Some of the animations seemed a little over the top and I personally prefer the ninja like movements of the rogue toned down. Specifically the whirlwind like kicking when moving to a different target and the flask kicking. In contrast, I really enjoyed the changes to the mages attack and spell casting animations. Especially, the addition of melee animations for mages and archers when enemies close in - those were a nice touch.

- I was disappointed with the death blow animations and thought that I had not come across any during the early parts of my playthrough. I later realized that the exploding body parts were the death blows. While I think a body being rendered into chunks would work for the shattering effect from DA:O and definitely for the end of Walking Bomb, it just was not as satisfying as the melee decapitations or even the finishing poses in Origins. I am definitely happy that death blows were given to various spells and ranged attacks, however I would like to see something more creative than just exploding body parts.

- I found that the much vaunted "responsiveness" did not quite live up to the hype. The combat was indeed very responsive, much more so that it's predecessor. However, I quickly found that I had to constantly click on the target for my melee party members to immediately close in or intercept enemies. If not, then the shuffle dance that was supposed to be eliminated occurred more often than not. Other than that, talent execution was near immediate except in cases where the character was finishing one of the basic attack animations. It took a little bit of trial and error with timing certain CCC attacks because of this and it frankly surprised me given my expectation of immediate responsiveness.

- Somewhat related to how responsive party members are to orders, I found that the hold position command was virtually useless. If the currently controlled party member moves to far from the position of the rest, they tend to follow which completely defeats the purpose of the hold position command. It was very irritating.

- I definitely liked the concept of the web system for talent progression, but there were times where I was frustrated with the talents themselves. It seemed like the upgrades needed to be taken in order for some of the talents to be effective - especially when comparing to its counter part in Origins. Fireball and Cone of Cold come to mind.

- While I enjoyed the CCC system and understand its intent to encourage class cooperation, from a mage perspective, it seemed too heavily reliant on a CCC attack in order to be effective damage wise. The rogue can easily still put up big damage numbers on it own, the warrior does aoe damage with just basic attacks and still has talents to do burst damage. In those instances where I found my mage Hawke alone confronting an enemy with a ton of hp, I wished that there was the ability to perform a limited CCC type of attack as a single mage character akin to the spell combinations from Origins.

- The Nightmare difficulty was definitely a step up from its counterpart in Origins. The funny thing almost of the changes to Nightmare, I had added to Origins via difficulty mods. Although, I have to say that the melee friendly fire damage was an interesting touch. However, I have to say that some of the more notible boss type enemies seemed to be less dangerous in DA2. Revenants were not punishing to melee characters, Ogres didn't grab, the Pride demons were a joke, Desire demons even more so, dragons didn't overwhelm, and even the High dragon didn't bat around my melee characters like in DA:O. It was definitely apparent that emphasis was put into overwhelming the party with reinforcements. What happened to these bosses? They were just disappointingly weaker. Even the enemy lieutenant/commander types just stood around until all of his troops were dead and then decided to attack - sort of. On the other hand the assassin types were an interesting challenge and it was nice to see enemy blood mages actually use offensive blood magic on my party.

- Giving some enemies a means to heal themselves was a nice touch. The waves of reinforcements I actually enjoyed for the most part but to have that occur in every single encounter did get a little tiresome. I didn't quite like how some enemies had an unnatural immunity to certain elements. Random bandit gang # 5 being completely immune to cold just didn't make any sense. Shades being immune to spirit damage did.

- Now the most damning thing about the combat in DA2: the lack of a free roam and/or an overhead camera. Since I played most of Origins close to ground level, the announced limited zoom locked camera didn't concern me much. As long as I still had the ability to zoom out somewhat it should be ok. Well it wasn't ok for me. It was more so that the camera was locked to the character and not free roam that hindered me. Playing in Nightmare accurate targeting was especially important and in DA2, it became an excercise in frustration. While indoors and in cramped spaces, aoe targeting was almost impossible and the zoom out was useless. This was a poor design choice and is completely unacceptable for a PC version. In addition, I also found that targeting aoe talents did not have the fidelity of DA:O. The targeting circle tended to want to center on a target rather than accept the space I wanted targeted.

RPG elements:

- The removal of the automatic increase in hp and mana/stamina per level definitely was an interesting move and left me considering my spenditure of attribute points a lot more carefully. What seemed to be counter productive to this was the two attribute requirements for many armors. It limited to how I wanted to build my character and even those of my companions if I wanted to utilize a particular piece of armor or weapon. Aveline ended up using the Fade Shear the entire game due to never having one particular stat requirement for other swords in the game due to how I wanted to utilize her. It left me wanting.

- Removal of armor fatique did not make sense to me. I watched the live demo where Mike Laidlaw explained the reasoning behind it and I just do not agree. One can have the strength to wear a piece of armor but it does not diminish the onset of fatigue of wearing it for a length of time during an exhaustive battle. I can be strong enough to wear a loaded 15 kg backpack but my endurance will be effected by it. It just seemed to be designed this way so that one does not have to consider the advantages and disadvantages of heavy, medium, and light armors.

- I found that crafting system was too simplified. It was definitely convenient but I didn't like how nothing needed to be done in order to gain this ability to have potions, poisons, etc. crafted. I understand that the story element dictated that Hawke was having these things made by others and Hawke simply located the resources and recipes. However, it was just given to Hawke with no effort, unlike in DAO, while not having the most robust crafting system, did entail that a skill was attributed to it. And on a related topic, it seems like those that like to play trap laying, pick pocketing rogues are out of luck in DA2.

- The rune system was a little disappointing for the simple fact that you lost the ability to unenchant an item and gain the rune back. I also thought it was not as robust as the rune system in Awakenings and found the rune options in DA2 rather limiting. I admit that I may not have found all the rune recipes but what happened the different stat increasing armor runes? What if I wanted to concentrate on specific stats not just have +1 to all that can only be applied once to a particular piece. Not an improvement in my opinion.

- I question the lack of having some sort of skill or attribute not being able to contribute to how successful my character is with dialogue choices. A notible encounter was with convincing Karras that the Starkhaven mages had escaped. Evidently, I have to rely on Varric for that to not turn into a blood bath.

- One of the changes introduced in DA2 that I was most apprehensive about was the voiced protagonist. My experience with ME and ME2 coming from DA:O was that Shepard did not feel like my character where as my Warden(s) felt like mine. I can readily admit that Hawke comes off as more alive compared to the silent Warden. However, the trade off for me is how I'm limited to how I can roleplay the Hawke character. Fortunately, the voice actor for female Hawke did a very nice job and I could identify with how she delivered the lines. This is one of the inherit risks with having a voiced protagonists for if the player cannot identify the voice with the character they are trying to play, the experience will not be enjoyable. I think both approaches have merrit and have their own sets of disadvantages. It seems like the voiced approach is the direction that the DA franchise is headed. I just simply hope that it does not hinder BioWare with making another game on the scale of DA:O.

- My first experience with ME's dialogue wheel was frustrating at the beginning and then slowly eased to mild annoyance whenever an unexpected response came from a paraphrase choice. It was jarring at times and required more than a few reloads to go over the conversation again. DA2's system is an improvement on the system with the intent icons but the side effect to me was that I felt like I was being hand held through the conversations. I also noticed that more often than not, I only had 3 choices for a response not including the investigate option. Whereas in DA:O there seemed to be more than just 3 choices for a particular response to any given conversation excluding an investigate option. I realize that DA:O conversations never had more than 6 choices and that the dialogue wheel is capable of fielding 6 during the investigate dialogue route. However, there is a very strong perception that 3 options is what you'll have most of the time - nice, sarcastic/funny, and not-so nice. Is seems limiting.

Thanks to a suggestion that a dev made on the forums (I believe it was John Epler) I internalized Hawke saying the paraphrased text first before what she actually says when the dialogue option is choosen. It made a lot more sense and the spoken line was never jarring or came off unexpected. It flowed a lot better. This poses an interesting point, that if this is the direction BioWare is to go, why not just have the paraphrased text actually be included in the spoken line. It seems to me like a solution to those that find the discrepency between paraphrased text and spoken line to be wide. The entire line wouldn't be available to the player to satisfy the cinematic experience and the character says exactly what the player chooses along with additional lines that flow better with the initial text included. At the very least, perhaps that dev's suggestion should be included in the game manual so that other players can get a better experience out of the dialogue wheel/paraphrase system.

Companions:

- Although I did enjoy the companions in DA2, I think overall they were significantly weaker in the bond I built with them compared to the Origins companions. I attribute this to being limited in my ability in converse with them outside of plot points or personal quests and the amount of interactions I could have with them given the scope of the time the story is being told. In Origins, I could ask Leliana about the area we just entered to see what she knows or if she has any stories to tell about. I tried that with Varric expecting a conversation about the ins and out of Lowtown but instead I get some random response with no ability to converse. This was a step back in my opinion. If this limitation is the trade off for a more cinematic conversation, I would gladly go back to the talking head syndrome. However, I have to believe that there is another way of avoiding the talking head syndrome while not being limited to specific areas for companion conversations to fulfil the need for a cinematic presentation.

- My mage Hawke romanced Isabela or at least she thought she did. It never really felt like there was any type of romantic relationship between them. One act it finally seems like the flirting paid off and Isabela and Hawke have a passionate night, talk about feelings and then barely anything else until after Hawke helps Isabela with Castion. It just seems that again given the scope of time that supposedly passes, very few notible interactions occur for a pursuing romance. Definitely not as good as my first DA:O romance - Leliana.

- I liked the cameos I have thus far experienced and very much appreciated their inclusion. Personally, it helps make this story more relatable to its predecessor. Alistair and Nathaniel were expected but Leliana and Zeveran were a very pleasant surprise. King Alistair's appearance seemed a little forced, as did Zeveran's but regardless I'm glad I got to seem them again.

Story:

- The framed narrative was an interesting approach but I question whether the time span had to be a decade long (well we only saw up to year 7). It almost felt as if the length of the time skips detracted from the story.

- Despite supposedly seeing the consequences of Hawke's actions after each time skip, it just did not feel as reactive as Mike Laidlaw claimed it would be. Given the potential of utilizing the framed narrative, I really expected a far more reactive world.

- Subjectively, the decisions presented during Hawke's adventures just did not seem to contribute to the climax of the story. At least with Origins, each of the main quests had tangible results and depending on some decisions and relationships, various resources and characters may or may not be available to help you in the final battle. Objectively, I realize that the story in both DA:O and DA2 are linear and choices are limited to how much impact it can have on the overall story. However, the decisions in DA:O definitely seemed to shape the world far more that in DA2.

- The build up and the decision to side with either the Templar or Mages during the climax really ended up lacking in execution. There was barely any opportunity to interact with Orsino or Meredeth which was confusing as these two characters represent the central conflict in the story. In contrast, Hawke had more interaction with the Arishok during Act 2. It felt really rushed and kept thinking to myself that this could not be the finale. That there had to be more to it that just this.

- Overall, while DA2 was attempting to avoid a common story of fighting a big bad evil, the story itself was not nearly as satisfying as defeating the Blight. Having said that, it was interesting to experience how Hawke contributed to the revolution between the mages and the Chantry. I'm looking forward to seeing how things play out in Thedas because of this.

Graphics/environment:

- I find the graphics to be solid but then again I thought the same way about Origins too.

- The new character models are a vast improvement over those in Origins. Most notible for me was Meredeth. I thought she was excellently designed. I thought her armor was cool too.

- The constant recycling of the maps have been criticized in numerous reviews. I must add my displeasure to this design decision as well. I realized the Origins had its share of recycled maps but it was nowhere near as extensive as in DA2. It completely ruined the sense of exploration and discovery expected in an rpg which was already challenged based on the story setting of being predominantly in Kirkwall. This was probably the worst design decision for the game since it leads to the perception that the game was simply rushed.

To conclude, there were a lot of things in DA2 that I had issues with when comparing to DA:O. Ultimately, it falls short of its predecessor. I even experienced that attack animation slow down bug that nearly ruined my playthrough until I found a fix on the forums.

However, regardless of all the things I took issue with, I still relatively enjoyed my playthrough of DA2 and I'm in the middle of a second. Again, I appreciate BioWare trying different things out. My hope is that the next installment of the franchise brings out the best of both DA:O and DA2.

Modifié par RifuloftheWest, 21 mars 2011 - 06:42 .


#460
Rockpopple

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I've done proper reviews of long playthroughs already, and my thoughts really haven't changed too much.

But having finished my 1st official playthrough (at 2:30 am when I had to get up at 8 for work, BioWare bastards), I have to say..... my God..... the epicness. It only made me laugh when I got a trophy for "Epic"

Epic in an entirely different way than DA:O, but epic nonetheless. I can't wait to continue my other playthrough, and start another. The endgame alone is worth the price of admission, but the journey getting there is worth every second.

My main criticism story-wise is that the pacing of it, especially at the start, needs a lot of work. It's pretty slow.

Epic!

Tired....

#461
Hassukissa

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Finished the game once, on PC, after restarting about halfway through act2. Female human warrior, no romances, generally rather forceful behaviour with a few snarks here and there and a very rare friendly moment. Pro-templar, extreme anti-mage.

Everything is 'in my opinion', I'll just add it here so I don't need to add it into every other sentence, and also trying my best to keep things short and to the point. Honestly.

A short personal information in case it's relevant. An old-skool gamer, CRPGs since Ultima3 came out, so I've seen my share of changes in the genre (and I'm not opposed to most of them, the more the merrier I say). I've dabbled in modding, released some for various game creators. I don't consider myself a 'hardcore' gamer, just a gamer who likes to play a game that is good. If I don't like a game... I don't play it. DA2 is one of the few commercial releases that have spurred me to write feedback, mostly because it's so infuriating game. When it's good, it's very good, but most of the time it feels almost mediocre, and it should have been so much more. So here's hoping.


The Good:

- The writing was excellent, moreso than in any other Bioware offering so far. The storyline tried to tackle more human topics and moved away from the usual fantasy stuff, which was a most welcome approach. I felt act2 was the strongest, contrary to many I also liked act1, it felt very hopeful and almost cheery, compared to many things happening later. Act3 had some issues, despite being potentially the best.

- Companions, related to writing, were well developed and I enjoyed that they were somewhat downplayed and had levels of subtlety that I've found lacking in most Bioware's characters. They had ups and downs with my character, and we didn't always agree on things. The companions felt like their own people, often butting in during conversations to say their piece, or even providing unique solutions to troublesome encounters. I liked all of them, with maybe the exception of Anders who wasn't bad, I just felt he was a bit too singleminded (granted, so was Fenris, but for some reason he didn't get on my nerves as much as Anders did), so I didn't do much with him. Aveline is probably my new favorite Bioware character of all time.

- Setting the action in a single city was another move that I liked. I like exploring, but Bioware doesn't offer so much of that excitement, so having everything in a single city would offer a more focused playground. But... more below.

- Day/night selection, a marvelous idea, very good compromise for day/night changes.

- Combat mechanics were fun. Combat itself was not, but more on that below.

- Cinematic presentation. I'm not suggesting cinematic presentation is what every game needs, but it was well done here and added to the mood.

- Voice acting, top notch as usual.

- Dominant personality tracking and how it influenced my character reactions and responses was a nice touch. It was needed for this kind of presentation, and I felt it worked quite well, my character didn't feel contradictory.

- Music, big improvement from DAO, it felt more varied and moody, bombastic when needed, and emotional when appropriate.

- More insights into qunari was good, and I liked their new looks.



The Indifferent (ie. stuff that comes up in these reviews but I could take it or leave it):

- Dialogue wheel, it's a different approach to dialogue list. I felt my warden was more of my own character, with the dialogue lines said in a certain tones that I made up in my mind. Hawke was a character I was watching from outside. Both approaches work for me, though in CRPGs where I make the character, I tend to favor the first.

- Companion armor, the only thing that actually bugged me about this was all the wasted loot. I was okay with them having their own armor looks, and the stat customization through trinkets, weapons and runes was sufficient to me. Though I wouldn't have minded more armor sets for them, and letting me choose, just for variety's sake.

- Framed narrative, it was there. I don't think it added much, really. The banter between Varric and Cassandra (oh a suggestion! if you want to move to a completely predefined character for DA3, let us play Cassandra, thanks!) at various spots didn't really add any insights to me, the player.

- Friendship/rivalry, if my character doesn't like a companion, the companion just gets left out of the loop, I won't go out of my way to disagree with them, so this mechanic didn't add much to my gaming experience. Still, an interesting experiment and potentially powerful.

- New art direction, I had no problem with it. Then again, I had no problem with the old one either, so... yeah.

- The finale had a slightly cliffhangerish feel, though I didn't dislike it as much as I feared. I'm not entirely thrilled by the trend of 'we'll have a sequel/DLC to explain/continue things, don't worry' concept that seems to be going on, I prefer game stories to be self-contained. Having my character 'disappear' was a cliffhanger and non-closure. The storyline not related to my character came to an expected ending. Not sure if there was a glitch, but I wonder why my character's name was the rallying cry for mages and their freedom! because I had been rather total anti-mage in my choices. I guess they used my name as an example of everything wrong in their world.


The Random:

- Where were the female dwarves?


The Could Have Been Better
:

- The one recycled complaint that comes up in all these reviews. Oh yes, the areas. Now I'm somewhat puzzled how the recycled areas were done: was a single area level used for all the different places we visit, just changing the variables on the 'on enter' scripts so that different mobs and quest objects were placed into it? Or were they all separate levels, just no one bothered to make any changes into them? I don't know, but even little varieties would've made a difference, like lighting for example. Add some fog here and there. Put more foliage in one, more rocks into one. Anything.

- The amount of combat got on my nerves so much that I switched to casual eventually to get over it faster. As I mentioned, I actually liked the new mechanics, but there was just too much of it, with the enemies popping up from nowhere. It got tedious and grindy.

- Related to combat, the amount of faceless mooks we kill during the course of the game is reaching hilarious numbers. I find the storytelling and gameplay so very detached here, the storyline wants to be mature and realistic (contextwise), yet we're boggled down by age old CRPG mechanics like dozens (hundreds?) of butchered enemies (killing them has no moral repercussions for our heroes), and boss humans who can take prolonged beatings from
four people. I admit I don't have a satisfying answer to this dilemma, but I would prefer, personally, that human mobs have human stats and have them appear in reasonable numbers, instead of having your average thieves' gang/mercenary group with its 50-100 expendables on my path. Let dragons and such have dragonian stats.

- Kirkwall, yes I liked the idea of one city. But I felt not enough was done with it, I didn't feel attached to the city itself because all I did was linear (read below) quests, there was very little fluff content to make it more alive. In fact the only fluff I found was the Blooming Rose and the services within. Give me stuff to do in the city, places to visit and events to participate in. Make me feel part of the city, not an observer. I'll also say it felt a tad small, but I'm not sure how big it is supposed to be in the lore, so it might not need to be much bigger. Talking purely in the sense of scope and feel, rather than the actual playable area (which was somewhat small too, admittedly... okay, I'll shut up about it now).

- Related to Kirkwall, the timeskips didn't feel like they even were there. Maybe setting a different season between timeskips would have emphasized the passage of time more. An overall visual change to the areas. Or to borrow from another comment, have a construction work in first act, in second act the building has more exteriors built, and in third act it's all finished and we can visit the interiors.

- Quests, there was a lot of them, yes, but they felt very uninvolving. In fact they felt very MMOish, 'follow the marker' kind of quests, ie. you get an objective, it's all neatly pointed to you in the journal and there's even a helpful marker telling you where to go. Go there, you get a fight and a conversation (not necessarily in that order), return for reward. It's all very clean and (dare I say) streamlined, but there's no player involvement in any of it, other than selecting which conversation option to choose and what combat moves to use. I never had to stop and think about what to do in a
quest, all the options were laid out, leaving me no room to try and think of alternative solutions (not that there were any, but again, there could have been).

- Storyline, I got the feeling it tried to make this a human conflict. It worked, to an extent, but I felt it was diminished in the end with the lyrium sword and demon influences. I don't think those were needed at all, but I suppose you couldn't have a CRPG without an epic bossfight (or two) at the end, so something had to be done. Well, you -can- have a CRPG without epic finale bossfight, you can have CRPG without a final combat altogether, if you want to get adventurous. But overall, I felt the addition of supernatural (yes, it's a fantasy setting with magic and stuff, but you get what I mean) elements cheapened the underlying human conflict.



The Summary: DA2's strengths were sadly not in the gameplay, but in the storyline and presentation. It was still an entertaining package, but it might just as well had a 'skip the combat' button, I would've gained the same enjoyment out of it.

#462
WingsandRings

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Hello! I just finished my first play through. I am playing on the Xbox 360, and my Hawke was a female mage who sided with the mages and romanced Anders all the way to the end.

I really enjoyed the game and will probably play i et several more times (though I want to go back and play DA:O more times first so I can have more back stories to connect it with). As a disclaimer, I play Bioware games for stories and characters. I enjoy combat and building my character, but only once has combat been a make or break for me in a game. (ME1 -- it was a shooter dammit and auto-aim or not, I still could never hit anything) So that will be more my focus, but let me just say I liked the combat branching tree that allowed us to skip or not upgrade abilities that we didn't want.

Things I enjoyed:
1. The voiced protagonist. Yes, I enjoyed that since ME1, and I liked it here too, complete with dialogue wheel and summaries.
2. At first I didn't like it, but I actually ended up liking the more enclosed setting, having the same basic places to explore over several years. The only problem is it makes distinguishing my saves difficult, because they're all just "Hightown, Lowtown, Lowtown (night), Fenris' Mansion, Darktown, Sewer"
3. I really enjoyed how the story all wove together at the end and several disparate things all actually played out and worked together. I also enjoyed (though was frustrated by!) the hard choices that were made, and that no matter who you chose at the end, something went wrong.
4.The characters! Of course, it's Bioware.

Things I struggled with, but didn't necessarily dislike (and may like more later)
1. The Friendship Rivalry System. I never fully got it down. I was able to get Anders to full friendship, but several of them I kept getting rivarly then friendship points. I never figured out how to get Fenris, for example (playing a Pro-mage mage, that should have been easy) to go all the way to the rivalry scale while still doing his personal quests and without acting pro-blood magic, which since I was playing to romance Anders I didn't do. So Isabella, Fenris, Sebastian, and Merill were all wafflingly in the middle, which meant I got a lot of desertions by the end (Isabella in act 2, Fenris and Sebastian at the end). I just had a hard time pushing a lot of them firmly one way or the other.
2. Some of the boss battles seemed way overpowered even compared to the end battle. I died 3 times doing the Qunari battle and was this close to death on the High Dragon battle (thank goodness I waited until almost the end of Act 3 to go do that one!) but never really struggled with any of the end battles. They were long, but I was never reviving anybody or afraid I wouldn't win.

Things I feel could be improved
1. Companion conversations. I know y'all had a lower word count for this game, but I felt if this were DA:O, then I would have seen a lot more of how Justice affected Anders, heard more from Fenris about being Leto and what he remembered from his past, and Varric would have told me more about his brother in the sanitarium. I LIKED the characters, and really wanted to know them better, but felt like I never got the chance.
2. Clone tunnels. I was frustrated to go down a tunnel in darktown, or into a cave, and be like "Oh, this is the exact same tunnel, I'm just entering from a different place."
3. Bugs. I'm sure these will be fixed soon, but I should have earned at least 4 achievements that never went (Sebastian kills the murderer of his family, Sebastian's bow, killing Merill's Pride demon, and Met secretly with the agent of the divine). Carver's hair turned BRIGHT WHITE for the final boss battle, so either he was scared into losing his hair color, or something went wrong. Merill's "questioning beliefs" never worked, she just kept talking about the holes in her roof.

Overall I really liked the game, and I feel like when I understand the friendship/rivalry system better I will enjoy it more.

Modifié par WingsandRings, 21 mars 2011 - 03:37 .


#463
PerpetualCheck

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I haven't read all the posts, but so far I disagree with most of the posts I read. I LOVED this game. I played for 67 hours, 1 mage character. I did every sidequest and romanced Anders.

Pros:
DLC characterization. I loved how the banter revealed that the DLCs' interacted and had relationships outside of their relationships with me. Isabela and Aveline went from almost coming to blows, to inviting each other over for parties. They were cute girlfriends (in the platonic sense of the word). I genuinely loved Varric. I wish he were a romance option - I would do his short *** anytime. In general, I loved most of the characters, although Merrill annoyed me and Fenris was a one-note character (OK, he hates mages, I get it!).

Romance. I know many will not agree with me, but I appreciated how hard I had to work to romance Anders. I couldn't just bed Merrill and Fenris - like real life, I had to choose one and go for him/her. By the time he did a real jackass thing (blow up the Chantry and kill the Grad Cleric, whom I respected), I had invested a lot of time into our relationship. That relationship became more important to me, and I had to forgive him. That mirrors a real relationship.

Shorter. Anyone remember jogging for hours through the Deep Roads? Then getting injured and jogging back to camp? Remember killing thousands of boring spiders and darkspawn, and every time you try to go somewhere you'd be ambushed by bandits? I was SO DONE with Orzammar by the end of that quest. I had Deep Roads angst. I almost quit the game. For DA2, they cut out the crappy boring fights and the ridiculously long maps. They gave me my side quests, which I love, and a plot, and took out about 40 hours of crap. Yay!

Haunted House. Whoever thought this up, and kept it creepy the whole time ... promote that person.

Graphics. Better, more humanlike. The elves look less human, and the faces show more expression. It still sort of looks like someone's playing with mannequins and stop-motion, but t's better.

Meta-story framing. Brilliant. Marry me, Varric.

Cons:
Romance. I know, it was in the pro section too, but I really needed more sex scenes. In DA:O I used to spam bedding Zevran to get his approval up (men are SO easy to please), and I'm glad it was harder in this one, but one lousy sex scene? Between two people who were together for 6 or 7 years? All Anders did was stand in my house like a coat rack that thanks me when I click on it. I wanted to spend more time with my DA2 boyfriend.

Kirkwall. No one really cares about the Free Marches. Take me to the Chasind Wilds,or Orlais, or Tevinter, or Par Vo-Qunariland.

End credits. Where did my friends go? Maybe Varric knew, but he didn't want to tell the Seeker. Oh, that Varric. See pros.

Anders is not Alistair's brother? Bull****. David Gaider, I read the two Dragon Age novels. I KNOW Anders is half-elf, and his father was King Maric. Stop pretending it isn't true.

Maybe more later. Maybe not. I feel like a n00b on these forums. Peace.

#464
bootleg80

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This will be long  and does contatin spoilers so thanks in advance if you took the time ot read it.
A little info before i get into it.
I played as a male rogue and went mostly the good guy path. My romance was with Merril. I sided with the mages
My party usually consisted of Anders, Merril, and Aveline. I would change it up sometimes as well though

Pros: I really liked the narrative style story telling. The main plot is not bad even though it fails to follow up on much of anything to do with what happened in DA:Origins. DA2 look's 10x better than DA:Origins and combat looks very good. The text wheel was a good addition and giving the lead character a voice did give him more individuality The battle system for DA2 was a lot faster and did a good job of making you feel like the champion you are suppose to be in this game. The skill tree was more broke down and made it easier to focus on what type of character you want to be and allows room for change without having all the same skills for multiple play throughs. The game is much more controller friendly.  The crafting system was much easier to manage. There is plenty of sidequests to keep you busy. My total playthrough time was around 55 hours so

Cons: This game just did not live up to DA: Origins for me. In Origins I would constantly camp and interact with my party to see how they felt about what was going in in the story and my decisions. This was completely missing in DA2. Even when I did visit my companions at their home/hangouts the meetings were lackluster and then to make matters worse they get me into a interesting quest line like the Merril mirror quest line where it seems like my choices were made for me regardless of how i wanted it to play out. It seemed to me like they had a good story design at the start of this game with the Flemeth rescue and the start of what felt like a new threat on the world then was abandoned it for the annoying and mostly boring  templar vs mages story ark which in my opinion should have been a game long questline rather than the main plot  itself. Instead we never see Flemeth or even have more than 1 mention of Morrigan. Even the side quests were not as interesting and the few that were lacked the choices that Origins had. The outcome felt predetermined regardless of your choices. The game felt very rushed and showed that it was with the repeat dungeons and same scenery and enemies over and over again. The fact that I could not equip my party with armor really irritated me. Looting to receive an item called just "Ring" wasn't exactly the most exciting thing in the world neither. The rating system for armor was garbage. I could have 2 exact same rings with +5 attack and one would be rated 5 stars while the other is rated 1. The enchantments do nothing to make your equipment stick out so say goodbye to flaming swords.  In the end the game was left wide open and left too many unanswered questions for me. I was unhappy with the very and i mean VERY limited cameo's from any of your DA:Origins characters. Importing your data is basically pointless seeing any actions you made in DA:Origins has minimal to no effect on any of DA2's story.


Now in reference to the party...  We have  Hawke our "hero" of the story. Maybe it's just me he just seemed to lack unique character didn't do it for me but I think the lack of party interaction had a lot to do with that. He just didn't feel like a inspirational hero to me.  Bethany whom I really did like was taken from me for 2/3 of the game, Anders whom I loved in Awakening all the sudden turned gay on me and did nothing but whine about templars the whole game. The one good quest line he has to free him of Justice ended poorly and disappointed. Why we didn't enter him and confont Justice within I still can't figure out. I guess drinking a potion was better quest finish. Aveline was likeable to me. Her side quests kept my interests well enough. It will be intersting trying to romance her as a mage in playthrough #2. Fenris was likable to me and I could understand him being gay more so than Anders because of his slave type life he had. They could have played out a master made me blow him type angle there but of course no explanation what so ever lol. Isabela I very much liked but even though i made every choice to side with her i never got the option to romance her and lost her forever after the Qunari incident. she never came back to me as i've read she did for most people. I'm guessing it is cause i romanced Merril.  Merril I liked and chose to be my lover but her mirror questline ended poorly to me and after i had we had sex it was like there was nothing more to her. Not even a good dialogue segment of me consoling her after her having to kill her whole clan to defend herself. Varric was a likeable character. He was good in combat and his companion quests were not bad neither. And last is Sebastian, I found him tolerable but honestly I rarely used him unless i was doing his companion quests which were ok but lacked any feeling for me but that could be because I didn't use him much.

In closing I will say though I was unhappy with most of the changes I
did still have fun playing DA2. Even with the long list of cons none of
it was still enough to make me abandon the game. Play this game in the
mindset that it is a expansion and not a sequel and you'll be ok but if
your expecting the epic story telling and memorable dialogue and events
of DA: Origins then you will be disappointed.

Bioware please don't rush Dragon Age III. 

#465
Yuuno

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Pros!

+ Companion designs! While I would have liked the option to equip them with different armors and things, I liked that the individual models made them more distinct from one another, gave them different body types, etc. Also, as a graphics nerd, I loved seeing them have pores on their skin and things like that. Same applies to major NPCs like Dumar, Flemeth and the Arishok.

+ Fighting feels a lot more visceral, and as much as the button = awesome comment has been mocked, playing the game really made me understand what it meant. I love being able to use Mighty Blow and take out everything within ten feet of me as a warrior, or rain fiery death upon my enemies as a mage.

+ I did not like the way the story was executed, but I'm including it in the pros because I would really like to see more of this type of story in future games. Political intrigue and small-scale conflict aren't often the main focus of video games (the last one I can remember is my favorite game ever, Vampire: The Masquerade: Bloodlines) and I really love the idea of seeing a setting evolve based on your choices over time.

+ AVELINE. Posted Image She gets her own point because I love her so dang much, and also because I feel like you guys are going to get a lot of flack for not making her a slender supermodel. Know that some of us really, really love her and would like to see more strong, unconventionally attractive women in future games.

+ Making all of the romances accessible to Hawkes of either gender. This is kind of a little thing, but as an LGBT gamer I really appreciate it when developers acknowledge that I'm part of their audience.

Cons.

- The cliffhanger ending. The rest of the story was mildly unsatisfying, but if we'd gotten a decent ending -- something equivalent to the post-coronation scene in DA:O, for example, or even character slides like we got in Jade Empire -- I think I would have been happy with the game overall. As it is, I kind of feel like BioWare made me pay sixty dollars for a trailer for Dragon Age 3. Of all the things I didn't like about this game, this is the one that disappointed me most.

- Wave-form combat made me dread going anywhere at night, since I knew I'd be ambushed at least three times by some meaningless gang. Why is every thug bringing his forty best friends to the fight? Where do they all come from? What? This combat style also makes it pretty difficult to plan tactically, since you never know how many more enemies are coming or from where.

- Lack of choice. Some people have attributed this to the voiced-protagonist thing, but Mass Effect managed to work in major choices like killing or saving the Rachni queen, who to leave behind on Virmire, what to do with the council, etc. The one choice that Hawke really gets to make is whether to side with the Templars or mages, and it doesn't matter at all since she ends up fighting the exact same enemies and end-bosses anyway.

- Recycling of assets. Do all the bad dudes and dudettes in the Free Marches rent the same cave or what?

- Day-one DLC. I know the reason for it -- to encourage people to buy the game new, discourage the dreaded (by devs) second-hand game market, et cetera, but as someone who bought the game on its release date and does not have Xbox Live, I feel like I'm being deprived of sometimes-vital content that has no reason not to be on the disc. If I pay sixty bucks for your game, I should get the whole game.

- Companions and major characters are lovingly-designed and rendered, but background NPCs look like, well...Morrowind. Sometimes worse. Nothing in Origins looked that bad.

- Marketing. Between this and DA:O's Marilyn Manson n' Boobs campaign, you guys really need to get some new people on board.

Overall, I think that DA2 is a five or six out of ten. If it had been in the twenty-to-thirty (American) dollar price range, I would have felt like I got my money's worth. As is, the parts I liked I enjoyed a lot, but there were many more parts that were disappointing, frustrating, or just plain un-fun.

#466
Milana_Saros

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Just finished the game. Seeing as I now have a full picture about the game and the plot, I might write some of my updated thoughts. Was going to use the thread on game owner forum but since it can't contain spoilers it would be kinda hard to comment. I will only post my dislikes, things that really bothered me and hurt my gaming experience.

Background: Female Mage Hawke, romanced Anders and spared his life, sided with mages. Played the game for nearly two weeks, taking my time and trying to do every single quest I found. Was level 22 at the end (possibly 23, think I dinged at the end but didn't bother to look into it :P ).

Enemy spawning: Enemies spawn from nothing. Behind you, flanking you, overwhelming you. Without strong AoE it will take frustratingly long to pound enemies to the ground. Especially when new ones keep spawning. Again. Again. Aaaaand again. Never make this same mistake again. Seriously. It was amusing when towards the end my mage went all like "Bah, a swarm of bandits again. Here, have a tempest you stupid cannon fodder!" but that's not good gameplay...

Endless, useless loot: I equipped my mage with the best armor and best staff. The rest I merched. Because I didn't care. This is not a good sign.

Re-cycling of areas: I know this is the story of Champion of Kirkwall but...do you have to use the exact same maps even outside of town? It made the game appear horribly short. I prefer my heroines to wonder around the area, finding interesting places and vanquishing a WIDE array of enemies. Not the same ones at the same places.

Skill trees: At first I didn't care but once my Creation tree was filled up I found myself asking, what now? I already had Anders as a healer. Force mage didn't quite work like I suspected and blood mage wasn't an option. And after using useful fillers like Mind Blast, Heal and Crushing Prison I still had plenty of skill points to spend. What if I wanted to be a mesmer type of caster? Entropy/Spirit hardly fealt that appealing. I found rogue/warrior trees to be similar. I kept filling my companion trees without much thought put into it...filling their specialization and character-specific tree and then just throwing stuff in, especially if there were passive bonuses.

The ending: I'm not the type of person to whine about things like this but...I could suck in the "they got smashed under a rock" ending in NWN2. I could suck in the termina...I mean human Reaper in ME2. But after such a tragic and emotionally draining story, I simply got baffled. Orsino becomes the harvester...WHY?! The First Enchanter of the Circle, the person responsible for keeping his apprentices safe and preventing them from being misguided, throws his hands in the air crying "We won't win anyway!" and then sticks a knife through his hand. Then Hawke kills him, kills the templars, kills the LOL-statues and then kills Meredith. Yup. We can't win anyway. Did you only want to show off a cool monster design? Orsino's fate pissed me off. It really did. I went so far in siding with the mages and sparing Anders. This is what I get? What is the real difference in siding with Mages/Templars other than end dialogue? I will want to see the results in DA3. I really really do.

Other than these nagging things, it was a nice 2 weeks spent. Due to the way the story is constructed however, I doubt I'll re-play. I will perhaps buy some story DLCs, especially if they concern Anders. Expansion pack would also be welcome. But re-playing doesn't feel like an option for me...I always play mentally same type of characters and I simply don't have the energy to re-play the game with just different classes. The story is a tad too serious, tad too draining. It's nice to see that your choices matter and that the world is far from perfect and cheerful but feeling like your back is against the wall during the whole story is not fun.

There was a time when I wished a change for the "smash ancient evil" pattern but in this game I learned to miss it. I play these games in order to relax. Not so that I will have to analyze and review my choices over and over again and end up with a tragedy no matter what I do. But at least I learned to play a more drastic character this time around, siding with mages and sparing Anders. Thank you for that, I guess.

This wasn't a bad game, but definitely not Bioware's best. My grade of 8 has to be replaced with 7 I'm afraid. I also learned to put a lot more value on Origins. Maybe the "don't fix it if it isn't broken" saying has more to it...

Modifié par Milana_Saros, 21 mars 2011 - 06:15 .


#467
Gentleman Moogle

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I wanted to like this game. I really did. It was one of only two games I've ever pre-ordered in my life. I've been playing Bioware games since the original Baldur's Gate, and I've loved them all almost without reservation.


And then there's DA2.


I'm a gamer who values a coherent narrative, a sense of immersion in a game, and -- if nothing else -- at least the illusion that the choices I make in a game will matter in some way.


Unfortunately, DA2 falls short on all three areas.


I'll admit, I enjoyed the combat until about half-way through the second act, then it just got repetitive and bland. I didn't mind the lack of companion customization, and I could even forgive the lack of item descriptions. But this is a game that seems to go out of its way to destroy any immersive qualities it may have had.


Kirkwall never changes, regardless of your decisions and in spite of the fact that the game supposedly takes place over a ten-year span. Nothing is ever different. If you visit a marketplace in act 1, it will look exactly the same TEN YEARS LATER in act 3. I can forgive a lot, but when Fenris still has the battered corpses of the enemies I killed in his mansion after ten years? Yes, it's a little thing, but the little things matter.


Oh, and they use the same four or five maps for every single quest line in the game. Given that most people will put thirty to forty hours of gameplay into this thing, you can bet that you're going to be tired of seeing the same damn map and killing the same damn enemies on that map after the twentieth time you visit.


But for me, the biggest kick in the shorts was the overall narrative. Or rather, the fact that there wasn't one. There is no overarching story to this game. Instead, you're given three 'mini-stories' separated by the passage of time. I could forgive this, if Bioware had put in some decent plot and storytelling into these three acts. Unfortunately, they didn't. The totality of Act One's plotline can be summed up as follows: "You need money to get to Act Two."


That's right, the entire first third of the game is a glorified toll gate.


Admittedly, Act Two is far better, and actually held my interest all the way through to the fantastic end-of-act finale, but then it devolved into a massive Charlie Foxtrot (look it up) in Act 3, with nonsensical revelations flying fast and loose from every corner. And, naturally, Act 3 is where the bulk of the games bugs show up, causing some quests to fry out and become un-completable, and causing other quests and cutscenes to start out-of-order in a manner that yanks me right out of any immersion I might have attained.


By the half-way marker in Act Three, I realized that I just didn't care a whit about anything. Thanks to the lack of any extended narrative, I had no reason to care about Kirkwall and its citizens (which wasn't helped by the fact that the entire city seems to live in a static bubble of time where nothing ever changes), and I didn't even care about my companions all that much, despite each of them being fairly well-realized in their own ways.


I suppose one could argue that the main narrative was supposed to be Hawke-centered, but I couldn't muster up a shred of care even for my character, because he never felt like a protagonist. All throughout the game, I felt like little more than a glorified errand boy, a bystander relegated to the sidelines while I watch the game's story unfold without my help or the need for my direction.


Oh yes, you do rise to power over the years, but it's an empty power, a power forced on you by the game's narratives rather than by your own conscious decision to pick it up. I felt as though every choice I made in this game was superfluous, that no matter what I did, everything would work out exactly the same. This game was supposed to be the story of a man struggling to power in a new and dangerous city. I honestly felt like I was an NPC in what was supposed to be a me-centered storyline.


There were some things I loved about DA2. The characters were fun to play around with, and the dialog was top-notch throughout the game. My favorite parts in the entire production were the banters between your party members. But ultimately, they are fluffy sweet icing on a cake made of asphalt and failure.


The lack of immersion, the lack of a coherent narrative, the endlessly-repeating levels, and the nagging sense that nothing you do really matters in the grand scheme of things make this one of the most disappointing Bioware entries I've ever played. I still love Bioware, and I still have high hopes for their next games.


I just won't be pre-ordering them anymore.

#468
Midnight Voyager

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I felt really uninvolved.

Look, y'all took six years out of my hands and developed my character without me. Really, how could I get into a character that I was only controlling half the time? It really weakened my relationship with my character and the other characters in the game. I missed six years. How do I find out about those six years? Codex entries! JOY.

The time cuts really demolished the flow of character and story evolution. I started to get to know characters, and then it's three years later and I supposedly already know them well now! I barely even know myself after that. It really yanked away my immersion. I was doing fine until the first jump... I was getting into things, I was getting into my character and the relationship with other characters, then POOF, TIME PASSES, THINGS HAPPEN WITHOUT YOU. It made the narrative somewhat incoherent, too. And while we're on this... It makes it seem like the entire game takes way less time than it does. Which is, I believe. the opposite of what they were going for.

Yes, in other games, you seem to not take much time doing things like gaining power and forming relationships, but that's a necessary evil. It lets you be there the whole time. Time jumps take too much out of the player's hands.

I liked the game, I guess. I pretty much played it through around work and sleep. I just wasn't really ever immersed in it. It yanked me out every time I started in. Let me put it this way... I never started thinking of Hawke as Me.

I hear DA:O companions had less dialog? Odd, it felt like more. Mostly because it was better used by them for advancement and evolution. I felt proper character story progression there. I just didn't feel it here. I mean, I liked the characters well enough, but I didn't really FEEL too much when things happened. Sebastian is the epitome of this. He never changed one whit. Actually, he works better with the time jump, because he's no different from on jump to the next. I don't feel like I missed anything.

I liked the greater interactivity of companions, but it was deeply weird having them interact more and yet convey less progression.

Oh. A good example. You know what happens with your mom? I figured out what was happening pretty fast, right?

When I figured out what was gonna happen, it was less "oh no, this will be bad" and more "Alright, let's see how it happens, I suppose. Get on with it. Oh, a backstabbing, HAHA VARRIC, thank you. Yes, yes, she turns around and is a zomb- LOL SLOW ZOOM ON MY FACE, terrible angle for that shot. Aw, that's sad. Alright, onward."

Having played a Cousland, the death of your sibling was also deeply shallow. I just didn't feel any of it.

I also thought of way too many options that I wanted to take... that didn't exist. You were made to choose quite a lot. And... sometimes, there were no available options that I wanted to take. When I could think of more viable options myself. WAY too much taken out of my hands.

On a total sidenote, I want my tactical view back. I could never see where all my people were to even try to control a battlefield. I just let them do whatever until someone started dying and then swapped over to save them. It was very un-tactical and awkward. And can't y'all even black out the bits of the minimap that have parts of the reused level you aren't using at this moment? That was confusing as hell.

Modifié par Midnight Voyager, 21 mars 2011 - 08:37 .


#469
PPR223

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Xbox 360

The Good


Combat
- Greatly improved over Origins, which was far too slow for my liking. The ability to quickly reach an enemy, without dawdling to your next opponent, like in the previous game, made it far more exciting. There was also alot less pausing needed in this game, which I found previously broke the fighting up way too much. Every class has been greatly improved, with the skills being increasingly varied.

Voices
- Voice acting was great as usual, each perfectly matching the personalities of each character in the story. Extra praise goes towards the Male and Female Hawke's, who I thought were brilliant.

Voiced
Protagonist - Was a great addition to the game that added alot more character to the protagonist. There was actual expression in the characters face, unlike continually looking shocked or having an occasional creapy smile across their face, such as it was in Origins.

Graphics - The graphics far exceed those of Origins, with every model being vastly improved. The textures have been sharpened and no longer have that irritating blur that ruined the look of the original. Humans figures look more realistic, with their hands being reduced in size from the colossal things they were in the previous game, although they do look a bit bony now. You can actually see the detail on the weapons and armour on this one, which is obviously a great improvement.

New Art Direction - Certain designs have been improved for the better. The Elves look like their a different race in this one, instead of just being small humans with pointy ears. Qunari look far more interesting than just simply being a big green man, like Sten in Origins.

Armour designs have gone under radical changes, for the good and sometimes the indifferent. The Templar armour looks far better than the original, with it being more streamlined and both the Pauldrons and Gauntlets being reduced from their outrageous sizes in Origins. I also like the different types that have been put into it, such as the Heavy and the Light versions of the armour. There are also more designs of armour than in Origins, which is obviously a plus.

Location designs are somewhat improved over the original. I found Kirkwall to be an interesting and well planned city, which coincides with the new art direction. The regions were more interesting than they were in the predecessor also.

The artistic combat was something that I was extremely skeptical about at first, and was sort of dreading after playing the demo, however it started to grow on me after getting into the proper game. The ridiculous amount of blood and victims getting cut apart has now become a part of Dragon Age that I would love to see carried on to any sequel. It may be over the top, however the new combat art direction seems to coincide with the dark story of Dragon Age 2.

Story - The story is alot darker in Dragon Age 2, which for me adds alot of depth to the world. It makes it slightly more believeable, as even a hero, who put a stop to the Qunari invasion, can falter. Hawke does not seem unbeatable as he cannot stop everything from happening, unlike the Warden, instead if you desire peace between the Mages and Templars you will not get it. There is no real happy ending to Dragon Age 2, which makes the feeling of this story slightly more involving than simply being an unbeatable warrior God who kills a dragon, ending up with a perfect ending.

Act 2 was easily the best in the game, teaching you alot about the Qunari and the treatment of the mages in their laws. It was extremely interesting, the Arishok was done extremely well and made you believe that this race actually stuck true to their own laws. Everything in this was written well, making it easily the highlight of the game.

Companions - The Companions are interesting and well written, as some of their personalities you hate and others you like. It is this difference that make the companions so interesting, afterall I found in Origins that I did not hate any of the characters, at most I felt indifferent to some. In Dragon Age 2, Bioware have taken a step forward from Dragon Age 2 by introducing certain characters that trigger a feeling of hate towards them.

The way that the companions have their own location, when their not following you around, is a nice touch, instead of having them wait around at some camp doing nothing. I also like how the cinematics show certain companions interacting with each other, which adds alot of depth to the relationships between them.

The Friendship and Rivalry relationships work alot better than the approval rating. It is far more interesting having a rival as a companion, instead of simply having them leave because they don't like you.


Neutral

Dialogue Wheel
- In certain aspects its alot better than the layout in Origins, with it being more organised, having all the investigate options under a sub category and all the ordinary responses on show. The only problem with the wheel is the text of the response options does not necessarily represent what the character is going to say.

Companions Inventory - The inability to equip any armour you want on your companions can at some points be irritating, however the upgradeable armour is still a good idea, making the companions look quite individual. Certain characters likes Fenris though never seem to actually put on any armour, I think their outfits could be designed better.

Story - The ending was enjoyable to play through, however I think it could have been better. I think that your choice should have actually made a slight difference, but I still think the ending was pretty good.


The Cons

Graphics - Shouldn't really be in bad, but I can't be bother to make another sub category. The only problem with the Graphics was with the blues, why did anyone with blue eyes look like they were possessed? Anyway not too bad, but its still slightly annoying.

New Art Direction -  There are certain things with the new art direction that I did not like, and they most included certain weapons, majority being two handed, and the Darkspawn.

I know the Darkspawn have been brought up alot so I will keep this short. The main problem is they don't look threatening, they just seem to be some demented people who look like they could barely move, nevermind using a weapon. All in all, though they looked like Orcs from Lord of the Rings in Origins, they just plain looked better.

Now the most annoying thing that I found with Dragon Age 2, to do with the new art design anyway, was the designs of some of the weapons and armour, especially the two-handers. I went through a whole playthrough with a two-handed warrior and found the designs to be odd at best. I'm not getting into the arguement about the handle being too long, though it clearly is, but what the problem was is that the designs of the weapons were simply strange. The worst of the lot was Hayders Razor, which belongs in a JRPG, not in Dragon Age. That is an extreme example, which I hope Bioware will never do again, but couldn't we have had a few normal/practical two-handers in Dragon Age 2?

Those were really the only problems I had with the new art style, if they changed these it would have improved the game's atmosphere by a great extent.

Voiced Protagonist - This may not be directly linked to the voiced protagonist, however I believe it might be the reason as to why the companion interraction was so small. If it was the reason as to why some of the conversations were short, then this definately deserves to be place in the cons.

Companions - The conversations with the companions seemed far shorter than in Origins, and there didn't seem to be anywhere near as many of them. Besides Aveline and Varric, the other companions hardly had any chances to interract with them. I am not disappointed with the quality of writing for the conversations, however I do think that there should have been more oppurtunities to speak with them.

Another thing that I dislike is not being able to talk to them whenever you want. I understand not being able to do it in hostile territory, because that just doesn't make sense, however I miss the way that you could just initiate a conversation in the middle of a city in Origins.

I also don't like how there is no place that you can access all you companions inventory's, in same same as you could in the camp in the first game. They should have put this at Hawke's estate or Gamlens house, depending on where you are in the game.

Recycled Terrain - All I can say is that certain areas are used over and over again, its just that you enter at a different point to make it look like a different place at first. Certain terrain you see atleast five times throughout Dragon Age 2. This is something that seriously needs to be changed in any sequel.

Story - Act 1 could have been done alot better, afterall that part of the story is only really about collecting 50 sovereigns. There wasn't actually any proper plot driving that first part of the game. It had a few minor nods towards the impending war between the Templars and Mage's, however I just don't think there was enough there. I think the whole story was slightly affected by this part of the game, as not enough was mentioned in the first act to drive through the rest of the story.



Overall I would give this an 8/10, not up to Origins standards, but still a great game nonetheless.











#470
TheAwesomologist

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Okay finished my first play through as a Male Mage so any criticism and praise comes only from one class experience (even through I tried all the classes in the demo).

1) I really liked the story, or rather, the framework of the story. Varric narrating the tale had me guessing, not at the finale (I could see if from a mile away) but how you got there. It also allowed each act to feel individually important. There are some cons to the story that I'll go over later.

2) The characters in this game were fantastic. I loved my DA:O companions, they had great stories, but in DA2 they felt like they really were Hawke's friends (or rivals, but I never got someone to be a rival besides Carver). Party banter felt tighter, and I really liked it when I went to visit my friends that other companions may also be there chatting. One scene in particular got me, I had to go talk to Anders, I believe in Act 2, and there's Isabella getting treated for an STD! I decided right there and then that she wasn't for me. It grossed me out, but at the same time played out so well.
More on the Companions:
- Carver - Didn't like him. Mostly be cause he just seemed like a tool and whiny ****. Even when I tried my best to get him to like me, he was just determined to stand out on his own. I chose to leave him behind and was really intrigued that he became a Templar even though his own brother, sister, and father were all mages. He sort of redeems himself at the end at least, but I'll be honest, I wouldn't have minded having to kill him myself.
- Anders - Anders annoyed me in DA:OA and continued to do so in DA2. It's not a bad thing, we all have friends we can be easily annoyed with. That said his story was fantastic. In the end, whatever happens in Thedas, it's all Anders' fault. Sadly since I played a mage I almost never had him in my party unless forced to. Healing in this game was fairly easy and a full support character just didn't seem as needed. Maybe that will change in later a play through. That said, I'm sad he didn't have Ser Pounce-a-Lot. A part of me really wanted to kill him at the end, but I couldn't, mostly because I don't like playing the role of judge, jury, and executioner unless I absolutely have to. I really don't like that he wanted to jump my bones about 10 mins after meeting him.
- Sebastian - Another character that annoyed me for the most part, mostly because he wasn't as useful as other characters in the game. For a holy character he was no Lelianna or Wynne and since he's an archer (with an awesome talent tree) he was completely redundant to Varric which just meant I never used him unless I had to. In the end he suffered from Shale syndrome. A cool story but almost unnecessary. That said, he comes into his own at the end. Thanks to him we get to know the Grand Cleric better and we can sympathize with him. I look forward to finding out if he will ever chase down and kill Anders.
- Aveline - I LOVE AVELINE. She's an extremely well written, strong, female character who is soft and kind when she needs to be and never comes off as some "ugly cow", brutish woman, or sexual device. I helped her become Guard Captain of Kirkwall and find her second husband. I wanted to make sure she was okay, happy, and anything else I could do to make her life better because she's a good person. The fact that the writers were able to convey that about her really struck a chord with me. I hope she makes it back to Ferelden, maybe even serve Alistair or the Hero. As a combatant, she almost never left my party. I can't imagine playing a Tank Hawke because of her.
- Isabella - I really liked Isabella. She's a sneaky, backstabbing, **** of a pirate, but I like her. I had originally intended to romance her, started the process, had the fun time shag but pursued other ventures due to the scene with Anders in his clinic. Later of course she hit on anyone she could. I really liked how she's the reason you become the Champion of Kirkwall in the first place (if she had never stolen the relic there would be no Qunari in the city!). I had redundancy issues with her and Varric and eventually used her less and less. Too much of a glass cannon. Perhaps if I had invested more points in CON for her, but then she wouldn't be able to pick locks and handle traps, which is the whole damn point of bringing a Rogue along! Maybe I'll use her more in later runs through the game. I did however find myself taking her on shopping trips just to hear her banter.
- Fenris - Initially I didn't care for Broody McBroodster, but luckily he's pretty badass in combat so I was able to look past the emo elf and consider his story a bit more. In the end, when he initially left me to join Meredith I was pissed. Partially because I had lost my off-tank (even though Merrill had already come into her own so he kinda lost his spot on the roster anyways), but mostly because unlike Isabella's initial backstabbing, I had really grown to like him, almost had him at full friendship and everything while being a mage without romancing him. Being able to convince him to join my side again later was awesome. Not only is he a better warrior than my brother Carver, he's also a better person.
- Merrill - Lets face it, Merrill is the Dragon Age version of Mass Effect's Tali'Zora. She's sweet, kind, thinks of others, fairly innocent of the world, yet has a focused goal. At first I wasn't going to go there simply because I've already romanced Tali in ME2, why do it again in a fantasy setting? However she's so well written, far funnier than expected, and just so interesting I found myself thinking I would go ahead and pursue the romance options with her (especially since Rivaini is so dirty!) I would say it speaks more about me than anything, but then again I only ever romanced Morrigan in DA:O and she's about as ****y and mean as they come. It took a while to build her up though so it really wasn't until act 3 that she was one of the three I rotated in my 4th slot for a companion.Thats a con issue I'll go into later. The scariest moment in the game also comes from Merril. The pillow talk scene... man I've gnawed my arm off before to get away from awkward situations with girls, and this one felt like college all over again. I only wish there was a cut scene or dialog with her and mother Hawke. He romance banter later with Aveline and Isabella are also just really touching. I wish I hadn't screwed up my saves so that I didn't have to kill off her clan. Anyways I'm rambling ;-)
- Varric - Quite possibly the best companion character in the game. Funny, engaging, always useful, and deadly. He almost never left my party and by the end of the game I felt sad to know that he and Hawke weren't still adventuring together, possibly not seeing each other again ever. I really hope we see him in later Dragon Age games.

3) Combat was interesting in DA2. It certainly had a "more fun with bigger explosions" feel while still retaining the original feel of DA:O. Exploding bodies got a little boring after a while and made me miss some of the cooler finishing moves from DA:O. Really my biggest gripe was the camera's limited mobility, especially playing as a mage. Sometimes I just ran into difficulty grabbing people inside blasts and bursts. I was able to work with it, but I hope in later DA games the Devs are able to expand the camera a little more.

4) I'm not a huge fan of the lack of Heath and Mana/Stamina auto increases on level up. While I understand it was supposed to prevent just pumping one stat, it meant that I was never able to fully explore being a blood mage until late in the game, and by then I didn't have enough talent points (of course I may have missed a few free talent points so who knows). I had a harder time leveling up my companions because of this too. Isabella was too weak by late in the game since her health bar was a puddle and it was hard enough keeping Varric alive. Merrill took forever to become useful too because of this since I had to figure out how to give her enough mana for her sustainable powers and staves, and have enough health for when she switched to blood magic. I was able to micro manage it, but it felt harder than it needed to be. Warriors were easy enough, lots of STR and CON and a little to put towards stamina to use their abilities every few levels.

5) I like the layout of the talent trees although the whole UI felt like it belonged in Mass Effect and not in a fantasy game of sword & sorcery. A page with party combat stats would have been really useful to help measure the effectiveness of certain party members. Perhaps put it in with the resistances page since there's a lot of wasted space there.

6) My biggest gripe has to do with minor story elements. It was great to see Zeveran, Nathaniel, Alistair, and so on but I would have loved some word as to where Morrigan, the god baby, and the Warden ended up beyond Leliana mentioning that the Warden has gone missing. I know there are issues with that considering its very possible that some of those three aren't alive, but I can't help to think that its the most glaring omissions from the game. Hopefully that can be resolved via DLC or expansion. (But not of Witch Hunt quality please)
Also what the heck happened to Merrill's Elluvian? After you finish her quest it disappears from her home and then never mentioned again.
There's also a huge issue that broke my suspension of disbelief. How did no one know Hawke was an apostate until he became champion? I mean I'm running through Kirkwall blowing crap up left and right and no one calls Hawke out? The worst was right at the beginning when you're trying to get into Kirkwall. Right there at the gates I killed a bunch of angry Ferelden's right in the Gallows in front of templars and guards and no one says a thing.
There's also no consequence to becoming a Blood Mage. No one mentions "Hey Hawke, you're using a lot of blood there" and you can still condemn others for using it. Becoming a blood mage should have had a bigger story impact (without it being "good" or "evil"). At least in DA:O you had to commit a selfish act to unlock the specialization tree. I also find it odd that Merrill and Hawke are the only two (known) blood mages who aren't bat**** crazy.

7) I only came across 4 bugs in the game. One was the debilitating speed debuff bug from Sebastian and Isabella. I'm glad I was able to use the save editor and use a mod to fix it, but please patch this already. Also 2 quests in Act 3 I couldn't finish. One was outright broken, the other one was about scrolls that made no sense as to where to go to find the scrolls. I got three and then abandoned the quest because it seemed pointless only to find out later that its needed for an achievement. It's great to hide things for the diligent players but at least keep it playable. Another was the quest to destroy the tomes. If you read the first one but destroy the rest it will never complete.
A little more polish would have been nice

Over all I loved the game, besides my complaints. While it didn't feel as "epic" in scope as DA:O until the end it was still a solid story. The best part about the game though is the story telling. I don't know how you guys can top a great story as you've consistently produced but I look forward to it.

#471
ladyredcap

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Just finished the game and I took my sweet time, 66 hours. I must say it was definately worth it. I played a female mage who supported the mages throughout and romanced Anders. My points are mainly to do with the story.

Likes:

  • Hawke's family. I felt a little lost in the beginning as to how I'm supposed to feel about these people my character should be close to but whom I as a player have no connection to. It was especially perplexing when Bethany died, an event which didn't move me much. However, I very much enjoyed the relationship with Carver and felt it a good reflection of a sibling relationship where there is rivalry. I found him annoying at times, frustrating but also loved having my Hawke wisecrack him like a good sister should (I should know, I have a younger bro). I found myself caring about his welfare in the Deep Roads while also being pissed off by his stubborn and continued resentment of Hawke, but found it especially sweet when he returned to fight by Hawke's side in the end. It will truly make me feel sad the second time round when Carver's the one to take the hit.
  • I also found myself caring for Mother Hawke (feels weird to call her Leandra). She was sweet and motherly and it brought me to tears when my Hawke had to say goodbye, especially because they way they parted was so unexpected and horrific. The fact that I felt so emotionally involved by that point shows what a good job has been done with these characters.
  • Loved the twists and turns in this game, some things I saw coming a mile
    off (like Anders and his little "mix the two together and boom" speech)
    and other things took me by suprise (Mother Hawke dying, though afterwards it made sense she had to be killed off).
  • The Qunari are awesome, this game really expanded on them and their culture. I really got a sense of how ominous and threatening their prescence was in Kirkwall. I feel I understand Sten from Origins a little better now, not much but a little.
  • Dialogue wheel. Was pleasantly suprised by how fun it was to have a voiced Hawke and a dialogue wheel, having been used to playing rpgs with a voiceless character for many years. It makes things much clearer having the different tones and I was rarely suprised or disappointed by what Hawke actually said after I selected an option.
  • Romance. I find it enhances a story and romancing Anders, considering the part he plays, makes it all the more interesting and bittersweet. I liked that you had to be persistant and the payoff was needless to say, hot. The only thing was I wished I could have given him a bit more hell for killing the Grand Cleric before I had my Hawke agree to stay with him. Thinking back i'm both frustrated that my Hawke was not the center of his world to being grateful that it wasn't perfect because it is more realistic.
  • Loved all the moral grey areas in this game, which is to say how it is less about good and evil but about personal beliefs and choices.
  • Finally, apart from the mention below, I really enjoyed playing a mage. I really felt involved in the fights, the sound effects were great, especially the powerful blasts of fireballs. It was really satisfying to take out a load of enemies at once with AoE spells or slow down enemies for others to demolish. It was fun having control of the battlefield and i'll probably miss it when I play a warrior next.
Dislikes:
  • Experienced a few bugs - couldn't get Merill's last 'Questioning Beliefs' even though I was at 100% friendship with her and for Sketch's quest I got the reward but the jounal didn't update that I had finished the quest.
  • This one's been said a lot already but re-using the dungeon locations. Personally I didn't find it that annoying but it could have been more varied for better immersion.
  • I don't if it's me beeing a n00b, but being a mage in a one-on-one with the Arishok was almost impossible on normal. I'm not much of a tactical gamer and don't like to wimp out on casual but boy was that fight tough! Even with Dog, it was the hardest battle of the game for me. It took several tries and a couple of frustrating hours to finish that guy off with all the running and evading and him replenishing his health and not having time to cast a spell. I must say I earned that Champion title.
I'm gonna go before I think of more to say. Excluding the small negs, another wonderful game from Bioware <3

#472
Kinael

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Ok bear with me, I will try to make it short.

Up:
- Good God the story was amazing. I wasn't at ease at first to play a human (I play elves), but Hawke's story was reaching in a personal way. The whole family thing was touching. Nearly cried when Leandra died T__T

- The fact that the story is about the character building his name, future, securing her/his family is absolutely fantastic. For once you are "you". Not forced to take on a title (like the Warden, although I loved DAO) but built it through your actions. Thumbs up guys, give us more like those, please.

- The companions just blew my mind. This is, to me, what is important in a game - the companions, the romances, the personal involvement, the interaction. My long time favorites were Deekin and Valen, nothing could beat that since NWN1.
Well you did now with all of the companions in DA2. I treasure all of them. Their quests were fun, they were complex, they had a lot of interaction between them, and mostly, all of their story/quests were complete. Thank you. There is nothing more frustration than companions that aren't devellopped (I can't stop myself from pointing at NWN2 here, a game that completely broke me to pieces on that matter - the characters were absolutely amazing, but not devellopped - a waste).

- The quests were all very interesting, some very touching. Loved Aveline's quest... you know of which one I am thinking ;)

- The fact the story is told by a companion, with all the cinematics is a big thumbs up - how interesting! This felt like a movie I was "controlling" a bit.

Down:
- Ok I get the idea that you guys wanted to really show that the other races were different than the humans, that's cool. I like the tiny "manga" look the elves have, but seriously, what were you thinking by making their bodies so small and frail compared to their heads? At least scale the head to fit on those shoulders!? I nearly jumped on my chair when I saw the first elf T__T
Again, I agree with the fact it is important to mark a good difference from the humans, but proportion is a must. Merril was much, much better looking in DAO, so was Zevran.

- It was splendid to see characters from DAO, this is always welcome - the more, the better. The down is that they all looked wrong, except for Leliana. Alistar was just... not Alistar. Neither Teagan. I know moddeling is a difficult job, but if something is worth doing, it is worth doing well. This is from an aesthetic point of view, I am still very happy some DAO characters popped up to say hello, and they were not bad at all - it's just when you compare to a previous game that it is chocking.

- All the hands in the game look... odd.

- This is a very personal opinion and I may be wrong, but I will still point it out: Why was Merril in an elf city underware after romancing Hawke? She is a dalish, don't they have something more... Dalish as underware? I assumed this was because she lived in the city, but it was still very odd. Not fitting with her style.

- The companion armor thing. I actually agree with it - it gives a lot more personality to the companions - how you dress shows a bit how you are after all. It's always more fun to chose yourself of course, but it does take off some personality. The down I am pointing out is that it is absolutely not normal for them to always have the same armor on. Yes there are upgrades if you romance a character, but the rest of the companions are still in their smelly outfits after years of fighting :lol: A little rotation would have been nice - example, using a different armor when they are taken outside the city. Or having an armor for the night, one for the day? Changing the design of the armors throught he acts as well?

- The maps. The whole design was breathtaking - every little detail was a great virtual candy, but I was getting claustrophobic by the end of Act II. The maps were all the same - not cool to block passages with carts and what not. Still, I rather have this and great companions, than a huge breathtaking world to wander around alone.

- Although the companions were awesomely complex, there isn't enough conversation. It was nice in DAO when you could talk to Leliana and ask her to tell stories over and over again, for example. Plus, this "we didn't talk much thise last years" is weird. I am sure Hawke was sealed at home reading and playing with the dog all this time, alone ^_^

Hope this was constructive enough. And all in all, a big thank you to all the team that worked on DA2. Hope you guys have an expansion with Hawke in mind.

#473
Midnight Voyager

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Oh, before I forget, I have to cite one enormous peeve with the game.

One of the load screens helpfully reminded me to use tactics like choke points to protect my squishies. This is an utter pile of lies. That tactic will get you murdered. Why? Because of the pop-in spawns. They made positioning tactics nearly impossible. 99.9% of the time, I ended up swapping to my squishies to have them kite away or I'd have to stop what I was doing to protect them. This is terrible. It discourages the very tactic it tells you to use. And most of the time, spawns HAPPEN in choke points! It's like telling someone the fastest way to die and saying it's a protective tactic.

(To be fair, I hated it before the load screen told me to use that tactic. The load screen just made my head explode. Especially since it happened right after I lost Anders to sudden pop-up spawn all around him. Come ON, people, half the enemiest teleport in. That's just lazy.)

Modifié par Midnight Voyager, 22 mars 2011 - 04:33 .


#474
Rabies

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Chris Priestly wrote...

Hi everyone

We want to hear from you about what you liked or disliked about Dragon Age II. As this is in teh Spoilers forum spoilers can be revealed in the reviews, spo read them at your own risk.

Please remember that simply saying "This game sucks" or "This game rocks" is not all that useful. You can love DAII, like DAII, dislike it or hate it, but please tell us what we did right or what we did wrong. Saying "I dsiliked X" is fine, but saying "I disliked X becasue etc etc" is even better.

We want to hear from you. So let us knwo what you thought of Dragon Age II.

Thanks. :)



:devil:


Okay,

The first thing that I liked a lot was individual characters' abilities to interact. The choice to allow them to pipe in was awesome. I really enjoy the added depth to character and personality this added, and I thought that the new characters were all very well done.

I would have liked to have seen some more choices come up that affected Rivalry/Friendship in the form of interactions between your companions. I always loved seeing Isabella and Aveline tearing into each other. They were incredibly entertaining.

I think storywise that this was really very good. I think it was a little short compared to DA:O, but it went into a lot more depth. The conflict between the mages and the templars was really compelling. I'm really looking forward to the next installment of Dragon Age.

Now...

The things I didn't like so much: I would have liked to have seen more varied maps and landscape. This irritated me a little bit, but I can overlook it.

I thought the talent builds had been dumbed down a little too much. I both like and hate it. I like that you're forced to chose between items, but at the same time I wish I could go more into depth with what I was going to do with a character like in DA:O.

I would have liked to have been able to choose which sibling survived Lothering. I have to say after playing with both Bethany and Carver that the two siblings did grow on me. The first time I played through I took my sister into the Deep Roads and didn't bring Anders. When she caught the taint and I was forced to give her a quick death I cried out in despair. So, good points on the sibling connection, would still have liked to have chosen which one I go through the story with.

I didn't see any female qunarri! I don't know if it's just me, but I would have liked to have seen one or two maybe? If they ever leave the Qunari homeland at all. I'm kind of hoping to see a female Qunari companion and possible love interest for Hawke.

This is all I'll get into for now.  If I keep going I'm going to list a bunch of smaller and less important items.

#475
Serpieri Nei

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Good:

Combat System

Bad:

Lack of Character Dialogue/Interaction

Recycled Maps

Lack of Race/Character Customization  

Uninspiring Story

Linear Gameplay

Inability to Upgrade Character Armor

Crafting was superior in origins

Very low Replay Value – game is very repetitive

Lazy Side Quests – turn in item to random generated npc

Trees/Abilities/Specializations – more variety – what happened to the Bard, Ranger, Arcane Warrior,
Shapeshifter, Battlemage, Keeper, Legionnaire Scout, and Spirit Warrior

Romances were Dull/Linear/no depth – no love triangles, surprises, or scorned lovers – provide an option for nudity in the game – instead of having to install mods.

Choices/Conflicts - Very few actually impacted the story as a whole – several of which were never
concluded and just left hanging.

DLC at release – blatant money grab

Mages – Cool downs were too long on several spells – spent more time blasting with my staff
then actually casting.   

Companion Roles - Relying on just Anders to be a healer and locking companions to one
fighting style. In DA: Origins, we decided which character was the healer, who
was the tank, the archer, and so on.

Lack of Inventory for Companions

Elves – just plain ugly

Darkspawn – maybe we should just call them zombies

The following line is sad but so very true "They should have just made this a DLC named "Kirkwall Chronicles"

Modifié par Serpieri Nei, 22 mars 2011 - 09:32 .