SPOILERS.
I feel strongly enough about the game that I feel compelled to give full review. So, kudos on that. Although most of my feelings come from failed expectations. The prologue and the act I have so much promise, and the rest of the game fails to deliver on that promise. I feel cheated. It’s almost like when the developers were into act II, someone came to them and said, guys, now you have only three months to finish the game. So they set in stone the main quests, the outcome of which you cannot change even though you have an option to try (very cruel), and added a lot of insignificant, disjointed secondary and side-quests, without any noticeable story-line, to give the story an illusion of substance. And when they were into act III, someone came to them and said, now you have only one week to finish the game. Just end it if you cannot finish it.
When the prologue ended, there came the first major disappointment. I suddenly discover that a year passes. My character now knows more than I do. I felt completely disengaged. At the end of the prologue, I was prepared to slave my way out of the debt, and now it is suddenly over? What the hell happened? Speak about breaking the spell. Was that meant to fill in the parts that they didn’t have the time for in the development? Or was that meant to give the story an illusion of being bigger than it is? Because all that "many years passed" thing does nothing but throw me out of the story and make me feel disconnected from the characters.
In the act I, I recovered from the year gap and started to really enjoy the game. I was thrilled with the apparent possibility to build a relationship with my rival brother, to help my family rebuild their name, to get my mother a house worthy of her, to get my uncle out of debts, to see my mother start dating someone. I was excited by my uncle’s complex character – even though he is a weasel and stole from my mother, he had a good excuse to do so, and he still came and let us into the city, even though he could have just never shown up and left us all to die. I was secretly pleased that we were all nobility and talked like such, and not like squabbling commoners. So I was glad when I saw an option not to blame him and I was happy that I was apparently a self-proclaimed head of a dysfunctional but still a family. My character was upset about my sister’s death and was determined to do everything not to let any of my family suffer again.
But you know how it ends, don’t you.
Never mind the loss of my brother, the only character I felt any attachment to. Never mind the tragic loss of my mother. But why did the whole issue with Hawke making his family a priority simply go away? It just disappeared. The act I ends, and we didn’t even get to see the estate returned to us – it’s just here, without any additional quests. When it finally stated to feel like Hawke might have a purpose, it was simply gone. And the story wasted no time in taking away from him what he had left. I was so looking forward to getting my name cleared, getting a title, making my family a nobility again. Everything about this game is like that – you’ve got a strong, promising beginning that gets you hooked, but the story doesn’t act on it.
Honestly, even if they didn’t have the time to make a deep, engaging story, why not at least pick one purpose and let all the quests work towards that purpose? Why not give Hawke a goal of making his family upstanding nobles? Make his mother proud, his brother, safe? Or, if this goal is too mundane, why not make the entire game about building diplomatic relationship with reclusive Qunari leader, so that at the end you can resolve that conflict without violence? Or why not give him a goal of "changing the way this city is run" – maybe he wants to become a viscount? The game viscously teases you with such a possibility, but nothing comes out of it. Or maybe he wants to free the mages? Or eradicate them? Pick one purpose and make the entire game about it. Why so many different goals if he doesn't choose a single one, and whatever he tries to do, he fails? And at the act II, things just sort of happen to him. It is for the first time that I see a hero who is so passive and not pro-active. He doesn’t have the Quest. Main quests are about "go and see the next horrible thing happen to this city, and if you like, try and stop it and fail."
Also, I want to romance NPCs. I didn't like any of my companions enough to want to romance them. Well, except Anders, and we all know how well THAT plays out. Actually, his romance could have been engaging enough, if it only was longer and with more options - like an option to actually change his actions at the end. I'd pay the full price of the game for that, because it would affect so many things that the game would've been entirely different. Clearly Hawke must do something fundamental for the mages to prevent it. But as it is, the romances are too short, and the characters are not very interesting.
I want to romance Flemeth. By the Maker, her art is awesome! Look at her walk, look at her fly! Look at her strike your enemies down. She's ruthless and oddly kind in her own way, and she has such a nice sense of humor. She saved your life, you saved hers, it's all so romantic. Her age doesn't matter to me one bit, and I don't care if she's "evil". I want to help her, and to get involved with her business. I see nothing wrong with Hawke falling for her, it’s perfectly natural, after her swooping down to save Hawke's life. Ah, and look at her disappear without a trace after so much promise, so much build-up. I was absolutely certain we were going to meet very soon. Or at least in the final act. She clearly had some hidden agenda. A promise failed, one of the many. Well, I'm sure it was all about the Warden killing her for her daughter, and Hawke saving her with a kind of Horcruxe. But why reference the previous game when you don't even have enough time to build a story in this one? Just let it go and give all effort to the current story!
On the unrelated side, I want an achievement for delivering 10 strikes of mercy.

Honestly, I lost count how many times I had to use my misericord to put someone out of their misery.
Also, I want to romance Seneschal Bran. (I like him more than Alistaire, who was too common and not refined enough for my liking. For a king, he lacked the manners of a noble.) Honestly, he has such an attractive artwork, and he is…something. I like characters who are so openly power-hungry and cynical. It was refreshing to see someone who didn't care about innocent lives, just about how strong the office is and about his position. Really, I want to be a viscount, and I want Seneschal Bran on my side. Why can't we conspire to do something big together? Why can't I pretend to be on Chantry’s side, get a viscount position, and then turn on the Chantry and strike them down? WHY? Why tease us with something like that if we can never act on it? Bah.
"Shepherding Wolves" is possibly my favorite quest in the entire game. I even didn't cringe when it ended just like all the other main quests do – in the death of someone you've been trying so hard to protect. Just when that Saarebas appears, and the sister says, "This is my burden of charity", there is that shocked feeling. I kept staring at the creature. The music, the contrast with the sister's beautiful features. And when he broke out with his magic, attacking the aggressors because Hawke was threatened – there’s that WTF? expression on Hawke's face, hah! And when the Arvaarad
tries to talk Hawke down – actually tries to reason with him! I wondered why he didn't just attack him on sight (considering that it ends in violence no matter what you do), and I felt like Hawke was really involving deep with Qunari here, and they felt it, too, and the sister says at much when they speak afterwards. And the Arvaarad orders the Saarebas to show that his will is bound to the Qun – and he kneels down. Of course, I knew from the beginning that it was a possibility that he wouldn't want to be rescued, but he was a mage, I couldn't just let them take him. And then he uses his rod to disable the Saarebas – hah, Arvaarad knew the mage would be fighting on Hawke's side, didn't he, Qun or not. And I really could do without the mage killing himself at the end, I wish there was a way for Hawke to prevent it. I wish I knew more about that Qun of theirs, so that I could find some leeway, some loophole to let him live. All because I wanted for this to lead to something, and not just end there without a trace like all the side quests do. And it just felt like a waste to let my fellow mage die. I always wanted to save all of my fellow mages. To tell the truth, I wanted to keep the mage as my companion. I sense a possibility here, cruelly removed by the developers.
Really, everything about Qunari was great. The Arishok is reasonable and clever, and their belief system is worth more than the Chantry's, and their species are more interesting and progressive than the elves. I wished so much that there was a way for me to resolve this conflict without killing everyone. Even if you only duel the Arishok, someone mentions they end up killing themselves. I just hope they still get that book home. I wished there was a way to build enough of a relationship with the Arishok to prevent the slaughter. It leaves the most bitter feeling when all of the quests leading to this
end with your failure to prevent the disaster. I mean, you can still sort of earn his respect, but for some reason it leads to nowhere, except for unlocking an achievement, and where' the point in that? Give us a different outcome! Maybe they were short on time to deliver that, too? But the matter with Isabella was still inserted. What, he wouldn't be a Champion if he never fought anyone? Preventing the inevitable is not quite so heroic as participating in something you couldn't change? It’s just frustrating that nothing changes whatever you do.
Anyway, about the Qunari, I wouldn't mind the whole game to be about them, because the Arishok is interesting, and the mage I met was interesting too, I wish I could keep him. I wish I could be involved in all of that in more depth. Also, I remember some people saying that they wish they could talk to citizens more. I didn't. I always resented having to click on any insignificant person in the game to hear what line they might say – just having an option to do so compelled me to do it, for some reason. But with the Qunari, it is different. I actually wished I could speak to those Qunari in the compound, to hear what they have to say about the whole situation, and what do they think about me involved with their Arishok, and if they forgive me for failing to save their delegation, and stuff. And I wanted to tell the Arishok that I AM grateful for his warning with the blackpowder, only the words are meaningless, so I wanted to thank him in other way, like saving his people maybe, but now they're dead, and nothing but words remain, but the game wouldn't even let me apologize. Damn, it was such a bitter loss when I couldn't stop them from being killed. I almost got there in time! It made no sense for me to be so slow! And I wished something was mentioned about me being a mage, surely he knew about it. Considering how all Qunari treat mages, something should've come out of it.
This was the first time I actually wanted to speak to non-crucial NPCs. Most of the time, I’m not interested in what the bystanders have to say. Well, I wished for more dialogue and quest and outcome options with the Qunari. Actually, now I think of it, I want a romance option with the Arishok!

I love the improbable romances, and this one is as impossible as they get. Wouldn't that make the final duel all the more tragic? The developers of this story like tragic outcomes. They should LOVE this.
Act of Mercy – after all the trouble I went through to save the mages, they STILL got caught? AND, what is even more insulting, it still leads to nowhere? Nothing comes out if it! And, what is even worse, she dares to blame me? I hate it when
characters I save are ungrateful. I wish I’d slaughtered them, instead.
That's the reason why Merrill's final quest amused me, because I got to slaughter all those haughty Dalish who are always looking down at you and speaking to you in slurs and insulting you by training their arrows on you even as you're here to solve their problems. Qunari, on the other hand, are not so insecure in their power. You're allowed any time to chat with their Arishok, and you get to feel special each time you're allowed in, and they're not insulting you both by pointing weapons on you unless they actually intend to kill you. That attitude of Dalish "leave, human filth, you're unworthy to tread this sacred ground" is really getting old. I’d leave, gladly so. I wouldn't come near an arrow-shot to you if the main quests didn't demand so. I wish there were no elves in the game and there were only Qunari here, and that I could have the Saarebas instead of Merrill. I’d rather be hated for being a mage than despised for being human, and the Qunari don’t care about the race as long as you're part of the Qun.
Enemies Among Us – I can't remember what it was about. No, wait! Of course. When that templar is freed, and he says, "the cage is open", I hoped so much that he was possessed, that he was faking it, so that I could plant a possessed templar into the Chantry. I swear, I would have done my best to help this demon to become a knight and get comfortable in the human world. I miss so much communicating with demons. I wish I could have an involvement with a demon that would not lead to immediate confrontation. It would've been fun to have a demon friend in the Chantry, wouldn't it? I'd use my Champion or whatever status to help him get ahead in the world. Their desire is not to slaughter, after all – it is to experience the world in the human bodies. Perfectly natural desire that I can sympathize with. They only respond in violence when directly threatened...like any human would, were they not so helpless. They wouldn't just attack anyone and risk losing this body and being banished back into the Fade, where's the sense in this? Maybe I could even get a powerful ally against the Chantry – imagine having a demon on your side! Oh well, just like the others, this quests ends with almost no consequences, expect for a very small one encounter in the end.
Speaking of which, I wish I could have more communication with demons. And I wish I could visit the Fade more often. I love Fade, its blurry passages, and all those mind-tricks, games played on me and my companions, games I can play on others in the Fade. Delving into the people's inner thoughts and feelings, facing their desires, very engaging. There could be some great revelations there. Only had one very brief visit, not enough. My favorite part in DAO was the mage quest at the very beginning, where my mage is facing a demon, and he actually promises him to get him out of here once he's not threatened by the templars, earning for some reason the demon's exasperation. I really liked Mouse. Why can't we get involved with demons the way we do with other NPCs? They’re supposed to be crafty and everything. What would attacking me on sight achieve? We get a few brief deal offered, but nothing with lasting consequences. I'd love to see a demon courting me, like they're supposed to do to all the mages. Why Merrill gets something I don't? Speaking of which, I want a romance with a demon, and this better not be a desire demon. Now that it something I'd trade all the other romances for!
I disliked losing my brother after the Deep Roads. We had a complicated relationship which I enjoyed. It's good to be on a receiving end of jealousy, very satisfactory. It made me happy when Varric mentioned that he heard about me but not my brother. It was poisoned somewhat by the knowledge that I haven't the slightest idea what I’ve done to deserve such reputation because it happened in the blind year that I didn’t take part in. I was hoping to get my brother to respect me. Now suddenly he's gone, and it's not even tragic enough to justify it, because Wardens got him. Now my brother takes orders from someone other than me! I resent that.
When Bartrand locks you in, I hoped so much that he fell under the influence of that demonic thing of lyrium. I wished to see more come out of it. Maybe we'd hunt him down right away, find the blasted thing, see what it'd done. But alas, aside from two companion quests and a very tiny reference at the end, nothing comes out of it, and to think it was promising to become the main plot. What followed was just not enough. And what was that strange Thaig we discovered? Who built it, who created that idol and why? Why don't we ever learn it? Why are we nothing more than the scavengers? A promise not fulfilled, once again!
Also, see that statue Sandal made of an Ogre? I want a spell that would allow me to make statues like this. I'd fill the entire world with statues. It's aesthetically pleasing. By the way, I didn't like Sandal’s return. Each time he says "enchantment" it grates on my nerves somewhat badly. And his father, ugh. He gets into my house (I don't get a choice on the matter) to get a warm place, and he leaves the moment he senses trouble. Not exactly the kind of loyal servant I would allow into my living space. Nice to see that the Champion does not exactly inspire loyalty, eh?
Since I was following the romance with Anders, I wished I could see more of Justice. Surely it would make sense to talk to him often. I’d wish to know more of him and about what he thinks of the whole merging disaster – it’s not good to only hear Anders' thoughts on the matter. I know Anders claims that he and Justice and now one, but I saw for myself how Justice took over in the Fade. And I'd love to know if he really disapproves of me. Am I really nothing more than a distraction? Nice to know that I'm just a stumble in another’s grand quest. The sad truth is that it accurately describes Hawke's worth. He’s done nothing to bring about the outcome of the game, it’s just happened to him.
I disliked it that you have to read the codex to find out how your companions changed. Did I mention how disengaging I found the whole matter with passing years? Makes me wonder how different everything turned out if I had control during those years, too. I detest being dragged through the plot ungently like this and to be left out of the majority of the story.
Speaking of act II. I’ve read somewhere that to keep things interesting and unpredictable, you need to change the outcome of the character's struggles. If he always wins, it is boring. It he always loses, it becomes...amusing.
We have Blackpowder Courtesy, where I was shocked to discover that I’m too late to prevent the poison from being released on the streets. But of course, it is only a small omen of the things to come. Let’s see what we manage to accomplish next: fail to save peaceful Qunari delegation, fail to save your own mother, fail to save Viscount's son, fail to stop the war from breaking out. And to think I could've just told Aveline to turn around and leave it. Starting a war over two elven prisoners? Where's the sense in that? Would I surrender them? Never! Why am I even helping to bring them back – it makes me feel like a villain! They’re not even our jurisdiction now, just leave them! The whole excuse is just laughable. Why can't I use my influence with the Arishok to bow out of this peacefully? This is stupid.
NPCs I liked in the game: Viscount Dumar, his son, Orsino (I want a romance with with Orsino, he's very shifty and smart, and he has beautiful art, but you can do nothing to prevent his demise, of course), the Arishok, my mother, my brother. All dead by the end of the game. Very uplifting. No wonder I left the city, no one's alive left for me there. Speaking of the "friends in high places" achievements, I want an achievement "friends in hell" for killing the four most influential people in the game. You kill the first enchanter and the knight-commander personally, you actually help to kill the grand cleric, and you did nothing to prevent the viscount's death. Would've been fine if I were evil and did it on purpose, but all of that was very accidental, which just makes me sad.
The final act makes you feel like a bystander hit by a terrorist attack. The fact that the knight-commander's mind was corroded came as a surprise. Didn't she begin acting odd before even that expedition? The confrontation wasn't something that the entire game was building to. It wasn't climatic. Usually when you get the final fight, you know everything or discover everything along the way, you're fully involved with the whole matter, and you face your adversary with full knowledge of him – he, with utmost knowledge of you, and you two are the only ones who completely know and understand each other, and it is the understanding of you both that you cannot resolve it without a fight. Sudden revelations at the very end are not good.
And fighting for the mages? Correct me if I'm wrong, but – did any of the mages survive in the end? I think templars killed them all before even getting to you. Why didn't you place the mages behind you? Why couldn't they offer more resistance? What was the point of battle if everyone is dead? And why did you have to fight so many abominations while defending mages? It makes me feel like I picked the wrong side. And that thing Orsino turned to – why was it separated from the templars by invisible wall? Honestly. It’s so…ugh. Why couldn't it just turn on the templars? I found that thing very capable of taking out the knight-commander. Why, every once in a while, can’t blood magic work right?
Also, when Anders says that he'll fight the templars, you turn to your teammates, and I think it's Isabella who says, "how...invigorating", and that’s about sums it up. Being shocked and confused and thinking "What the hell did just happen and why are we doing this?" is NOT how I want to feel before the final battle of the game.
What did Hawke want, anyway? Rise to power? Drowning the city in blood is not exactly what I'd call rise to power. But to his defense, he didn't do anything to achieve it – it just happened to him.
I loved the conversations, though. Especially non-verbal responses. It's not something you can see in the games pre-DAO. I liked it when in one quest you defend the mages, and Anders turns to you and smiles, but he says nothing. Also, during "Shepherding Wolves" quest, there was that thug in the dungeons who says, maybe we should let them pass, and you say, what a smart fellow like you does among them, and he turns to glance at his fellows, speechless. It's an unusual kind of feedback. And I really enjoyed that Hawke has a voice. Although I hated when people called her/him "Hawke" all the time. And at the end, when the knight-commander recites, "blessed are those who stand before the corrupt and the wicked, and do – not – falter!" and you just KNOW you’re going to have trouble with her magical resistance. It was very inspiring for a moment. Pity she wasn't your adversary from the start. In fact, in act II I was starting to crave for an enemy so much that I was happy when a nobleman declared a revenge on me. Sadly, nothing came out of it. I was again excited to make an enemy in sister Petrice, but how anticlimactic, I didn't get to kill her, and she was gone way too fast. Although I like that moment when she falls on her knees and dies. It was spectacular. I like her art, dark eyes
on pale face. I also liked the art of the Seeker. But what an irony, I disliked the art of my companions.
Oh, and about Aveline's quest – when I was clearing the road for her patrol, there was a potential for amusement. What if I, for example, encountered some increasingly powerful foes like a ogre, a demon, a high dragon, and if the road is usually like that, I can imagine the guardsman's bafflement and even alarm and at last fear when they encounter nothing. Also, I wish that clearing the road indeed helped, and she could actually say something, and that I didn't have to spell it out for him myself. Because it just feels like a waste of my time. Actually, what I really wished for is an unexpected twist like me having to interfere so much on her behalf that he actually falls for me instead of her. It would've been a nice lesson to learn. Risk nothing, have nothing.
I didn't like Aveline. She falls in love not with men, but with her own ability to protect them. And that caretaking is somewhat self-serving. Yet she despises the independent man who are more powerful than her and don't need her protection so much that she lashes out at Hawke when she's too weak to resist to a demon in the Fade, and she insults him by that "people like you" remark when he really gets ahead in the world. I was really put off at that moment, and if you'd keep a "friendship-rivarly" score for me of her, my opinion of her would swing directly into 100% rivalry. She owes Hawke her position and her husband, how about showing more respect. It's useful to have a friend in the guard, though in the story isn't not used much. But when you think of it, one of Hawke's friends caused the Qunari to come to the city, and another one of his friends – that's Aveline – caused the war. I cringed at both of those incidents. Go ahead, not only make my struggles futile, but also make me the reason for all the bad stuff happening. I wish the character of Isabella never existed.
By the way, I wish there was some excuse to prevent the templars seizing you the moment you can magic in their sight. Maybe buy a right to cast magic like it was in Baldur's Gates II? Why would anyone not know that you're a mage while you're carrying a staff and dressed in robes? So many people are being made tranquil, but you and your mages, apostates, just walk around without so much as being questioned by the Chantry.
I like how conversations with companions were handled, better than in DAO. But I still wish they were longer, more frequent, more involving, and it would've been more difficult to further the relationships. They were too simplified to be satisfying. The relationships with your companions are one of the best rewards in a game, but it held no attraction here. And I want the conversation skills. It makes talking more rewarding when you get something out of a reluctant NPC using just your words.
Things I hated aside from the story: codex entries (anyone who reads them, rise your hand), junk, too many accessories that all look the same, and repeating dungeons. And why wasn't fighting powerful bosses like high dragon and pride demon a part of the main quests? Perhaps an alternative, hard way to solve them and get different, better outcome? There I go again about different outcomes.
In graphics, sound, conversations system, and cutscenes flow this is a game utterly superior to DAO and a joy to watch. Story-wise, all those disjointed quests and unsatisfactory conclusion, it is a complete failure.
Modifié par laecraft, 31 mars 2011 - 08:34 .