Allow me to preface the following with this statement: I. Love. Bioware games. I loved Neverwinter Nights. I loved Jade Empire. I loved Mass Effect 1 and 2. I loved Dragon Age: Origins, including Awakening. I'm sure I would have loved KOTOR if I managed to launch it.
So, I recently got DAII (plus the Legacy and Exiled Prince DLC) and played through it. Female warrior Hawke, completionist run, romanced Merril, obtained full friendship with every companion, tried siding once with the mages and once with the Templars. I'll try to collect my thoughts here:
-I liked the new mechanics. Not a HUGE improvement over DAO, in my opinion, but still an improvement.I realize this puts me in the minority, but I actually LIKED having a more streamlined inventory. I thought it was a big improvement for Mass Effect 2 compared to Mass Effect, and I think DA2 benefited from it. If anything, I wouldn't have minded going even further - I mean, do we really need helms, gauntlets, boots and chest armors to be separate items? I'd be happy if you just had each armor set as a single item.If I have any complaints about the mechanics, it's runes. The fact that they cannot be reused made me wary to use them at all - they mostly just sat in my inventory, because I was afraid of sticking them in an item I'd be replacing soon. A downgrade from DAO, in my opinion.
-I notice a lot of people complain about the repetitive environment. That IS an issue, but as far as I'm concerned it's a fairly minor one. I actually thought the day/night switch was a pretty clever idea.
-On graphics...I can't say I cared much for the different looks on elves and Darkspawn (or how creepy Sandal looked. Like he needed the help!), but the Qunari looked pretty good.
-The companions were fun, especially Varric. Not necessarily better than the DAO companions, but still fun. I do however regret that we cannot see more of Justice - I felt that he was an interesting concept that we never got to explore satisfyingly, and now we never will.
All well and good. HOWEVER, to me, what makes or breaks an RPG isn't mechanics, or graphics, or anything of the sort, but the WRITING. And unfortunately, I feel that DA2 fails on a fundamental level:In the previous Dragon Age game, my Gray Warden was the HERO of the story. Her actions MATTERED. She came into a dark, troubled, messed-up world, and decided to fix what she could. So she did. She made choices, and those choices impacted the world. She helped people. She made the world a better place.
Not so with Hawke. No matter what I did, my Hawke wasn't a hero - just an ineffectual protagonist. Hawke's actions meant absolutely nothing. Hawke came into messed-up situations, and...well, barely survived, often making things worse in the process. Hawke made choices, and those choices didn't matter anyway. Hawke's attempts to help people failed more often than not (hell, given how often the NPCs I tried to help ended poorly, I'm amazed so many of my companions were still alive by the end. It sometimes feels like "companion" means "someone who survives despite receiving Hawke's help").
It's not exactly like DAO was a HAPPY game. Hell no, it was freaking DARK, even if you could play the candle in that darkness. DA2 didn't feel dark - it felt NIHILISTIC. Like the entire message of the game was "the world sucks and there's nothing you can do about it". Save the Bone Pit mine, get all your fellow Fereldan refugees well-paying jobs there? Clear it from monsters several times in Act 2? Great job, now they get killed without warning by a dragon. They all died because Hawke helped. Escort the Qunari mage? He commits suicide. Rescue Anders's friend? You're too late. Nyssa wants you to protect her from Huon? You watch him kill her. Help/don't help Grace? She murders Thrask. And that, arguably, is the SMALL stuff. You fail to save your mother from a horrible death, Hawke utterly fails to deal with the Qunari issue, the mage/templar crisis will end up exactly the same no matter your choices, and Legacy...Legacy almost feels like the game is pointing at you and laughing; "What? You thought your choices MATTERED?! You thought you could make a positive difference?! Ha ha ha ha ha ha NO."
Our choices make almost no difference except to a small handful of people. Most of the people we want to help die horribly. The entire game careens toward an inevitable conclusion entirely unaffected by our decisions even though Hawke had all the time in the world to make things happen differently. Hell, that whole lyrium idol deal felt like a contrived way of somehow making everything be Hawke's fault somehow. In the end, THE VILLAINS WON (Petrice, while she died messilly, ultimately got what she wanted. Anders, by resorting to mass-murder and terrorism, got what he wanted. Corypheus, no matter all your hard work and choices, got away to threaten the world with Hawke none the wiser).
Our CHOICES, as players, don't matter. Hawke's ACTIONS, as a character, don't matter (the mage/Templar conflict ends up the same no matter what Hawke does. And no, beating the Arishok doesn't count - Meredith was, like, five minutes behind you. Hawke was just at the right time and place to get the credit). Given that, finally, I wonder...Why is this story A GAME? It didn't need the protagonist. It didn't need player input. It could have been a book. Hell, everything that happens in DA2 could (and maybe should?) have been things that happened BETWEEN games, to set the stage for the real adventure.
I'm sorry if I got very negative here, but this is stuff I care about. When I play an RPG, I want to help people. I want to help the game world. Every other Bioware game I've played let me do that. Here, I felt like I was playing a nihilistic tale about helplessness and meaninglessness - and neither of these things has a high replayability value.
Modifié par ourimaler, 11 août 2011 - 12:03 .