2Hard2C wrote...
-Reusing the same four maps 500 times.
1. I agree the maps repeated
quite a bit, but it was more like the same 7 maps 100 times. Bad, but
not as bad.
-At least we can both agree to this.
-Setting the whole game in one city.
2. The
majority is set in Kirkwall, but to say the whole game is a lie, unless
you rushed through and didn't do anything.
-That's still no excuse, we were given many cities to travel to in Denerium. Each with their own design.
-Enemies have a ton of HP and come in waves so the game feels longer.
3. Some have really small HP, and it varies quite a bit. You also attack faster in this game.
-The extended HP is an excuse for button mashing or faster attacking. The waves of enemies that occur in every battle you fight give the illusion that the game feels longer as well. This you cannot deny, and the whole "appearing out of thin air" does not make the game more strategical.
-Frame narrative to avoid being too descriptive about what happens between large periods of time.
4. Over 10 years, there are large periods of time of boredom or unimportance, so it makes sense in the context of the story.
-The story didn't even go as far as ten years, only seven. Many things can occur in three years, just look at what has been accomplished within each year you play, the time jumps just seemed like a sad excuse to "span" the timeline of the game.
-Half as much dialogue, more passive interaction.
5. False. You can't open up a dialogue wheel everytime you talk to somebody, but there is as much dialouge in the game. Also, if you completely beat Origins dialouge runs out after quite a while.
-Your belief that this is false, is false. Dragon Age: Origins has approximately 56,000 spoken lines where as Dragon Age 2 has only 38,000 spoken lines. Correct me if I'm wrong, but I think that is less dialogue than it's predecessor.
-Millions of stupid side quests that have nothing to do with anything.
6. Somebody didn't pay attention at all during Origins. Even random side-quests carry more wait than most/all of the Origins quest. One of the better changes in DA2.
-Side quests will always be side quests, but at least in Origins, there was an actual reason behind most of it. You were usually given side quests by individuals that each had presented their own reasons. In Dragon Age 2, most side quests are given by random letters, appear in a new act, or given for "lost and found" items. Of course, both game suffers from an area specifically to retrieve an abundant amount of side quests. However, there was even a Chanter's board in DA2 but from playing throughout the entire game, it never showed any side quests.
-Dull environment bereft of life and matter.
7. Again, somebody wasn't paying attention during Origins. The Deep Roads looked the same, the woods looked the same, and everything was brown.
-At least there was variety, every hideout in DA2 looked the same, every dungeon looked the same, every cave looked the same. The Wending Woods at least shared a Dalish camp, a forest that wasn't linear, and a ruins within that. In the second installment, a cave in Wounded coast looks just a like a cave in the Bone Pit, which looks just like the caves in Sundermount.
-Inability to customize companions allowed you to skip designing different armor models.
8. You can upgrade them. Look around, they are there for those who look.
-Upgrading does NOT replace the ability to customize companions. The upgrades only gave "pre-made" boosts to their stats and do not change the appearance whatsoever. If we were given the ability to actually equip them with armor we found, their stats would be much better than a set one.
-Collecting hundreds of-- literally, junk items-- to create the illusion of immersion and depth.
9. At least the junk items are marked as such. In Origins, you picked up bad loot right and left, and carrying around Deathroot and Elfroot was a pain.
-Deathroot and Elfroot were useful for those who actually crafted, and even 99 of each would only take up two slots of your inventory. The loot system in DA2 has been significantly dumbed down because just about everything you pick up is junk. All equipment that does not fit within your class are thrown out the side.
-Poor character development, so you hardly care about your companions by the end of the game.
10. Talk to them. And explore.
-Talking them does nothing but give one-liners. We are only given the choice when we are "told" to talk to them for a companion quest. And "exploring" only gives them party banter where we can understand the characters better, but not where we can interact with them.
-Lack of any substantial choices that have lasting effects.
11. Out and out lie. Beat the game, there is at least one, not none.
-Nothing to say here, there are some choices that do have a great effect on the story.
-Contrived ending, that tells you nothing, and leaves a huge gap for sub-par DLC
12. Except for Awakening and Shale, all the other DLC for Origins was sub-par. Moot point.
-Once again, does not excuse for the false advertising of the story when we were told to "embark on an adventure that spans for a decade". Seven years. Not ten, seven. If three years were added for DLC, then we all should agree that is unjustified.
-Generic UI showing a lack of creativitiy and effort.
13. They simplified it. Deal.
-The simplifications were, in fact, the problem. And it does show a huge lack of creativity and effort because the menu looks nearly EXACTLY like the interface in Mass Effect 2.
You obviously rushed through the game(or have yet to beat it), and much of your criticizism is unnessesisary if you took your time with the game. It has it flaws, but it is NOT bad.
I put in 60 hours into the game, and I did not rush it, I took the time to do mostly every quest, some of which were impossible due to it being bugged. The flaws and lack of originality to copy and paste are BAD. The only good thing I can see in the game was the writing. The ending, which was AMAZING by the way, but dissapointing to be left open-ended. Oh, and the faster loading and saving times, those were great.
Modifié par Project Requiem, 14 mars 2011 - 03:43 .




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