Aller au contenu

Photo

Act II should have been the entire game. (Massive spoilers)


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
MisanthropePrime

MisanthropePrime
  • Members
  • 953 messages
So, I just beat the game, and I've got to agree with everyone that it felt... lackluster.



The high point of the game for me was act II. The whole plot with the
Qunari, their holy book, Sister Petrice and the eventual invasion of
Kirkwall was done great. You had a real feeling who the enemy was and a
sense of urgency to stop it.



Act I was rather aimless- the whole plot of the act being literally to
gather up some investment money, but I wrote that off as, well, being
the first act. It was slow to start, sure, but you needed to start,
after all.



Act III was just... bad. It's when the "mage vs. templar" thing you've
seen throughout the game comes to a head, but it's just... inorganic and
forced. I hate how you have to kill both Meredith and Orsino regardless
of who you support, and after they're both dead, Hawke simply skips
town. The mage revolution he starts (if you side with the mages) is just
left as-is. Hawke doesn't stay around to help clean up the mess, or
appoint Bethany, Anders, Merill or any other of his companions to watch
over things. He doesn't try making a government to replace the Viscount
or Templars, just disappears with his screwtoy. And don't get me
started on Meredith.



So at the end of act I you find a black lyrium idol that drives Varric's
brother, Bartrand, violently insane. It's touched upon briefly in
Varric's Act II and Act III questlines where you have to deal with
Bartrand's insanity and the aftermath of the massacre in his mansion...
but there's no buildup to it and, worse than that, NO LORE. We don't
know what's special about this idol, don't know why it was in the
ancient thaig, why it act so differently from all the other lyrium, why
Meredith wanted it (to turn into a SWORD of all things), why it gives
her special powers... just... ugh. The Qunari holy book was treated much
better than the idol, and that book was essentially over and done with
by act II.



The Orsino boss fight was... okay. He combines a bunch of dead mage and
templar corpses using blood magic and becomes a Harvester from Golems of
Armgrrak, and you have to fight him along with a complement of corpses
and demons. He's much simpler than the Harvester boss from DAO's
expansion and, like a few bosses in the game, felt less strategic and
more tank 'n' spank, though that could've been because I was on normal
difficulty.



Meredith, though, that fight pissed me off. Meredith's a cool, badass,
older lady, yes... but she's a cool, badass, older lady in heavy plate
armor. The sword gives her the ability to fly and backflip like Goku
from Dragon Ball Z. It's disorienting and also rather jarring. If
Meredith changed into some monster (to use a TVTropes term, gone "one
winged angel"), it might have been a little more believable. The
majority of the fight isn't even spent fighting her... she turns a bunch
of statues in the Gallows courtyard to life and has you fight them.
What's even weirder is she turns the two big statues (these bronze
templar statues with four arms and two faces) into enemies first and
then turns all these relatively weak slave statues into enemies. Really,
the big templar statues looked COOL and I'd rather one of THOSE be the
end boss, maybe having Meredith merge with one. Instead, the end boss of
the game was just wailing on an old lady with a glowing sword.



Finally, there was no epilogue. Not the text descriptions you
got in DAO and DAA nor a post-boss scene in the castle where you decide
the future of Kirkwall like you did with Ferelden. Would it have been so
terrible for them to include a scene where Hawke decides how the
now-lawless Kirkwall will be run, with all the mages running around? To
ask his companions what they'll do in the future?





As I've said, act II was great. I kind of wish act II was the entire
game, and dealt more with Thedas being invaded by the Qunari than this
mage vs. templars theme. We saw mages vs. templars in DAO, to a degree. It's a nice idea, but it wasn't taken to fruitiion, and I'd rather have dealt with a unique and alien culture.

#2
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages
I think they should have just done away with time jumping and whatnot and told the story all at once. Let each Act be broken up by a couple of weeks. That's pretty much how it really went, as far as I'm concerned... trying to make these events span 10 years was a mistake.

#3
elferin91

elferin91
  • Members
  • 329 messages

Icy Magebane wrote...

I think they should have just done away with time jumping and whatnot and told the story all at once. Let each Act be broken up by a couple of weeks. That's pretty much how it really went, as far as I'm concerned... trying to make these events span 10 years was a mistake.


especially because some of the convo between chars and companions were ridiculous

#4
AlexXIV

AlexXIV
  • Members
  • 10 670 messages

elferin91 wrote...

Icy Magebane wrote...

I think they should have just done away with time jumping and whatnot and told the story all at once. Let each Act be broken up by a couple of weeks. That's pretty much how it really went, as far as I'm concerned... trying to make these events span 10 years was a mistake.


especially because some of the convo between chars and companions were ridiculous

Yeah the companion interaction, especially the romances seem to be written out of time context. I mean the Warden did the same thing in a year an how on earth would you need 7 years for a romance to become somewhat serious? I don't know why they did the time jumps but at some point it just looks like they forgot about them.

#5
MisanthropePrime

MisanthropePrime
  • Members
  • 953 messages
It seems like, basically, the Champion barely interacted with his companions for the 7 years the game took place. He'd see them in the short amounts of time where we actually got to play the game, but mostly ignored them in the 3 year jumps Varric doesn't tell us about.

#6
SnakeHelah

SnakeHelah
  • Members
  • 1 325 messages
they could've made the whole Qunari conflict for the end basically, and the whole mage/templar thing something in the middle. In my opinion.

#7
NinjaRogue

NinjaRogue
  • Members
  • 390 messages
I like all the Acts really. But Act II was my favoirte, Act I had a lot of getting to know people sidequests. While Act III it was a senseless begining to war that could have been avoided, but that's how most wars start. >.> So yeah, I liked every Act for what it was. :D

Modifié par NinjaRogue, 16 mars 2011 - 05:14 .


#8
Small_Starbuck

Small_Starbuck
  • Members
  • 98 messages
Act III felt rushed and to be honest it was very bias towards the mages.
It put truth to Meredith's words - that the majority of the mages were blood mages and needed to be contained or destroyed. It made my character look daft considering he was the one constantly saying; "Not all mages are like that." I only met a handful of mages who did not use blood magic.
Made me happy I joined the Templars first time round. But when I joined the Mages on my second play-through it was pretty much the same. The mages used blood magic and the majority attacked me.

Modifié par Small_Starbuck, 16 mars 2011 - 05:20 .