Some of the Strong Points in BioWares Games:
- Epic storylines; whether your saving the world from robots, ancient aliens, or darkspawn they don't hold back on the scope and impact of your story. As you work towards whatever goal you have there's interesting twists which keep things fresh and unpredictable, and challenging decisions to be made that actually make you pause and think - what should I do here?
- Memorable characters; as companions or in more minor roles I've never seen a video game ellicit so much emotion through its supporting cast. I think BioWare comes the closest to simulating real relationships in their games regardless how fantastical the circumstances - I actually cared about many of the characters as much as I cared about my PC, loved them, hated them, wanted to smash them... the emotional depth really took these games to another level.
- Love and Relationships; what's an epic adventure without romance? Here's another unique area that really sets BioWare ahead of the pack. They've been pretty consistant at keeping it tasteful, and creating depth by having the characters grow together through their struggles - it's not about sex and flirting (not that there isn't a little of that), it's about romance.
- Pause and play tactics; not as big as the above but something that's been consistantly well executed in the past BioWare titles I've played. It adds a level of depth to combat beyond click and kill when to be successful you need to pause, evaluate the battlefield and issue orders to your team.
- Inclusion of the female gamer; I can only speak about my own demographic here, but it's damn nice being able to play a strong believable female character in a videogame. It's also amazing that BioWare designs slightly different responses for male/females characters in there games - It's a step above those videogames that just change the "he's" to "she's" and leave everything else the same.
These are the areas I think BioWare has traditionally done an outstanding job in - and beyond that they're what separate BioWare games from those of other developers. My dissappointment in DA:II is not so much from the mechanical changes (UI/Graphics/Environment), but from weakness in these areas.
Why I Was Dissappointed by DA: II
- The Story: I appreciate what BioWare was trying to go for a more subtle rise to power than the classical hero's journey - and DA:II had some incredible moments (especially in Act III), but overall it felt disjointed and lagged in too many places. Many of the side quests felt like a grind because the action/characters involved in the quest and the results weren't very memorable. I ended up feeling like a pizza-delivery girl rather than an adventurer. A quest doesn't have to be epic to be great - I missed people like Dagna the dwarf who wanted to study magic, or the Patriarch, the Krogan who just wanted some of his pride back. It's often the unique personas behind the quests and the results you know they'll have that make them awsome to complete - I felt this was largely lacking DA:II.
- Hawke; he/she's no Shepard. When I initially heard that DA:II would be fully voiced I was excited but the actualization isn't quite what it was in Mass Effect. Shepard had a very distinct and strong personality so that while you could decide his reactions the tone of the character was similar - a competent, takes-no-bull****, commander. In DA:II Hawke seems to be an amalgam of the freedom to roleplay your character in vastly different and subtle was a la DA:O, and the distinct commander Shepard of Mass Effect. The result is a character who doesn't really know who he is because he's torn between overbearingly saintly, snarky, and brutish. None of these options lend much charm to Hawke. I think in this genre of game many people prefer a variety of subtler response options and no voice (which also lends itself to more variety of heroes - dwarves/elves ect.) than a voiced character who is pigeon-holed into some pretty cliche roles because he's trying to be everything for everybody.
- Companions; why can't we talk to them anymore? Don't get me wrong, I throughly enjoyed most of the characters designed for companions in DA:II but the new "quest" system for talking with them made them feel less like the traditional companions in BioWare games and more like really fleshed-out quest givers. It was a little frustrating having to sit through a loading screen and rearrange your party just to visit one companion. I missed having them all it one place, being confronted by them if you did something they didn't like, and being able to ask them questions about who they were. Companion design has always been one of BioWare's areas to shine and I feel like the new ways of interacting with your team didn't do Bioware justice. It also ruined the immersion when after running around questing with them they'd act like they were seeing you for the first time in ages when you visited them in their home (ex. Merril: "I didn't think you'd come!").
- Love and Relationships; they felt more forced and less real. A lot of it had to do with the ease of being able to press the little "heart" button - being guarenteed to say the right thing to lead to a relationship takes all the fun out of it! That the "heart" responses seemed to very between cheesy, sappy, and a little crude really put me off the whole romance thing - I think the inclusion of something like this in a game can be brilliant if done well (and BioWare is probably the most qualified developer when it comes to pulling it offl) but there's a delicate line of subtly that has to be tread to make sure the result strikes the right note of maturity - DA:II was a little off mark here.
- Pause and play tactics; tactics seemed to have been largely ignored in this game. The spawning of mobs in waves makes conserving cool downs less important and the strategic positioning of your party frustrating. I paused the game to issue orders/asses the situation more in MEII than I did in DA:II (mind you I only played on hard). It seems like a simple enough fix - eliminate waves (select fights they're fine, but not in the majority), and make more interesting/surprising encounters that require solid strategy... the arena in Orzammar did a great job at this.
- Unique reception of character; I feel Bioware has backslid from acknowledging to seperate genders with their games to treating both exactly the same and just changing the pronouns. If you consider in DA:O people would react different based on class/race/gender... it really helped establish that this was "your" character not just a generic one with a different paint job.
So my disappointment in Dragon Age II isn't because It's not Origins - It's because it's weak when it comes to the characteristic trademarks I've come to love in BioWare games.
Anyways, I know that was long
Modifié par Katzen, 16 mars 2011 - 06:59 .





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