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Constructive Criticism


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#976
Dexter111

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Xaenn wrote...

You thought DA:O abilities were a catastrophe? Hmm. Personally they were setup better (for my tastes) DA:2s abilities were actually well setup, just thought DA:Os were a lot better (set up and just more of them). Rather have 30 abilities to choose from personally then 12 sustained and 12 passive with 6 abilities I can use.

But damn, nice post, very nice. If only every post including my own went into the detail you did here!


Yeah it was one of the negatives I found in DA:O, I "reviewed" that game too back in 2009 (also Mass Effect 1+2 in a more simplistic way but that doesn't matter :P), it was actually even a little longer than this:
http://www.escapistm...In-Depth-Review

Just looked up the skill and ability section and apparently that's what I had to say:

The Spell and Skill-system... ...also felt a bit similar at times, it doesn't seem as thought through or useful as it was in Dungeons & Dragons, you can basically irreversibly screw up a mage or a warrior by taking weak spells instead of nuke (damage) spells and some CC (crowd control) spells and maybe healing or trying to go into too many skill-trees at once with a warrior instead of specializing in one, say Sword+Shield.There is basically no telling what exactly a spell does or how strong it will be, there's no numbers or a "trying" before "buying". A system where you get most of the spells in a spell-book and can test them or upgrade them over time might have been better. Skills and Spells usually also have a pretty vague description seeing as you have to pick them and stick with it.
For example the description for the spell "Flame Blast" only says "The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible." Leaving you to decide if that sounds useful or not.To further complicate things, spells are paired in the number of four along Spell-"Schools" and usually increase in strength the nearer you get to the fourth, so you might have to take a few spells (the first 3 in a line) that you do not really want, they might even seem and basically be useless just to get to the honey at the end of it.


Modifié par Dexter111, 21 mars 2011 - 02:21 .


#977
TEWR

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I'll admit, that was a very well thought out, civil, constructive case of the what was faulty and what wasn't. I agreed with a lot of it. Not all, but a lot. Well done Dexter111.

#978
Bellatar

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I loved the dragon age games... until now...

The great thing about dragon age in the past is that...

YOUR CHOICES SEEMED TO MEAN SOMETHING. You affected how the game came out...

Now, no matter how many times you replay and make different choices...

NOTHING CHANGES... YOU CAN'T SAVE ANYONE!!!!!!!!

Bioware you LIE...

Bella

#979
Heldenbrand

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We've seen some very thoughtful responses from the community. Would it be possible if we could get a reply back from Bioware as an after-action report? Perhaps something that they thought they could have done better or changed in retrospect? It is very clear that for good or bad, this game has generated a very passionate community response.

#980
fraquar

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Heldenbrand wrote...

We've seen some very thoughtful responses from the community. Would it be possible if we could get a reply back from Bioware as an after-action report? Perhaps something that they thought they could have done better or changed in retrospect? It is very clear that for good or bad, this game has generated a very passionate community response.


NGTH.

#981
Furtled

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On the opening of the game, when Varric starts telling the 'real' story, it might have helped to have Carver (and Hawke when appropriate) fleeing from Ostegar and legging it to Lothering to grab the family before plonking them in a blighted landscape. Would have introduced the characters, added some drama (ME2 did a great job with that), given us a chance to warm to the characters more and connected players of the first game straight away. If it was available as a DLC I'd go for it.

Also: nothing noticably changed in the city environment over the decade of the PC's life, for example, three years on from moving in Fenris still has dead bodies decorating the place, the city doesn't show any signs of a building population, the refugees don't appear to be stacking up etc. Without those little touches the sense of time passing really isn't there as much, especially when the game is confined to such a specific location.

It also feels like, Aveline aside (and I absolutely loved her quest - it had me laughing all the way through), the game only really plays lip service to the idea of the companions having their own lives to live, there's the odd bit of party banter and objects in Hawkes home to examine, but could they not gather in the pub sometimes for a drunken catch-up or go to someone's home for cards, that way you could introduce the rumours that turn into quests or all the little sidequests (instead of them suddenly appearing in the quest log and sometimes getting missed because of that).

Modifié par Furtled, 21 mars 2011 - 03:44 .


#982
Guest_mrfoo1_*

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I think Biowares biggest mistake with DA2 was locking the story in such a finite way of being able to interact with it. One of the things that I loved about DA:O was the interaction with the story and in DA2, granted it being a retrospect conversation of the events we play through, actually having meaning behind certain side quests decisions mean something later on in the game would have been nice.

I don't think I cared about what decisions I was making after the first act because I didn't get the impression that any of the characters where really invested in anything and were just there because they owed me one.

Also, I loved the game thoroughly and will probably be sinking at least 150 hours or so into it. So keep up the improved combat, story, and other stuff. Fix your broken quests and moar plezes.

#983
EddySpeddy

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I loved that it was voice acted, I love that it had the funny, evil, and good dialogue. However it didn't make a difference. The choices you made almost every time turned out the same way no matter what you did. I mean what the hell is up with the Grace thing Bioware, I save her from templars, eventually they find her and she takes her hate out on me? Now if I gave her to the Templars I could understand her being a **** about it... 

The game's far too linear. The ending being the same is acceptable, but the way I got to the ending should involve many choices, like you do with most of your RPGs. All those small choices I made in DA:O on side quests matter to me, I saved this person and they're happy, I killed them, I'm bloody evil and so on. In this I felt no matter what I did it turned out the same.
 

#984
xplo99

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 I been a fan of Bioware since 1995. Baldur's Gate and BGII were what turned me from just a dude who played Shattered Steel to someone who love the culture of the games produced by Bioware. I remember playing through games like Icewind dale and Icewind 2 simply because they were progeny of Boiware games and even though they lacked story they did do well in all other departments (sometimes the lack of story made IW series made it all the more mysterious). Then I play Mass Effect a game that was just too damn good. Sometimes I wished it was slighlty more RPGish but I have to let the 80's go sometime in my life. Then Dragon Age Origins comes and while not as good as BG it was still of Bioware quality - making me happy that I buy Bioware games without blinking. Now I play DA2 and I have to say I feel sort of betrayed. While everyone is being nice and trying to not be so critical I will be frank -- the game kinda sucks. I am a very forgiving person but this is a bit deceptive to sell something on name alone. The name Bioware and the name Dragon Age (not to mention the stream of cash out of EA) are the only things that keep reviews for this game positve. I won't go into specifics but gee Bioware why did you have to do it. Sometimes money isn't everything. Sometimes there is more to life. Money can't keep that passion in your heart burning. It sad to see Bioware go this route. I guess what I am saying is that if the game had simply been bad that is one thing. But we all know why this game is bad -- and its not lack of talent. 

Modifié par xplo99, 21 mars 2011 - 03:26 .


#985
Cybermortis

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@Dexter111 - Mate, that was quite possibly one of the best reviews I've seen of any game.

Re-DLC for Lothering (pre-opening) - If this is made, which might not be possible if the voice actors didn't record anything for such a thing, it should be a free DLC. Such an addition would make the emotional impact of the first part...well exist. I don't mind buying DLC that adds to a game, I do object to having to pay for something that makes the game work.

Another idea might be to add three 'main/side' quests to act one. One from Varic, then one from the Templars and one from the Magi that would allow you to get the money you need without having to do all of the current quests for hours. The latter two would also allow you to see how the Templars and Magi relate to the city, which would pay off later in the game. Again, such an addition should be free not something we should be forced to buy to get something that resembles a finished game.

Either or both of these should I think be made - the second is probably more practical than the first. As I've noted before I'm of the opinion that Bioware/EA needs to do something drastic to win back disgruntled players - which at the moment seems to be something like 2/3rds of everyone who's bought or played it. This is why I think such a DLC should be free and not something we'd be forced to pay for. If we have to pay for such a thing the only logical conclusion anyone could come to is that they are interested in money not the customers - kiss what remains of Biowares reputation goodbye.

To give an idea as to my impression as to the quality of this game I'll note the following.

DA2 was bought on the day of release (UK). I finished a full play-though in three days, the disk was removed from the drive the next day when I realised I had no real desire to play through again. (Yes, I know NOW that you don't need the disk in the drive to play the game)

DAO's disk stayed in the drive for over a month, in which time I hadn't finished the game simply because I kept going back and restarting to check out all the classes, races and options there were in the early stages. A month later I went back, started and finished the game from scratch and started again...and again. Heck, I started another game last month before I remembered DA2 was about to be released.

ME2 has been finished three times - only because I got ME after I'd got ME2 and wanted to play the same character in both games. ME2 is now back in the drive, and I'm going through yet another play through - and it is still as much fun as the first time around. DA2? I've played once through, and seriously while I'll probably drip in once in a while I doubt I'll manage to work up the energy to get as far as act 3 again, let alone finish the game.

Modifié par Cybermortis, 21 mars 2011 - 04:09 .


#986
Funkification

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Dear Bioware,

As a Dragon Age fanboy I loved every minute of Dragon Age 2. Origins still is the shining star of the two though in my opinion. As this is the constructive criticism forum I figured my two cents couldn't hurt.


1. Companion interaction was very lacking in DA2.

Why?: DAO you can go to camp slip into something more comfortable and chillout with your favorite companions and talk to them at anytime. You could even have the audacity to speak with them outside of camp if you wished giving you that "real person" feeling essential to the RP experience. I loved the companions and their personalites in both games but with limited interaction to DA2s bunch I didn't get to connect to them as much as DAO. Also the gift giving was amazing in DAO and I have no idea why it was changed. I loved going out finding a gift that I thought my companion would like because I'm a good listener and listened to our chit chats ( also ties into interaction ) and bringing it to them and watching the approval meter go up like a firework. It was also mentioned that dates or activities could be shown with you companions to add to that RP.


2. Frame narrative a good/badd thing.

Why?: Good because it presents a change and gives the game a different feeling from origins. Bad because of those darn time skips in which it feels so much like a story that it becomes a bad thing. Who wants to play a game where you randomly skip time and three years later you are standing there with nothing changed other than new quests and a house. Unnecessary time skips.


3. Is it me or does everyone from DAO look like they got hit by an ogres backhand ?

Explained: Look at every cameo from DAO and you will see a catastrophic failure that BIOWARE should be ashamed of. I understand a certain former crow because of the new elf look but everyone else has been beaten bloody by an ogre and brought back by a medieval version of Shepard's body reconstruction technology.

Also::

Please contact your doctor if you experience side effects such as:
  • Re-used environments
  • Enemies jumping from 12 story buildings
  • Junk that is utterly useless
  • Unpredictable Dialogue from your own character

PS. I MISS THE WARDEN
PSS. BRING THE WARDEN BACK FOR DA3


#987
Auru

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I've played through the game once and i'm about halfway through my second playthrough right now

I think the opening to the game was a little disjointed, I'd have prefered to see us doing the tutorial part of the game fleeing Lothering, some light combat and some character interactions + dialogue wheel explainations while rounding up (and getting to know) your family members before you flee.

The opening, regardless of which origin you picked in the original really set the scene and the tempo for whats to come. This whole game was about telling a story.. but to me it felt like the story began quite abruptly.. which is strange.. stories aren't like that.

Kirkwall was a strange place to be, a city apparently so full of life yet it seemed so quiet and still unless there was a fight going on. I'd personally have loved to have seen the city folk react a little more to whats happening.. make them comment on recent quests they might have heard of, get a town crier into high town maybe.. put some cut purses in lowtown, maybe they try to mug you.. perhaps they try to mug another random person.. I could go on and on, I think people wanted to see a little more life in the game beyond what Hawke and his companions were up to

the story is about you rising to power through a span of years, Kirkwall should have changed a little more.. the market in hightown looks identical after 7 years+ .. the people haven't even changed there clothes :) this market as one example could have grown into something more grand or perhaps floundered depending on what Hawke had been up to through his/her years... but instead it's just exactly the same.. the whole city could have been like this

If you want to skip 3 years at a time into the future to tell your story, you need to make it a bit more believable in the world you've given us, we had a whole city here to see grow and prosper or fall into ruin and neither really happens.. it just stays the same

I see alot of people had issues with the 'extra waves' of enemies during combat, I barely noticed it being a problem in my first playthrough.. just took them on as they came.. but perhaps it would have been nice if a party member yelled something like "Look theres more coming!" prior to spawning said extra waves.. regardless of whether there jumping from rooftops.. coming up through the floor or just appearing out of thin air ;)

i'll stop rambling now, don't get me wrong I very much enjoyed Dragon Age 2.. but I know there could be so much more to it to draw people into the game and the story

im sure you guys at bioware will hit the nail on the head eventually, I actually think the story and the whole way it's told in this game is definately a step up in the world of crpgs .. just stick to your guns, refine refine refine .. and make the world a bit more lively :)

Modifié par Auru, 21 mars 2011 - 04:54 .


#988
Aireoth

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Its nice to see people hoping that the third game will fix things. Honestly I wonder if Bioware got munched up by the monster that is EA. I remember when they where the amazing little developer just north from me (in Edmonton).

They can fix it, but I won't hold my breath.

#989
berelinde

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At this point, I've played through the whole game 1.5 times, playing through every quest. I've been meaning to write this for a while, but it's easier to think about doing something than it is to actually do it.


Gameplay

It is obvious here that DA2 was an attempt to woo a new audience. Things are a lot simpler, perhaps too much. I can play the game on hard. I should not be able to play the game on hard, seeing as how I massively suck at anything resembling strategy. So, if it's this easy for me, imagine how easy it is for someone who enjoys tactical challenges.

The user interface, too, is over-simplified, at least visually. It's the details. It looks more like a powerpoint presentation than a video game, with a high-contrast, legible, but incredibly boring font and icons like health, defense, etc. that don't always have tool-tip explanations. I could not find a way to turn off the tutorial, so I was constantly being hit with a barrage of high-contrast "hints" like "One of your characters has gained a level. Hit ESCAPE to level this character." Very, very distracting, and after the first playthrough, or even the first Act, completely unnecessary. Perhaps include a little checkbox in the tutorial box saying "don't show this in the future"?

I understand the desire to make combat more interesting visually, but it might be sped up a bit too much. Part of the charm of DA:O, at least for me, was that the player got a sense of how wearying combat was. It had parry animations and everything. Now, Carver flies through the air every time he attacks a new target. And the mage animations? After a while, you run out of spells. Since they all have incredibly massive cooldowns, far too long, you wind up switching to physical attacks. DA2 mage attack sequences are a bit more interesting than DA:O animations in the sense that the mage gets 4 moves instead of just the arcane bolts shooting out the end of the staff, but it's the same 4 moves over and over in exactly the same order. The enemy is standing a hundred yards away. Is there some reason my mage is attacking with his staff behind his back? And why does he tap the staff on the floor. Is it like a faulty flashlight that needs a thump to get it working again?

About the cooldowns... they are a bit too long, if you're going for the fast-paced combat effect. A 25% reduction would be about right.

Isabela's friendship glitch notwithstanding, DA2 does seem to have less game-breaking bugs than DA:O did when it was first released, so that's something.

Maps

I'll be honest. I hate the maps. I like that there's a day map and a night map, but there is no sense of world associated with it. Locations are just buttons to push, no background geography to give it meaning. Is Lowtown southwest of Hightown? Or is it just that the map icons are arranged so they fit on the screen. I liked having the ability to go to a landmark directly after visiting there the first time on foot, but it would have been much, much more awesome to click on a real map pin with some spatial relationship to the rest of the district rather than just a little hexagon with an icon on it. And the names? Very unoriginal, and there's no excuse for it. "The Gallows" is cool, and it wouldn't be a BioWare game without "The Docks," but Hightown, Lowtown, and Darktown are a bit insipid. Or more than a bit. What's wrong with more creative names? Instead of "Hightown Estates," maybe "Dove Gardens" or something like that. And that's another thing. It's great having the districts broken down into smaller neighborhoods, but it would have been better to break it down further. Want to go to the Alienage? Why walk through all of Lowtown to get there. I kept going to the Docks because I got the Qunari compound mixed up with the Alienage. Yes, I know that's lame.

Character Creation

Ugh, on a PC, this is the worst! No more arrows on the ends of the sliders, so it's clunky, clumsy, and screams "console port." It has been said that this wasn't the case, but details like this make me question that statement. And some of my favorite sliders are gone. You can no longer alter the shape of the PC's mouth, nor can you adjust the facial fullness. I don't mind the plump faces, but there are times when I don't want that look.

The character portrait was also a bit of a disappointment. No ability to change the facial expression at all. Of course, the portraits are a bit too small for something so subtle to register. I was forever getting Varric and Anders confused.

The reason that is always given for the lack of longer hairstyles is that clipping is an issue. Since there's clipping on most of the hairstyles anyway, why not give players the ability to have really long hair?

Quests

No complaints about the main plot quests, nor even the secondary plot quests. There are a lot of them, and I like how some only unlock if you made certain decisions earlier. It's the side quests that could use some improvement. I thought it was bad in Awakenings when you just clicked on an NPC and you got a side quest without a single word being spoken, but now, all you have to do is pick up an item and you know who to give it to and where they'll be. FedEx at its worst. Maybe drop the "find and deliver" quests, or at least have the player take interesting items to sages to find out how to dispose of the items. And maybe some dialogue on returning the item, like negotiating a reward. Some kind of acknowledgment beyond "I believe you dropped this" (said of a priestess' skeleton!), followed by "Thanks. I wondered where I left it." Raised an eyebrow, I'll tell you that.

Redesigned races

For all of the complaints about redesigned elves, I loved them. They really did seem unique, not just like short skinny humans. Plus, I liked how alien they seemed.

Not so with the darkspawn. The grittier, scarier DA:O darkspawn were much, much better. I know it's hard to redesign a race part-way through a series, but this should not have been done. The hurlocks were an iconic image, and truly terrifying. Now, they aren't scary at all, unless somebody happens to find clowns scary. Not the most constructive bit of criticism in this very long post... or maybe it is. Reinvention of a major element of the previous game often backfires. DA2 would have been better off eliminating darkspawn entirely than making them so unthreatening-looking.

Areas

Recycled areas has been said. I won't repeat it. It would have been better if the minimaps matched the actual area. That said, I did like the translucent minimap at the top of the screen.

I understand the desire to avoid using the color brown, but DA:O's infatuation with the color brown seems to have been replaced by DA2's obsession with the color red. Everything is red! I understand the desire to have a uniform palette, but there are other bright colors besides red. Banners can be red, true, but they can also be purple, blue, or many other colors.

This is more level design, but the wide open featureless expanses that are DA2 floors and walls are rather uninteresting to look at. I know, console players have trouble navigating around piles of books or whatnot littering the floor, but the levels look unfinished. Maybe there could have been a compromise: books/rocks/jumbled crates/etc in the corners? Tapestries on the walls?

Inventory

"Signature looks" for the companions did not quite work for me. I did not mind that NPCs always wore the same thing, but I would have liked having more variety. Two outfits per NPC is a bit limiting, and Merrill and Varric only got one apiece. Plus, compared to everyone else, my PC looked way too generic. I was playing a mage, but she looked just like every other mage in the game. Same robes, etc. Maybe Hawke needs more variety in the wardrobe?

I dislike the new inventory icons. They are too streamlined, too generic, especially the potions. I much prefered DA:O's icon variety, and the fact that flasks looked like flasks, not stylized solid-color shapes, like the symbols on road-signs.

Oh, how I miss item descriptions! I know, it takes time and effort thinking up names for all of that stuff, but there's no originality at all here. Belt. Amulet. Gloves. Dull. And the stories in DA:O about each item were awesome. Wish there was some kind of description about the loot in DA2.

One thing I did like, though, and very much. The ability to sell all junk with one click.

This may or may not be an appropriate place to put this, but I wish there was a way to let merchants retain the items you sell them in their stores. Sell something accidentally and close the store before you realize it? It's gone forever. That sucks.

Dialogue

One of the biggest criticisms Awakenings had was the loss of the ability to talk to the companions. This was made even worse in DA2. I like the companion home bases, but it would have been great to be able to talk to the companion during unexpected visits. The writers defend this by saying that the content has been spread throughout the game, but you can't bring every companion on every quest. It would be nice to access more of this by talking to the companion in player-initiated dialogue.

NPC/NPC banter is no substitute for dialogue with the PC. Yes, the player gains a sense of the NPC's personality, but there is a disconnect between the player and the NPC. People do talk to each other at times other than when they want something, but the only time DA2 NPCs talk is when they are passing out a quest. Disappointing. When the PC can talk to the NPC at will, there is more of a sense of comeraderie. Friendship goes both ways.

Also, why is Varric the only one with area-specific dialogue? His default lines change, depending on where he is at the time. If the PC must listen to a generic "you clicked on me" line, at least it could have something to do with the current area/quest.

I don't hate the dialogue wheel. With a voiced protagonist, I do understand the desire to avoid repetition. I just wish the paraphrases had more to do with the actual dialogue that followed. Too much of the time, I was baffled at the crazy stuff my PC was saying.

#990
TurianRenegade

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Spatchmo wrote...

I love the game, and am playing a second and third playthrough simultaneously, but I am 100% with you on the re-used maps and enemies spawning out of thin air. The map re-use is borderline offensive.


I agree with this too. You might as well say that Kirkwall is a utilitarian city because everything looks the same. I guess the developers lost all sense of creativity after a while.

#991
TurianRenegade

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After reading some of these, I'm a little worried about Mass Effect 3 as I don't want it to be as linear or as lacking in certain areas as Dragon Age 2.

#992
John Epler

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Hey folks!

Just wanted to say that you've given some excellent feedback so far - the vast majority of you have given clear answers as to what you liked/disliked, as well as the reasoning behind those thoughts.

Everything's still being read! It's a long thread, so it's going to be a lengthy process, but thanks again for the great feedback. And keep it up!

#993
Freeway911

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JohnEpler wrote...

Hey folks!

Just wanted to say that you've given some excellent feedback so far - the vast majority of you have given clear answers as to what you liked/disliked, as well as the reasoning behind those thoughts.

Everything's still being read! It's a long thread, so it's going to be a lengthy process, but thanks again for the great feedback. And keep it up!


Ok you have given me a little more faith in BW/EA. That was so much better than the last post I read from someone from BW regarding the complaints about the game.

#994
TEWR

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JohnEpler wrote...

Hey folks!

Just wanted to say that you've given some excellent feedback so far - the vast majority of you have given clear answers as to what you liked/disliked, as well as the reasoning behind those thoughts.

Everything's still being read! It's a long thread, so it's going to be a lengthy process, but thanks again for the great feedback. And keep it up!


this is good to know and makes me really happy our feedback is valued so highly by you guys

#995
Gooblikon

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Not going to lie, I would like to have my money/time back that I wasted on this game. It was a disappointment at every point ( other than the old DA:O chars coming back for a quick chat ) it was utter nonsense. I couldn't even get into nightmare because I didn't care enough for the game to get into working out scenarios. The scenarios mobs popping out of nowhere with no end in sight and 1 shot rogues amg if you don't have AoE then you're **** out of luck for progression unless you put it on easy then just slam your face on the keyboard. Bioware I love you, you've been making the best games since you've started ME2 was a little off compared to the original with the farming of materials, but you let us expand more. DA:2 was just a massive fail and no gear changes for your allies, uhm that's what makes a RPG real other than talents and sweet stories which you guys are the best at. The story is another lack, all political and no virtue or sense of right and wrong just whether or not you can get a profit in some way. Romance wasn't as in-depth as the original you get to bang she/he moves in GG no special skills/gear or voice changes even. I barely made it through my first run then started again with the other class combos then nearly blew my brains out. I won't looking forward to Dragon Age 3 unless it's exactly like DA:O with different characters and the other things that belong to a sequel.

#996
Glorfindel709

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Well, I'm going to give this a shot.

Disclaimer: I am not intending to use this post to bash Bioware, EA, the Dragon Age Franchise, or anyone elses opinions. All criticisms, things I enjoyed, nitpicks, and technical issues are soley based on my perception and
opinion.

Areas that are marked " *spoiler* " have been grayed out and can be viewed simply by selecting the area with your cursor/dragging to show the area. that ends with the " *end spoiler* "
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Let me start this by saying that I am a console player on the Xbox 360 who  has been playing Bioware games for a little over a decade, my favorite  being Dragon Age: Origins.


The Good.

The Art was improved on the asthetic sense in regards to the environs and *some* of  the character models, and comparing the visuals of Hightown and Lowtown  and Darktown was both a perfect way of showing just how different and  varried the denizens of Kirkwall were and the type of life that thrived there.

The music, much like Dragon Age Origins, was also very  good. I am particularly found of the music played inside The Hanged Man as well as the track Rogue Heart. The music tried and mostly succeeded
in giving an epic score to some very important crisis points in the game (Qunari Rising, for example)

The combat flowed very well, giving vigorous and fast paced battles (until the third or fourth wave in which it approached the realm of button mashing)

The Party Banter was, as always, particularly inspiring and funny, I was entertained just by walking through the areas of Kirkwall to hear all the different possible conversations.

The Inventory automatically sorting the "you can sell this!" to the junk section was nice, made shopping so much easier....

Varric- simply put, that Dwarf climbed through the hell of cynicism and is tied for the crown of my favorite RPG companion in any game, ever.

Act 2 was masterfully done. The All That Remains plot resolution (White Lily Killer) was the first moment in the game that evoked an emotional reaction and that made me go in my head "Yes... this *is* the Bioware game I prayed it would be. Thank you, Gaming Gods!". It only got better, with the rising tension between the City and the Qunari, the discovery of
just what Isabelas mysterious relic was, and of  course the battle for Kirkwall. I ended that fight with a shout of "Hallelujah, Bioware has delivered!!!"

~~~~~~~~~~~~~~~
Nit-picking

TheGeography of Ferelden - .... guys. You created this world. Hawke and  his Family left Ferelden from Gwaren and apparently travelled north across the Waking Sea to get to Kirkwall..... Gwaren is in the south east of Ferelden near the edges of the Brecilian Forest. If anything they'd need to sail east out into the Frozen Sea before turning North and skirting along the coast of Ferelden on the Amaranthine Ocean before taking a trip West through the Waking Sea, by passing Ostwick infavor  of Kirkwall. I understand that shortening it was better for dialogue,
but it was just so innacurate it made me stop the game and flee to the Dragon Age wiki to make sure I hadnt misheard.

The Cameos of Origin Companions - It was nice touch of fan service, a nod that the game we imported actually did happen, as it seemed that except for a few brief mentions (and even some of those mentions were bugged), the decisions in Origins didnt really have any sort of even minor or mentioned impact on the game.... but that's all they were. Fan service. They didn't serve any greater purpose, they didnt even really count as a mission. I spoke to King Alistair for all of a minute hearing about  how, yet again, swooping is bad and a possible war with Orlais. I met Zevran on the run from some Antivan Crows. Nathaniel Howe is still with the Wardens doing missions in the Deep Roads (even though after I *killed* the Architect he left the Wardens forever.....) Leliana is now serving as the left dark hand of the Divine?!

For the most part, all of these cameos came off as shameless "Look at me, look at me! That game that you spent upwards of  250 hours on? Yeah, it DID happen!! See, and we even included the joke! Swooping guys! SWOOPING." If they had served a greater purpose, it would have been awesome, but they didnt so they fell flat and just made me wish I was playing Origins again.....
~~~~~~~~~~~~~~~~~

Now, inevitably, I must go to the bad.

Blessed are those who stand before the corrupt and the wicked and do not falter.....

Bad.

The recycled use of the level designs. I know that this has been stated many times, but I cannot stress just how much it *kills* the immersion to realize that every mansion you walk into has the exact same stack of crates and barrels and rubble and crooked paintings as the last. Or how every cave is the exact same cave, but I can't walk through some doors even though the map acts like there's a whole new world on the other side that I just can't get to.. I laughed hysterically when I got the Spelunker achievement when in reality, I was in the same cave 10 times.

The endless errand quests. It sometimes felt like I was in an MMO grinding at the beginning of every new area. The worst was every time I picked up a bottle or a trinket or, I kid you not, a *corpse* I was sent running
to go give it to some random NPC as if I had found their wallet. One of the most recent Ctrl+Alt+Del comics says it perfectly. I understand that in Act 1 it was a easy way to help the player get the money needed for the expedition, but it bordered on the ridiculous at  times. Including quests that gave higher rewards (and also served to introduce us better to the main conflicts ((ie. Quests with the Mages Circle or Templars)) ) would have been a more interesting way to connect us to the story and Kirkwall itself, while also cutting back on the slight MMO feel of the find and deliver quests. I mean honestly, you guys *mocked* MMOs during Sulchers Pass in DA:O, but some of these quests honestly felt like I was walking around in Azeroth rather than The Free Marches

The Button Mashing... I understand, that the faster combat itself allowed for better flow and made for a more epic type of battle. However, when you throw in the cooldown clock on lyrium/stamina potions, I'm left tapping the basic attack button to the point where I needed to take a break and massage my thumb or ice after a few hours of playing. I believe this could be rectified by either an auto-attack function, or a faster cooldown on potions.

The Ninja Waves of enemies. It was so incredibly annoying  to be on the last enemy and suddenly have a group of 15 drop quite literally out of the sky like some bastardized version of The Foot. Infact, I'm going to tack on the general concept of 4-5 waves of enemy per fight as something that was incredibly annoying. I understand that it was basically XP cannon fodder, that it helped to extend fights and give us more room to practice the art of "Press a button and make something awesome happen" but there are good ways of allowing multiple waves to happen in a fight. Have them burst out of a house, or come up some stairs, or out of a cave. The enemies dropping from the sky like ninjas all across the area just made me facepalm and frantically tap the basic attack button  until my lyrium potions clock allowed me to take some more of the stuff to spam the enemies with a firestorm and Fist of the Maker.

The Lack of Ability to Converse With My Companions Beyond Their Quests in ANY Meaningful Way -- It made me feel like by the end of Act 3 I hadnt  even known some of these characters, because I only got to experience them at their crystalizing moments or moments of crisis. The thing that I so loved about Origins was being able to strike up a conversation with a character pretty much whenever and learn more about them. If you had kept that but restricted it to their home base, even that would have been adequate. It just made every companion that I didnt usually quest with beyond their companion quests feel shallow and barely capable of being called two dimensional.

Family Matters? --- For a game that was touted as wanting to focus on family, it didnt really do it very well in practice. Bethany died at the beginning. Apart from two mentions by Leandra and a comment by Carver that it was all my fault, it was never brought up after it actually happened in any cutscene dialogue. When All That Remains was resolved and Gamlen went to tell Carver, there was a literally *perfect* moment in which a brother confronts the other about the magic  that he feels has ruined his life and quite literally destroyed their entire family, but that perfect moment never happened. She was never mentioned again unless you clicked on her door.  I was more affected by  the deaths of the Couslands or the leaving of the Mahariel clan in the first hour of playing Origins than I was in any of the character interactions with my family that I went through in 39 hours of playing Dragon Age 2.

The entire game taking place in Kirkwall -- This could have worked, had you actually fufilled the promise that we would see Kirkwall change as time went by and our decisions changed it. The only thing indicating the passage of time was that I found myself in a mansion wearing Hugh Hefners pjs and Varric told me so. Same environs,
same stores, same locations, same NPCs saying the same damn thing. Showing the changing seasons, or new buildings, or buildings being torn down, or changes in fashion, or just... anything to help show the passage of time would have not killed the Immersion for me as much as it did and made me believe that I had actually jumped forward in time and had not simply been stuck at an incredibly long loading screen (especially between Act 2-3)

The Bugs... between the import flags not flagging correctly, the constant jumping and skipping in graphics during the cutscenes whenever a character moved, the hanging eyeballs, the magical glowing effects putting glowy red or blue eyes on their cheeks, the disappearing companions, the invisible enemies that were on the map but were anywhere in the area, Merrills final cutscene for her big companion quest triggering before I even had the ability to do the quest, and a whole laundry list of other problems had me quite literally tearing my hair out and fighting with myself to keep playing. You simply cannot release a game with that many issues without having a first day patch planned. It made me skip cutscenes, rage quit, or threw me out of the brief moments of immersion I was getting, the few times where I actually thought to  myself "my hawke" rather than the puppet I was poking in the back of the head.

The Voiced PC and the Dialogue Wheel -- it absolutely killed the immersion for me. What was miraculously nice about Kotor and DA:O was that I felt like I really was Revan or The Warden. I put my own thoughts, my own voice, the tone I would use or the actions I would  take into those characters. They were me - I was no longer some guy
sitting in his crappy apartment, I was running around Tattooine or questing across Ferelden. The people, my companions, the entire country or galaxy mattered to *me* because *I* was apart of it. In Dragon Age 2, I felt like I was a puppet master controlling my puppet through a shock collar. I had three word summaries that turned into solliquoys. I had no idea what Hawke was going to say at any given time, and I honestly felt like I was playing a single player shooter (this as a mage was particularly tedious) with the option to talk to people. I didn't feel
like any of my decisions mattered, I didn't care about Kirkwall or the people I was questing with beyond Varric, and I felt disconnected from the entire game. It wasn't an RPG for me, I wasn't playing a role. I was controlling Hawke, a person with a set in stone set of circumstances where no matter what option I choose all roads seem to lead to the same path. There was no immersion in this game outside of the tail end of Act2 for me. 

Which brings me to my biggest complaint....

The main plot of Act 3....... I don't know what to say. To have gone from the gloriousness of Act 2, to the utter pointlessness of Act 3 was mind boggling. We were faced with a decision, to either support the mages, or support the templars. The decision was, in all seriousness, a choice between two piles of crap. One pile was hypocritical and insane, the other was self righteous and insane. The entire main plot frankly reaked of poor character and story development.

The reason to side with the mages: "We're not all evil, blood mages, insane, abominations, abominations waiting to happen, or murderous bastards." Yet.... nearly *every* single NPC mage in the game that you encounter is either evil, a blood mage, insane, a murderous bastard, an abomination, or an abomination waiting to happen. Hell, even your mage Companions fit that bill. In the end, they had no redeeming qualities for them in anything
beyond their conversations about how they can be good upstanding citizens, when the game mechanics forces them to become semi-big bads.. (and yes, I realize that they turned to blood magic or demons out of
fear of the Templars, but for gods sake you cannot claim that mages can be good people in conversation and then deny them that in game mechanics, it  rips me from the games immersion into the story telling and makes me go "Huh... they're all either tossing around blood wound or turning into *pride* abominations and summoning demons. Dumb.") *spoiler* ORISINO BECOMING A HARVESTER AND KILLING ALL OF THE MAGES IN A FIT OF "THEY WANT BLOOD MAGIC? FINE, THEY'LL HAVE IT!!" *end spoiler* This is not story telling, character development, or even good gameplay. This was shoe-horning in a big bad while trying to give you the message that you did indeed eff up by choosing who you did, since they werent going to bother with an epilogue screen that would tell us Orisino escaped only to lay waste to all the villages and dells north of the Free Marches.

The reason to side with the Templars: "We're doing what we must to protect the cityfrom Maleficar and apostates (though you yourself are one.... go figure) and demons!!" And yet...... the Templars are led by a paranoid
schizophrenic who quite literally turns Dragon Age 2 into Devil May Cry in her final fight with a hint of the Terminator big bad in ME. The point is made time and time again that Mages are turning to forbidden magicks because of the harsh reprisals that the Templars are coming up with. The Tranquil Solution (and I would like to say that I never before encountered such blatant N.azism in a video game not pretaining to the N.azis themselves), the forced tranquil branding of mages, the order to kill every mage you find.... these are not benevolent protectors. Every one of them except for Cullen, Thrask,  and Keran come off as sadists who take too much joy in the power they have over the "evil cursed blights of the maker". That final fight with *spoilers* Meredith .... *end spoilers*

I quite literally wanted to cry at how ridiculous it was.

*spoilers*

And let's not forget, that the *entire* mess happened because Meredith decided to Anull the Circle due to an apostate mage blowing up the Chantry. An apostate mage who was, quite literally, within arms reach. I understand she was being driven insane by the lyrium idol (which is the biggest piece of unexplainable tripe ever to be brought into a bioware game.....) but for the love of the Maker, even the insane would
go "So.. you blew up the Chantry? *stab*"

The act ends with me just walking away... apparently an Exalted March is in order, the Templars are now headless, every mage in Kirkwall has been slaughtered, and I was left adrift without any of my companions
except Isabela (even though I romanced Merrill?). The whole world is  going to hell, my Warden is being mentioned as lip service to the fact  that the game I loved actually happened, and apparently the character
that I just spent 39 hours playing will be needed again in what will no doubt be expensive and pointless DLC.


*end spoilers*

There was no classic Bioware ambiguity. It was two choices of "Eat Sh!t and die" for Hawke, and it was all so trivial and meaningless. There was no grand lead up to the conflict, there was no real reason to side with either of them. I was hoping for the third Cartman esque option of "Screw you guys, I'm
going home." but I ended up deciding that since I was playing a mage, the character I just spent 39 hours directing to get sovereigns and reply either olive branch or comedy theater face would probably be killed by Meredith "just to make sure" if I picked the Templar option soI went with the Mages.




../../../../uploads_user/62000/61175/82447.gif

I feel confused, betrayed, unfinished, and mostly just stupefied by how this game ended.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Conclusion

This game, as much as it hurts me to say it, was disappointing. I waited  eagerly for months since the announcement, pre-ordered 6 months before release, and waited anxiously, ignoring the cynical little voice in my
head that kept adding doubts every time information was released. I kept hoping that Bioware would deliver a game like they always had previously - a game where I could get into the story, immerse myself in a wonderful new world, and live a life in which I experienced wonders and trials that I would never get to face in my real life.


Never before in my life had I played through a game to the finale, put my controller down, and asked myself "What was the point?". And then I played Dragon Age 2, and that's exactly what happened.

And the sad thing is, is that there were ways to make this game all that you hoped it would be.

1)Even if it's just the illusion of choice, GIVE IT TO US! Regardless of what we did in Origins, the Archdemon was going to end up dead. But there were so many different story effecting options inbetween points A and Z that I truly felt like I was effecting the world and taking divergent paths. It seemed that no matter what you did in DA2, there was one linear reused path that brought us to the same conclusion, and my only option was to be Nice, Snarky, or Rude about it. 

2) Don't advertise the game as one where when we import our decisions they have an effect 'like ME2s system' when in reality, the only reason I knew what my Warden did was because I myself did it and saw a Harrowmont on the lam and met my Swooping King in the game.

3) The emotional engagement that was given to us in so many Bioware titles was possible, had you simply allowed more interaction to allow that engagement to grow. Like I said, I felt more attached to the Couslands after an hour of playing Origins than I felt attached to the Hawke Family 39 hours into the game when I beat it and I was certainly more attached to the companions in Origins than I was in 2, simply because the option existed to talk to them and learn about them outside of crisis moments.

4) Drop the "Hit a button and something awesome happens" ideal and realize that something awesome *did* happen before we had spinny combat animations and fast and furious combat. The amount of copies of DA:O sold should tell you that.

5) If a game is going to be toted for the passage of time and the epic quest happening over a decade *cough*sevenyears*cough*, show that passage of time beyond a codex entry and Varric telling us just before the new cutscene starts. Kirkwall could have been an amazing environment if it had actually changed. There are people *STILL* waiting to meet with the Viscount in Act 3 that have been waiting since Act 1. The only difference was instead of being called Serrah I was called Champion. *shrugs*

I guess that's it... I'm gonna go back to DA:O now.

Modifié par Glorfindel709, 21 mars 2011 - 08:20 .


#997
JeeWeeJ

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Glorfindel709 wrote...

Lots of words...

Wow, well said! Totally agree with you about the ending. With DA:O i had the feeling that i had accomplished something (even though the battle with the archdemon was pretty damn easy), but with DA:2 it just left a empty feeling.. Like all you've done was for nothing. Ok, not all games should have a happy ending, hell, a bad ending is often more "badass"...IF done properly...

Also, nice to know that people from Bioware are still reading this thread. Gives a man hope.Posted Image

#998
adembroski11

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When you emphasize everything, you emphasize nothing. Same thing applies to DA2's combat system.

If every time I press a button, something awesome happens, eventually awesome becomes mundane, and every time I press a button, something mundane happens. And then I yawn when Danzig explodes. In Origins, there were killing blows that were awesome to behold... they felt special, weren't too over-the-top, and made me wish the game had a replay option. In this one, it's just too much.

Another aspect of combat I hate... spending 20 seconds repeatedly tapping the attack button trying to kill someone who has literally zero chance of scathing me in any meaningful way. Make combat tougher by making enemies smarter, not by giving them vast reserves of HP that are just going to take me longer to whittle down.

Waves of enemies are not exciting or tactically interesting; they're annoying.

Because I'm trying to be a critic and critics point out the positive too, I'm going to defend the story format.

I think both ME2 and DA2 both stumbled onto something few games have figured out. Instead of presenting a digital movie we have control of, I think a better approach is to present a digital television series we have control of.

Most games take the movie format... doesn't work terribly well because a video game has to have far more side-quests and other distractions a film doesn't deal with. I always felt in Origins that anytime I took on a side quest, I was giving the blight time to win the war. Side quests seem like distractions from a time-sensitive storyline and break my immersion. With a more segmented, episodic approach with no implied sense that time is of the essence, I feel more comfortable taking all the side jobs I need.

#999
Glorfindel709

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Oh I completely agree that not every game should have a happy ending. But there is a difference between having a realistic ending that turns away from the cliche "and the land rejoiced and they lived happily ever after til the end of their days" ending and focuses on the fact that bad things actually do happen to the Hero.... and what felt like not having an ending at all.

And thank you for the well said :) I realize it was a pretty long review/criticism but I felt that I needed to get my opinion out there. I would hate for the low user reviews to result in a killing of the franchise, especially with how much I truly enjoy the world of Dragon Age and the game DA:O, so I hope these constructive criticisms from we, the owners, will help Bioware make an amazing set of DLC or DA3

#1000
Fuzrum77

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Glorfindel709, that was an incredibly long but also incredibly spot-on analysis of this game. I especially agree with you regarding the ending (or lack thereof, really). I couldn't believe it when the credits started rolling, and there had been no epilogue. Not only did -nothing- change from one time jump to another, but there was no acknowledgment of any of my choices (and ramifications thereof) at the end of the game. Just like you said: I just have zero interest in playing through again, because I know there's nothing waiting for me at the end of the rainbow. And that makes me very, very sad.