Combat: I was perfectly happy with the mechanics of combat. However, I feel the game has an over-reliance on combat. When you're starting to wonder why there are random waves of enemies attacking you, there's a problem. Call me old-fashioned, but I need some kind of emotional/plot-wise motivation to fight.
This is a digression, but I sorely missed having the [Persuade] option. For me the persuasion option is a staple of RPGs and what differentiates them from more purely action-oriented games. There were definitely
many instances in DA2 where I thought it would be logical to be able to talk before launching into battle (and no, I don't mean allowing the enemy to shout a line that Hawke can't respond to before starting combat).
There were parts in the game where I was actually frustrated because it was so
stupid to be slaughtering the very people I wanted to side with without getting a chance to explain myself. It was very immersion breaking how even after such a pointless slaughter the side in question might still accept/welcome my help.
The lack of a persuade route took away a lot of the option of choice and role-playing (would this character really choose the slaughter-them-all route?). In many classic RPGs, my most memorable moments are the quests that
didn't end in combat. I probably couldn't recount the battles I went through in the original Fallout 1 & 2, but I can still remember convincing the guy in the Arroyo temple not to fist-fight me in my trial.
In Dragon Age Origins, the most amazing gameplay parts weren't about "epic battles" but about the choices. Do I sacrifice Connor, Isolde, or neither? Do I side with the Dalish, the werewolves, or let them sort out their differences? Do I take the ritual or not?
In DA 2, I unfortunately often felt that combat was the be all end all. There weren't nearly enough quests that involved talking and thinking about making decisions - the sidequests in particular suffered from this. Most of the sidequests mentally blur together into "go to place X, kill Y waves of enemies, get Z coins as reward." I think this is part of what makes the world feel so much less alive than the DAO setting, as I've seen many people note. The interaction with non-companion NPCs usually boiled down to "do I kill this one or is it a piece of furniture."
By the end of the game, I was starting to wonder if Kirkwall was going to have a population problem after the hundreds of able-bodied people Hawke inevitably butchered.
CharactersWhile I think the companions were well generally well-concepted and I
was genuinely fond of them, I thought the player connection with them
suffered on account of not enough front-loading. Act 1 was disappointing in that it introduced all these interesting people to me and then proceeded to only give floaty dialogue after one short post-recruitment conversation.
I
dreaded seeing the floaty line of dialogue above the character's head. It seems like such a small thing, but being able to enter into a proper dialogue screen when I click on my companion makes me feel that much more connected to them, even if there are only throwaway dialogue options ("I should go.") Hawke felt somehow dismissed by the companions, who would only have two conversations every three years.
For that matter, I thought the companions needed more of a stake in the proceedings. Their motivations for following Hawke around were never made clear (other than Varric going with you into the Deep Roads). And sometimes the incongruity of companions' actions were really immersion-breaking, as when Aveline, the captain of the guard, helps me wholesale slaughter Templars in the streets.
I liked the concept of the new rivalry/friendship system, but thought it could have been better executed. It was somewhat incongruous to be a total dick to someone and end up having his/her respect. I think there needed to be more opportunities for respectful disagreement rather than the generic closed-fist offensive dialogue option.
I think the characterization suffered from a lack of direct interaction/face-time with your companions. I loved the banter, but in all honesty I think the player ended up relying too much on the banter to get to know the companions. In a zero-sum game of resources, I would have preferred more of the traditional ask-your-NPCs-a-bunch-of-questions. That makes the difference between role-playing and just watching a movie.
As for the romances, I liked what was there but was left wanting too much more. I went with the Fenris rivalry-mance and I felt like there were a total of three romantic conversations - one with the initial encounter in Act 2, one after the companion quest in Act 3, and one at the end. I enjoyed all the characters, but I didn't feel like I got to know them as well as Alistair, Zevran, Leliana or Morrigan. I never got a chance to just ask about their lives, or to hear them tell little anecdotes ala Zevran. Most of the dialogue seemed to be them asking me to do stuff for them.
Also, I wish there was a more organic way to start the romances. So many of the flirt lines were just flat-out inappropriate!
Anders: I have a spirit in my head.
Hawke: So that explains the sexy tortured look!
Me: *facepalm*
StoryI appreciated the risk taken by going for a more personal story rather than the archetypal rallying armies to defeat an ancient evil. However, like so much else in DA2, the execution was left somewhat wanting.
Act 1 was really quite disastrous in terms of pacing, and I honestly can't say that I would have gone through it if I wasn't a fan of the franchise. I would have preferred fewer but more meaningful sidequests, and in all honesty I found the gathering money quest quite bizarre. Gathering X amount of sovereigns is a dull grind of a quest, and to have that as the first major one boggles the mind. Such grinding quests seem better placed further down the story, if at all, as they are off-putting.
The motivation for Hawke was rather problematic; for the majority of the game it seemed all Hawke really wanted to do was get rich. Hawke reacted to the events unfolding rather than driving them, a far cry from being the "most important person in Thedas."
Quality ControlI appreciate that Dragon Age has hundreds of complex plot flags and whatnot, but honestly the bugs seriously detract from the quality of the game. Merril's companion quest in Act 3 was ruined by her giving me the closure conversation before I even did the quest! Nothing shatters immersion quite like that.
I find it inexcusable that less than 2 weeks after the release of the game fans are
already releasing
bug-fixing patches when the BW QA team couldn't be bothered. It's just plain sloppy, and I'm sure it's frustrating for the devs too when content that they worked on doesn't make it into the game on account of silly bugs.
MiscellanyPartially because of the many import-related bugs, the cameos felt more like fan-
disservice at times. They were very shoehorned-in and gratuitous. I almost wish the characters from the previous storylines would just be left alone so as not to cheapen their interactions and relationships from the previous game.
A more serious concern I have with the direction of the franchise right now is the trend of products to keep "leading-in" to the next one. DAO wrapped up its own self-contained story very nicely. Awakenings too, despite some off-putting epilogue slides in regards to the fate of the Warden. Witch Hunt had this going very bad, to the point where the entire DLC felt like a commercial for DA2 with some Morri-mance fanservice thrown in. And at the end of DA2, I was left astonished and more than a little angry at how much was left unresolved.
I can understand having to leave interest open for the next game in the series, but when there's so many questions unanswered that at the end of the game it feels more like I've played a commercial for the next game, something's wrong. At some point, BW will have to deliver, and I'm worried that there'll come a point where it can't possibly wrap up everything from the previous games in a satisfactory manner.
I think a lot of these problems boil down to the rushed development time. I would have been willing to wait another 2 years or more if it meant that DA2 would have been closer to DAO in quality. As Shigeru Miyamoto (creator of Mario/Zelda, famed Nintendo dev) said,
"A delayed game is eventually good, a bad game is bad forever."I hope that BioWare keeps that in mind as the next Dragon Age title is developed.
All that being said, I did enjoy the game very much and I do plan to replay it several times to experience all the choices. This is a constructive criticism thread, however, so I won't go in depth about the many things I did like (and this post is way too long already).

Kudos to any feedback-gathering devs who actually read this.
Modifié par payroo, 21 mars 2011 - 07:57 .